The actual steps:
☐ Implement progress gui (show current round - current objectives, completed objectives)
☐ Implement stateful saving (i.e highscores) to database and load - vital step
☐ Implement all the win conditions and weight them by easy (1,3), normal (4,6), hard (7, 9), impossible (10, 13)
☐ When all objectives are complete, let players choose the next 3 win conditions
☐ When 2/3 are complete, let players choose the next 2 win conditions
☐ When 1/3 are complete, let players choose the next 1 win conditions

Krono (prestige?):
- I'm loving a lot of the ideas in this thread, especially adding complexity to the proposed prestige system.  My biggest concern is that the proposed win conditions might be set too low.  Personally I feel the - game is most dynamic and enjoyable between waves ~1200 and ~1800.  Setting an easy win condition like "launch a rocket" would eliminate the entire endgame, so I would not be in favor of that.
- Mtn Fortress has always supported and encouraged multiple playstyles, so I think the win conditions should try to reflect that.  Here is my best attempt at setting what those win conditions would look like:
- Reach wave 1500 (+50 per prestige)
- Complete Mystical Chest 50 times (+5 per prestige)
- Mine 50k entities (+5k per prestige)
- Reach total killscore of 5M (+500k per prestige)
- Reach zone 12 (+0.5 per prestige)

- I set these numbers assuming a "season" length of 2-3 months (after the season is over, prestige level is reset to 0).  So theoretically near the end of a season we might reach prestige level 30, which would - give us this win condition:
- Reach wave 3000
- Complete Mystical Chest 200 times
- Mine 200k entities
- Reach total killscore of 20M
- Reach zone 27

- We could also consider giving players a small buff, such as:
- Players receive 0% bonus xp (+2% per prestige)

- I also love the idea of a final battle, a struggle to survive with biters attacking from all sides.  Lets be honest though- our biggest opponent in this final battle would unfortunately be lag, not biters.  - Perhaps we could have an economic "final battle" instead.  Once players reach wave 1500(+50 per prestige), then a new chest appears with a requirement of something like 10k white sci (+2k per prestige).  Maybe also an accumulator that we have to charge with 1GW (+0.25GW per prestige).


NOTES:
☐ When round is 0 (i.e resets) reset all game and make it easier
☐ Implement journey thing for Mtn Fortress?
☐ If players reach wave X and gather stuff X, reset the game and make it a tad bit harder.
☐ "I think one fix could be to add a "roguelite" aspect to the game.  Call it mtn fortress season 1, lasting 4 months.  Set an arbitrary finish line at wave 3k or 4k.  Each time the team gets to the finish line we "prestige", the game resets with a +10% biter hp and dmg buff (stacking).  Then the goal is to see how high of a prestige level we can get to each season."
☐ I think the main suggestion is to have different win conditions each run: this will give players a reason to adapt to something new each run, and you know, play factorio, give players a reason to design some new bases in personal surfaces, outside and possibly in the train too specific to each run. Win conditions could be a combination of the following: launch X # satellites, research Y level of science (this would encourage players to use one ammo type over others for example), produce Z # items (pretty much any item: fuel cells, ammo, train signals etc), purchase X of personal vehicles (30 cars, 10 tanks, 5 spders) so for example 1 win condition could be multiple goals: launch 10 satellites And get 8 tanks And make 100,000 rail signals in those tanks 😄
☐ Other win conditions could include : reaching research level example 12-13, reaching player level (maximum, average or total), reaching a specific wave #, producing or using a specific # of power (~2-5 GW for example), reaching # million killscore, reaching specific stats across the team (example across the team someone has 1000 in each stat)
☐ It could be good to start with goals that align with what the run needs (at first), then "winning" gives the players slightly harder goals for next run. For example run #1 the goal is simple to launch 1 satellite, produce 10,000 rockets, produce 1GW power. Next run its a harder goal example: research lvl 9 tech, produce 5,000 fuel cells, find/buy 20 cars. Each run the goals can be harder and less and less helpful (making random items, owning 15 tanks, follower bot lvl 10+) etc
☐ *Oh another win condition idea: upgrade train to # level (pickaxe or aura or hp)
☐ round 10 win condition could be much harder and time limited too: example get # satellites before wave 1000, make X items before wave 1000, get spider before wave 1000


Rounds (ideas):
- Each round increases biter damage and biter health a bit 10%?
- Round 1: launch 1 satellite, produce 10,000 rockets, produce 1GW power
- Round 2: research lvl 9 tech, produce 5,000 fuel cells, find/buy 20 cars.
- Round 10: get # satellites before wave 1000, make X items before wave 1000, get spider before wave 1000
- Round X: making random items, owning 15 tanks, follower bot lvl 10+

Conditions (ideas):
- Easy: Add only easy objectives here
- Medium: Add medium objectives here along with easy
- Hard: Add hard objectives here along with medium, easy

Lose condition (ideas):
- 2/3 objectives: Drop 1 round back in the league
- 1/3 objectives: Drop 2 round back in the league
- 0/3 objectives: Drop back to first round

Met conditions (ideas):
- Collapse stops (viable?)
- Players are allowed to reach 1-2 zones ahead to complete other objectives
- More aggressive/stronger enemies(?)

Ideas (from all) for win conditions:
☐ Reach randomized zone 2 <-> 10 (and)
☐ Beat randomized wave count 100 <-> 1000 (and)
☐ Gathered supplies
☐ Killed x enemies
☐ First person to reach level 5000 -- make it randomized?
☐ Reaching research level example 12-13
☐ Reaching RPG level (maximum, average or total)
☐ Producing or using a specific # of power (~2-5 GW for example)
☐ Reaching # million killscore
☐ Reaching specific stats across the team (example across the team someone has 1000 in each stat)
☐ Upgrade train to # level (pickaxe or aura or hp)
☐ FINAL - Fend of biters from various directions when reaching trigger point for x amount of seconds

Final battle i.e 3/3 objectives are done:
- biters from all sides
- 20-30 minutes at most 1 hour
- teleport the locomotive to another surface (something from chrono? lag free)
- warn players that they have # minutes to prepare

UPS fixes?:
- disabling whole factory - biters using emp, all assemblers turn off, train can't move anymore  and it is battle who runs out of ammo or units.
- 1-2 wagons are enabled?
- personal surfaces are disabled?
- remove any unused script that is causing lag



- I'm thinking, if a player reaches one of these trigger points, collapse stops and the player is allowed to reach 1-2 more zones to be able to complete any other objective(s)
- If the and trigger points are complete and one or trigger point, the game resets and the game gradually gets somewhat harder. Maybe a static modifier such as enemy health is bigger and their damage is somewhat higher? And more dynamic modifiers such as from Journey
- There would need to be weights included in this, so you don't get lazy_bastard first round :kek:
- The (?) is -> unsure if it'll get added
