No.164 / 280Build & manage · Income & idle growth

Dispatching Limited Teams

You only have so many crews, and each one sent is gone until it returns.

Prototype complexity
Who plays
Solo decisions
Design focus
Planning · Time · Risk
Clicker HeroesNo.164Clicker Heroes

01The core loop

Action → feedback → next choice
  1. 01Browse open missions
  2. 02Assign a team
  3. 03Wait out the timer
  4. 04Collect or eat losses

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    You have 2 teams. Mission A: 4 h, 90%, medium reward. Mission B: 12 h, 60%, high reward.

  2. T2

    Turn 2 · The player chooses

    You send the combat team to B and the weaker team to A.

  3. T3

    Turn 3 · The feedback

    A succeeds after 4 h; B fails at 12 h and the team needs 6 h to recover.

  4. T4

    Turn 4 · The next decision

    With one team available, you decide whether to spend supplies to speed recovery.

How it plays

You own a few teams; each mission lists duration, success odds and reward type. Dispatched teams are unavailable until they return, and better-matched stats raise success. Failure can injure or lose a team, costing resources to recover.

What the player weighs

  • Long missions pay more but lock the team up
  • Sending your best boosts odds but leaves nobody for a premium job

02Start small

Quest · 0/3Prototype complexityCompact prototypeWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Clicker Heroes
C

Clicker Heroes

P1

Mercenaries go on timed quests for gold, hero souls or rubies; they have lifespans and can die on quests (details hedged).

No Man's Sky
N

No Man's Sky

P2

Freighter frigates form fleets for timed expeditions; fleet stats affect success, and frigates can come back damaged and need repairs.

The difference worth noticing

Clicker Heroes adds dispatch as an idle side-system; No Man's Sky embeds it in open-world freighter management.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Dispatching Limited TeamsIncome & idle growth+

Teams need meal loadouts before leaving; buffs vary and spoil, so long missions require durable but weaker food.

Prototype this combo in Yoroll

→Follow the next idea

Cooking & food

Timed Order Triage

Orders keep arriving, each on a timer, and you decide which to save first.

Prototype complexity
Who plays
Solo decisions
  1. 01Scan the order queue
  2. 02Judge remaining time
  3. 03Commit to one order
  4. 04Deliver and reprioritize
Overcooked! 2 · PlateUp!
Income & idle growthNew

Splitting Capacity Across Projects

Your capacity is one pie; only what you slice it to will grow.

Prototype complexity
Who plays
Solo decisions
  1. 01Check each project
  2. 02Reassign capacity
  3. 03Let progress tick
  4. 04Unlock, then rebalance
NGU IDLE · Idling to Rule the Gods
Income & idle growthNew

Setting Up Before You Leave

Your last minute before logging off decides the next eight hours.

Prototype complexity
Who plays
Solo decisions
  1. 01Check every output
  2. 02Plan for time away
  3. 03Log off
  4. 04Return and collect
Melvor Idle · Cookie Clicker
yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

Entries are written by Yoroll editors. Game names and trademarks belong to their respective owners.