quickops detail (Quickops)



QUICK OPS

Quick Ops are procedural contracts offered by persistent Fixer NPCs.
A Street Job giver's referral opens access to a specific Fixer once
your reputation with that giver is high enough.

APPROACHING A FIXER

You have to physically walk up to the Fixer's own NPC and be standing
in the same room with them -- you cannot browse their Operations over
LinkCom, BBS, through another NPC, or from anywhere else. You also
need an actual introduction to that exact Fixer; being well known to
a DIFFERENT Fixer never substitutes.

    quickops <fixer>
    quickops

With no argument, this looks for exactly one Fixer physically present
and opens their menu directly; if more than one is here, name the one
you mean.

BROWSING THE MENU

The menu shows the Operation tiers and Solo/Crew modes you're
currently cleared for at that Fixer, each with its own set of stable
offers. Pick a tier/mode to see its offers, and an offer to see its
full detail: mission family and objective, target faction, site
type, conditions, mode, and payment.

Browsing never changes anything -- looking, closing, and reopening
the menu never rerolls or rerandomizes what's on offer, whether or
not you go on to accept one.

ACCEPTING AN OPERATION

Only exact combinations admitted by the current capability gate can
be offered and accepted. The first public-ready scope is Tier-1
Physical Theft / Contraband. Other mission families, subtypes, and
higher tiers remain closed unless their own complete physical and
settlement consequence coverage is verified.

From an offer's detail screen, accept/a takes the Operation. Acceptance
is exact-once: accepting the same offer again (a dropped connection, a
double command) never creates a second Contract -- you're simply told
you already hold it.

The quoted Solo payment is that one participant's frozen payout. The
quoted Crew payment is one total frozen Contract pool, divided equally
across the participant CIDs captured when the Crew accepts; any
indivisible remainder is assigned deterministically. Later membership
changes do not change those payees. Already-accepted historical
Contracts keep the reward terms they originally froze.

Accepting immediately tries to stand up the real physical Site behind
it. If that takes a moment or stalls, your Contract and its reserved
Site are not lost -- check back with this Fixer shortly; the attempt
is always safe to retry and never charges you twice.

ENTERING THE SITE AND THE FOUR-HOUR CLOCK

Once the Site opens, its entrance is an ordinary physical frontage
anywhere in the city -- walk to it and go in like any other door.
Anyone who physically finds that entrance may walk in while it's
open, Contract or no Contract; holding the Contract controls who gets
paid, never who may physically enter.

New entry (and reentry) closes at whichever happens first: the real
objective being taken by anyone at all, or four real hours after you
accepted. Once closed, nobody new gets in, but anyone already inside
can still leave normally. Closing never fails your Contract, pays
anyone, or throws you out.

YOUR OPERATION, AND TURNING IT IN

With an Operation accepted at a Fixer, talking to that same Fixer
again shows a "my operation"/status option: whether the real
objective has actually been secured by your own side yet, and, once
it has, a turn in option. Turning in only works while you are
standing with the exact Fixer who issued it and are the one actually
holding the real objective -- there is no remote drop-off. A
successful turn-in completes the Contract and pays you, exactly once,
on the spot.

An outsider taking the objective closes the Site to new entry the
same as anyone else, but it does not hand your Crew a payout --
someone else walking off with it does not count as your own
qualifying extraction.

CONTACT REP AND TIERS

What you see depends on your CURRENT Contact REP with that exact
Fixer, checked live every time you open or browse the menu. If your
rep with them drops, a tier you could see before may stop showing up
until you earn it back; the offers themselves are not lost, they
simply are not listed while you're below the threshold. A Fixer
having higher tiers configured never means you can see them -- you
still have to clear the ones below first (or hold a qualifying
referral that started you there).

LEAVING

Type back/b to go up a level, or close/quit/exit to step away
entirely. Walking away from the Fixer, the Fixer becoming unavailable,
or the NPC being removed will also close the menu for you.

See help quickops-builder if you are staff.