No.109 / 280Action & reflex · Stealth & identity

Surveillance Network Control

Cameras aren't just obstacles; seize them and they become your eyes.

Prototype complexity
Who plays
Solo decisions
Design focus
Information · Planning · Economy
HITMAN World of AssassinationNo.109HITMAN World of Assassination

01The core loop

Action → feedback → next choice
  1. 01Find surveillance nodes
  2. 02Avoid or spend to hack
  3. 03Gain view or kill alarms
  4. 04Handle the countermeasures

↻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 5 power. Two hall cameras cost 2 each to hack; the vault at the end costs 3.

  2. T2

    Turn 2 · The player chooses

    You hack only the first camera (3 left) and use its view to find a path around the second.

  3. T3

    Turn 3 · The feedback

    The detour costs a turn and alert ticks up one step, but you keep the vault's points.

  4. T4

    Turn 4 · The next decision

    One more alert step spawns reinforcements, so crack the vault and leave.

How it plays

Cameras and sensors form a network; being recorded leaves evidence or raises the alert level. You can spend power, hack points or time to disable or flip nodes and borrow their view. Hacking often triggers countermeasures like global alert rises or defensive programs.

What the player weighs

  • Hacking a camera eats points you may need for a safe later
  • Erasing footage clears evidence, but the monitor room sits deep in enemy space

02Start small

Quest · 0/3Prototype complexityConnected systemsWho plays · Solo decisions

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

03One mechanic, different implementations

HITMAN World of Assassination
H

HITMAN World of Assassination

P1

Cameras record evidence of you, and you can raid the security room to destroy the footage.

Invisible, Inc.
I

Invisible, Inc.

P2

The AI Incognita spends PWR to break firewalls on cameras, turrets and devices; some carry daemons that trigger on hack, and alarm rises each turn.

The difference worth noticing

HITMAN treats cameras as an after-the-fact evidence problem; Invisible, Inc. makes them a turn-by-turn resource fight.

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

04What could you combine?

Fusion · Original design proposal · not an existing feature
Surveillance Network ControlStealth & identity+

Hacked cameras feed conditional logic, like 'open this door when the guard leaves frame', so enemy sensors become your triggers.

Prototype this combo in Yoroll

→Follow the next idea

Stealth & identity

Disguise Access Rights

Every outfit unlocks a different map, but someone always sees through it.

Prototype complexity
Who plays
Solo decisions
  1. 01Locate the needed outfit
  2. 02Subdue or steal to change
  3. 03Enter newly allowed zones
  4. 04Avoid those who see through
HITMAN World of Assassination · Shadow Tactics: Blades of the Shogun
Stealth & identity

Peek Before You Commit

Look before you open the door, at the cost of time and a little exposure.

Prototype complexity
Who plays
Solo decisions
  1. 01Stop at a door or corner
  2. 02Pay to peek
  3. 03Gain local intel
  4. 04Enter or detour
Thief · Invisible, Inc.
Crafting & automation

Item-Filtered Transport

A mixed item stream needs filter rules to send each thing to the right place.

Prototype complexity
Who plays
Solo decisions
  1. 01Spot a mixed stream
  2. 02Set filter rules
  3. 03Items sort into routes
  4. 04Handle overflow and strays
Factorio · Satisfactory
yorollGAMEPLAY ATLAS

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

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