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
No.164Clicker Heroes01The core loop
Action → feedback → next choice- 01Browse open missions
- 02Assign a team
- 03Wait out the timer
- 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.
- T1
Turn 1 · The situation
You have 2 teams. Mission A: 4 h, 90%, medium reward. Mission B: 12 h, 60%, high reward.
- T2
Turn 2 · The player chooses
You send the combat team to B and the weaker team to A.
- T3
Turn 3 · The feedback
A succeeds after 4 h; B fails at 12 h and the team needs 6 h to recover.
- 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
Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.
03One mechanic, different implementations

Clicker Heroes
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
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?
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
Timed Order Triage
Orders keep arriving, each on a timer, and you decide which to save first.
- Prototype complexity
- Who plays
- Solo decisions
- 01Scan the order queue
- 02Judge remaining time
- 03Commit to one order
- 04Deliver and reprioritize
Splitting Capacity Across Projects
Your capacity is one pie; only what you slice it to will grow.
- Prototype complexity
- Who plays
- Solo decisions
- 01Check each project
- 02Reassign capacity
- 03Let progress tick
- 04Unlock, then rebalance
Setting Up Before You Leave
Your last minute before logging off decides the next eight hours.
- Prototype complexity
- Who plays
- Solo decisions
- 01Check every output
- 02Plan for time away
- 03Log off
- 04Return and collect



