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CSC | Space MMO

S3 Missions are live!

Colonists Needed

Nova Taris needs Colonists! Commanders will be able to pick up colonists in select Core space stations and deliver them to Nova Taris station in 43 Beta Comae Berenices. These colonists only trust commanders with ***a lot*** of reputation (GRP) to help give them passage to 43 Beta Comae Berenices. The amount of GRP required to get colonists may vary throughout the event. Nova Taris is in need of colonists and will be paying a premium of GRP for them. To encourage Commanders to help on this quest GFI will be rewarding the Top 15 Commanders with a Transportation Supply Crate. The top three will receive an additional 5, 3, or 2 Crates respective to their ranking.

This Event starts now and will end on 12/10 - Top 10 Rewards will be announced and distributed by 12/13

CSC Alpha - Hot Fix 0.6.201

CSC Alpha - Hot Fix 0.6.201



Changes of Note:

  • G.L.A.M. Oasis icons and broken state added
  • G.L.A.M. Oasis Shield mesh updated


All Fixes:


  • Drop containers & loot drops parsing bug fixed


Known Issues:

  • Taking shield damage will cause lighting to change on all ships.
  • GFI Security fleet still disabled
  • On some occasion NPCs may not spawn when 2 or more users are at the same location with the same mission. Try leaving the area and coming back
  • FKD Disrupter Pulse ML 2 vfx when activated appears too bright.
  • Certain missiles fired by NPCs will cause them to circle the users ship before they explode
  • Having more power draw than your remaining power total will cause weapon animations to play out but not do any damage
  • Clicking the mission coordinates to travel to the mission destination after already being there will cause the ship to move indefinitely: relaunch client to fix
  • Docking to a station with a damaged ship will rarely keep the damage vfx visible
  • Surrounding ships are able to see NPC disruptions after getting EMP'd by another user in a Oscillator

Series 3 — Transportation & Patch 0.6.2


Series 3 is almost here, we are preparing to launch this crate sale at 3PM PST on December 6th. This Series will focus primarily on the transportation aspect of the game, in particular, the transport of personnel. In addition to transportation modules, you will also find a nice spread of defensive equipment that would aid any Commander looking to make an in-game career as a transporter. In addition to these modules, Series 3 will also be launching with three new ships. They are the G.L.A.M. Horizon, G.L.A.M. Oasis, and Vulcan Crusader.
SERIES 3 TRANSPORTATION CRATES LEARN MORE HERE


The G.L.A.M. Horizon is one of the biggest ships of the Prometheus Class. While it’s slow at subluminal speeds it makes up for it with industry-leading FTL drive. The Horizon has the best in class interstellar and slipstream drive giving its passengers a smooth and quick ride to there destinations. Its intuitive design allows you to hold 300% MORE passengers in your cabins. Its ample personal storage also reduced the transportation weight per passenger by 99%. All this personnel room and FTL speed comes at a cost, the Horizon has very LIMITED cargo capacity.


The G.L.A.M. Oasis is a large ship for the Corsair Class. It performs well at subluminal speeds and also includes G.L.A.M.’s industry-leading FTL drive. This makes Oasis not only a great personal transport but also, properly equipped, a decent scout/exploration vessel. Its intuitive design allows you to hold 200% MORE passengers in your cabins. Its ample personal storage also reduced the transportation weight per passenger by 99%. As with its larger sister ship, the Oasis also has very LIMITED cargo capacity.


The Crusader First Fleet Edition ship is the largest cargo transport in the game. It has a decent FTL speed for its size and a base cargo capacity of 840 million kg. Also being a First Fleet Ship the Crusader comes with lifetime destruction insurance backed by Galactic Federation Industries.

Changes In Series 3


Unlike past releases, Series 3 will have a rotating set of Rare Items that will provide us the opportunity to introduce new modules, equipment, and ships into the game. This means all Rare Items in Series 3 (except for the Crusader FF) can and will be removed, adjusted or rotated out when we want to introduce new features into the game. These new items will be typically tied to patch releases that enables new functionality. With all changes/removals of items, 24 hour notice will be provided on our social channels and through in-game notices. This change allows us to have some flexibility, control scarcity and provide incentives/rewards for events.

For this first week: 12/6 - 12/13, we are offering a bonus on all Series 3 Crates purchased. 1,000 GRP for Transportation Crates, 350 GRP for SERIES 3 Premium, 150 GRP SERIES 3 Prestige, and 75 SERIES 3 Founders.

Some new items to expect in the following weeks are listed below:
- EMP Modules
- Missile Point Defense Modules
- Longer Range Jump Drives
- Improved Armor & Hull Repair Modules
- Deep Core Mining / Ice Mining / Harvesting & Seeding Modules
- Combat / Defense Drones
- Tractor Beams
- Target Lock Scramblers
- FTL Traps
- Mining Drones / Persistent Miners

Series 3 Events & Missions


During the next few weeks, we will be introducing missions focused around the transportation of personnel and cargo. These missions will work in two steps requiring commanders to first source missions that requires GRP and gives you Cargo or Personnel as a reward. Second, find a mission that requires that specific Personnel or Cargo and pay you a higher price of GRP for them. These missions will be the first attempt at jump-starting our GRP / NPC economy. Our goal is to allow the savvy transport Commander the ability to find profitable routes between Star Systems and run that delivery as it exists/remain profitable. So now what do you do with all that additional GRP you earn? Well, Commanders should be on the lookout for Supply Crate Drop Missions. These rare, randomly generated missions that can be at any station will require GRP but provide a Commander with Transportation Supply Crates as the reward. Series 3 transportation events will start at 4 PM PST 12/6.
In addition to these missions, we will be running several Community Goal Events. During these events, Commanders will need to move cargo/personnel to a specific station. At the end of the event, the Top Ranked Commanders (Based on % contributed to the event) will be rewarded with Supply Crates, Ships or equivalent rewards. These events will be announced in-game and on our Social Media channels.

Drop rates are still being adjusted but before the 3PM PST launch of Series 3, drop rates will be finalized.


CSC Alpha 0.6.2


Changes of Note:

  • Series 3 functionality
  • Hayato, Peregrine and Pallas got a FTL speed boost of 5 lightyears per hour to there base. They each also got a boost to slip stream speeds (Improved to maintain their FTL speed edge with introduction of GLAM ships).
  • Ships in hangars wont be able to have cargo (but can have equipped modules)
  • EMP now breaks and prevents target lock while disruption effect is active
  • Personal will split prompt will show when move more personal that can be held into a ship
  • DARA Radar range increased to 750 Gu, EMP range for Dara increased to 600 GU
  • Updated workshop UI not to return deposited ore when switching tabs


All Fixes:

  • NPCs destroying themselves in instances fixed
  • Refinery bug where ore disappeared after splitting fixed
  • FTL instant travel bug fixed
  • Inventory Update Bug fixed
  • Parsing issues
  • Smoke effect appearing in station fixed
  • Infinite loading in workshop when switching tabs while having ore in deposit slots fixed


Known Issues:

  • Taking shield damage will cause lighting to change on all ships.
  • GFI Security fleet still disabled
  • On some occasion NPCs may not spawn when 2 or more users are at the same location with the same mission. Try leaving the area and coming back
  • FKD Disrupter Pulse ML 2 vfx when activated appears too bright.
  • Certain missiles fired by NPCs will cause them to circle the users ship before they explode
  • Having more power draw than your remaining power total will cause weapon animations to play out but not do any damage
  • Clicking the mission coordinates to travel to the mission destination after already being there will cause the ship to move indefinitely: relaunch client to fix
  • Docking to a station with a damaged ship will rarely keep the damage vfx visible
  • Surrounding ships are able to see NPC disruptions after getting EMP'd by another user in a Oscillator

CSC Alpha 0.6.101 - Hot Fix

CSC Alpha 0.6.101 - Hot Fix



All Fixes:

  • Shield Material that was missing in build causing NULL errors
  • Users not seeing Launch button or being able to launch the game


Known Issues:

  • Taking shield damage will cause lighting to change on all ships.
  • GFI Security fleet still disabled
  • Having a component/refined item in refinery will cause a infinite loading screen when clicking equipment: must relaunch game to fix
  • On some occasion NPCs may not spawn when 2 or more users are at the same location with the same mission. Try leaving the area and coming back
  • FKD Disrupter Pulse ML 2 vfx when activated appears too bright.
  • Certain missiles fired by NPCs will cause them to circle the users ship before they explode
  • Having more power draw than your remaining power total will cause weapon animations to play out but not do any damage
  • Clicking the mission coordinates to travel to the mission destination after already being there will cause the ship to move indefinitely: relaunch client to fix
  • Docking to a station with a damaged ship will rarely keep the damage vfx visible
  • Surrounding ships are able to see NPC disruptions after getting EMP'd by another user in a Oscillator
  • Lights not turning off when q jumping

Alpha 0.6.1 — Series 3 Supply Crates


Hello commanders! Alpha 0.6.1 is a massive patch that deserves its own blog post! We wanted to outline all the new changes in this build to help guide you all through it. A lot of this Patch features Series 3 functionality in preparation for when we release the Series 3 Crate Sale in December. We’ll be going over Patch 0.6.1 as well as what you guys can expect in the Series 3 Transportation Crate Sale in this post.
First we’ll start with Patch 0.6.1…

Personnel



With Series 3 approaching, transportation module functionality was a big focus on this Patch. This includes the transporting of Personnel! Similar to Ship Hangars, Personnel Transport modules will need to be equipped before you can start loading Personnel into your ship. You will also notice that Personnel Transport modules have a max occupancy and you will not be able to load more than the number allotted.
Another special aspect about personnel is that some require particular Personnel Transport modules. You wouldn’t expect a scientist, entertainer, or diplomat to take anything below luxury, right? These colonists won’t board the standard Personnel transport module, while other colonists will. Here is an example of when you mix a Standard and a Luxury Transport module.

On the left are the personnel that require the Luxury Transport Module

Repair Drones



By equipping a repair drone module your hull and/or armor while out in space without having to go back to a station. To differentiate the two types, know that green means it is repairing your hull and red is repairing your armor.

Missions


Missions got quite a bit of an update! Mission items are now soul bound, this means that mission items cannot be dropped or taken out of your account. If you cancel a mission, those mission items will disappear from your account. Mission spawns are also now global; if someone spawns a mission you will have to wait for a respawn. Mission generation has been weighted a bit more to generate more combat/attack missions than delivery missions.

Hidden Outposts



There are also some new missions that are accompanying this Patch that include transporting Personnel to different parts of the galaxy. Some of these missions are located in hidden stations that seem to be run by Pirates! Look out for missions that might hint at these hidden outpost locations in Fringe space!

These new missions will go live by tomorrow night (11/27/19). To get a head start on these missions, we suggest commanders start collecting diamond and aluminum ore.

Instancing



A pop up will appear when you go in and out of mission instances

Instancing in missions is now possible in 0.6.1, but these missions will not be utilized until the Series 3 missions start next week. Missions that are “solo” missions means that only you will be in that mission instance once you arrive to those mission coordinates. If two commanders arrive at the same time to those coordinates and it is a Solo mission, then those 2 users will not see each other but will be able to do the mission at the same time. While “group” missions will allow multiple users with the same mission to be in the same instance together to help each other complete the mission. Users who do not have the mission but happen to be at the same coordinates will not be in the mission instance with the group since they do not have the mission active.

Class Restrictions


Some missions now have restrictions based on class. For example, a mission might only call for Corsair size and below. If a ship like a Prometheus shows up at a mission coordinate that is only for Corsairs, then that Prometheus ship will get a pop up letting them know they cannot participate.

Mission Log



Click on coordinates for navigation to pop up
The mission log on the left side of your screen that shows what missions you have active now has an additional feature. The coordinates are clickable and will take you to your destination. To use it, you must be in the same system as the coordinates. You will have the option to sublight, slipstream or Q jump(if applicable) to the mission coordinates. This should make it a lot easier for commanders to navigate to mission locations.

Target Window



Right click on target to trigger drop down menu
Right clicking on a target in your Target Window now brings up more options.

General Updates


Here are a few other updates:

  • Performance improvements as well as a full weapon system overhaul. The performance improvements and optimizations should make the game run much smoother, especially when having over 40+ ships on screen.
  • We have also implemented new optimized ship trails. Currently, only PC users will see the new trails, these are still a work-in-progress but are much more performance-friendly.
  • Ore distribution has been updated across all systems. Rarer ores will no longer be found in Core space, Fringe now hold more rare resources.
  • Ships Docking also has a new animation! Small drones will appear and beam you in and out of the station.



Weapons Update


FTL Pulse activated (250 GU Range)
Included in the weapon system update is the functionality of FTL / Pulse weapons. Use these to limit your enemy's FTL / Slipstream movements, FTL pulse weapons can be used to pull ships out of slipstream. You will see these icons if you are hit with some type of disruption. Hover over these icons to see how long you are affected by these disruptions. These icons are placeholder for now, as is much of our UI, but each cube will show stealth, FTL, and engines as disruption time remaining.

Hover over the icons of the boxes to see how long your ship is disrupted for
EMP damage has also been added to the game. EMP damage will cause disruption of all systems (stealth, FTL, and Engines) and only affect shield HP.

The Mines in CSC are active once again. Ships can now drop mines for hostiles to run into. Mines last forever as long as you are within 1000 GUs and logged in. Important to note that there is a known issue with mines not syncing correctly to other clients, this should be address in the next minor patch.

Dominator FF has dropped mines in its surrounding area
AOE modules allow commanders to damage targets within a radius. More AOE type modules will be coming soon. For now the only starship with a AOE weapon is the D.A.R.A. Oscillator.

The Vulcan Harvester and the Night/Frostsaber have also received their unique internal module. This is a pre-equiped mining beam that have the best specification in the class. Additional functionality and ship specific VFX are still pending implementation.

Shields Update


Finally, all shields now match the color of their corresponding icon. If the shield you are using is a pink color, then your shield has a pink hue to it.



Series 3 Transportation Crate Sale



In Series 1 we started with mining, in Series 2 we did combat, and now for Series 3 it is time for transportation. This new series of crates will feature some hangar bays, personnel transport modules, and cargo expanders. This transportation focused series will aid commanders in not only getting to their destinations faster, but also allowing users to transport personnel and ships.
There are two ships you’re going to want to be on the lookout for in these crates: Vulcan Crusader FF and G.L.A.M. Horizon. The Vulcan Crusader is the First Fleet version of the Vulcan Packer, as a First Fleet ship it has unlimited replication. A new company is being introduced into CSC; G.L.A.M. is a luxurious brand that has a price tag to match. G.L.A.M. is unveiling their new ship Horizon, a luxury liner that comes pre-equipped with an XL Personnel Transport module.

Series 3 is upon us! This is the last of our scheduled series of crate sales (There will be some promotional events that will come up from time to time, I.E. Star Trek, Halloween, Etc..). In these Series 3 crates, you will find a larger concentration of transportation type modules. These modules will help Commanders as they move Personnel and Cargo around the CSC Universe. In addition to these module types, we will also use this opportunity in introducing modules of other specializations that we feel are needed to add more variety and balance to the game. These can include new Repair, Armor, Shield, EMP, Mining, AOE (area of effect), Refining, Engine, and Weapon modules.
In Series 3 we are going do things just a little bit different. Like Series 2 odds for rare items will be static, they will not change every time an item is found. But new to Series 3, Rare Items will be rotated out from time to time! These will allow us to introduce new modules, new ships, update odds, and create a stream of drops over the next few weeks. Rare item changes/modules will be announced on all channels at least 24 hours before they go into effect.

So what does this mean and how will this work?

  • Series 3 will introduce new ships & modules over the next few weeks. There is NO Guarantee a ship/module you see in the crate today will still be available after the change. Once a crate is purchased the items in that crate are rolled from the current list, so even if the drops change and that item is no longer offered it will still be in the crate you purchased if it was rolled.
  • Check-in with CSC on social media or discord for Updates on Events / Drop Changes.
  • The Series 3 Supply Crate sale is scheduled to start on December 6th at 3 PM PST.
  • Series 3 will start with both the Vulcan Crusader (First Fleet) and the G.L.A.M. Horizon, both these ships are of the Prometheus class. It is also include a mix of other MP ships similar to previous Series
  • The initial item list and crates will be posted to our website ~24 hours before S3 Start.


In additional to S3 crates, the weeks following S3 start will include several custom missions, new game features (these will come online in stages over the next few weeks), and community events.

Conclusion


There will be another minor Patch next week before Series 3 launches that includes a more comprehensive weapon module balance and ship specific bonuses. The patch next week will address any minor bugs that pop up as well as enabling Series 3.
Additionally, there were some features from 0.6 that have been pushed to the 0.7 build release. For example the checking in and out of ERC-20 resources. More information on 0.7 to be released in the coming weeks.
Fly safe commanders!

CSC Alpha 0.6.04


Changes of Note:

  • All systems stations and jump gates are now visible on the UI and can be selected via their reticle: this can be toggled on and off with the new left side bar menu, you can also hover over them to get more info
  • Target window can be toggled on and off via the side bar menu
  • Limited Mission Info can now be displayed in space UI via a button on the side bar menu.
  • Refining efficiency has been changed across the board, you will have to discover new values to reach optimal refining rates. Area on the slider that equals optimal efficiency is now a bell curve with the angle of the curve based on the quality of your modules. The better the quality, the easier it is to find optimal refining settings
  • Refining time is now affected by each module, the better the modules the quicker the time
  • Better modules are bigger, some modules are now larger than 1x1
  • Each refining module now has a power requirement, you must provide enough power to run your refiner.


All Fixes:

  • UI and usability bugs fixed


Known Issues:

  • GFI Security fleet still disabled
  • On rare occasions, the user's ship may become invisible after docking
  • Closing the Navigation Map while in FTL won't allow you to reopen it
  • When coming out of the jumpgate ship trail will flash across the screen 
  • Consuming a TCF canister in ship hangar will not decrease total count- undocking and re docking to station will fix it
  • This is rare, but if the button "Home Station" appears when you are not in FTL (or when you are just about to arrive) do not press it. Your ship will disappear and you will need to contact support to get it back
  • NPCs contain incorrect icons
  •  On rare occasions, after being destroyed you will get a suspicious activity message, this message will boot you and when you re-launch you will be in FTL. If you are stuck, please contact Support

Halloween Ships 2019


These 2019 Halloween Edition ships are in crates commanders might already be familiar with: the Mining Crate, Combat Crate, & Series 2 Premium Crate. However, these HE versions of the crates have been altered to not drop any ships except the Halloween ships. Users can still purchase the original crates from Series 1 & 2 if they do not want a chance at 2019 HE ships. Each 2019 HE ship will include 150 blueprint points for its respective MP ship version: Inferno MP, Packer MP, and Vanquisher MP. Blueprint points will be redeemable from the ship once this feature goes live in Alpha.

This is a limited-time event that is only 5 days long, beginning on October 31st at 3:33 PM PST and ending November 4th at 3:33 PM PST.

HE 2019 Combat Crate — 500 crates
HE 2019 Mining Crate — 500 crates
HE 2019 Premium Crate —313 crates

Also listed below are the odds the ship has to appear in a certain crate; each crate has a percentage (%) chance to generate a ship. There is not a specific amount of ships per crate, so the exact number of ships generated will vary based on random chance.

Vulcan Crusader HE



The Vulcan Crusader HE is a First Fleet status ship with unlimited replication.

HE 2019 Combat Crate — ~0.4%
HE 2019 Mining Crate — ~0.4%
HE 2019 Premium Crate — ~1.9%

Reaper Dominator HE



The Reaper Dominator HE is a First Fleet status ship with unlimited replication.

HE 2019 Combat Crate — ~0.8%
HE 2019 Mining Crate — ~0.8%
HE 2019 Premium Crate — ~3.8%

Phoenix Inferno HE



The Phoenix Inferno HE is a First Fleet status ship with unlimited replication.

HE 2019 Combat Crate — ~1.6%
HE 2019 Mining Crate — ~1.6%
HE 2019 Premium Crate — ~6.4%

HE Special Event


Incoming Transmission from the Galactic Federation….

Help the Galactic Federation reclaim its candy corn! From October 31st to November 4th 3:33 PM PST, all NPCs will have a chance to drop candy corn. Commanders will want to try to gather as much candy corn as possible because starting Tuesday, November 5th, the Galactic Federation will be holding a special LIVE English Auction for 2019 HE ships. (Auction will be held via Live Streams, In-game chat, and in Discord. Commanders must be present at that time to bid using their available balance of Candy Corn.)

Commanders will be able to bid their candy corns on any of the auctions below, however, they cannot bid more than they have in their account. Please keep count of how much candy corn your account has, a snapshot of all Candy Corn balances will be taken Monday at 3:33 PM PST, and only balances at that time can be used for bidding. All candy corn will be collected and removed before the start of the first auction.
There will be a total of 15 ships auctioned: 5 Phoenix Inferno HE, 5 Reaper Dominator HE, & 5 Vulcan Crusader HE.

Auctions

  • November 5th /11 AM PST— Auction of 1 of each 2019 HE ship held over Discord (auctions will be held back to back) https://discordapp.com/invite/wuhZnUv
  • November 6th — Auction of 1 of each 2019 HE ship held in a Live Stream (details TBA)
  • November 7th / 5 PM PST — Auction of 1 of each 2019 HE ship held over In-game chat in Sol (auctions will be held back to back)
  • November 8th — Auction of 2 of each 2019 HE ship auction location TBD


Limit of 1 auction win per user account for each ship type. In other words, a user can win a max of 3 auctions if each auction is a different HE ship. Ships will be delivered by the following week to its respective winners.

Conclusion


We hope you enjoy these new ships commander! We are also currently doing a sale on Steam, CSC is available for 75% off. Let your friends know it is the perfect time to try CSC! This offer expires on November 1st.

Fly safe commanders!

CSC Alpha 0.6.03


CSC Alpha 0.6.03



Changes of Note:

  • Hangars will no longer accept ships that have cargo in them, equipped modules are allowed but cargo holds must be empty
  • Error messaging has been added to failed inventory transfers
  • Cargo UI updates when equipping modules from station to ship.
  • You can now toggle to see either another users Call Sign or the ship that they are in. 


All Fixes:

  • Various inventory bugs have been fixed.
  • Fixed issue with claim button not activating in workshop.


Known Issues:

  • GFI Security fleet still disabled
  • On rare occasions, the user's ship may become invisible after docking
  • Closing the Navigation Map while in FTL won't allow you to reopen it
  • When coming out of the jumpgate ship trail will flash across the screen 
  • Consuming a TCF canister in ship hangar will not decrease total count- undocking and re docking to station will fix it
  • This is rare, but if the button "Home Station" appears when you are not in FTL (or when you are just about to arrive) do not press it. Your ship will disappear and you will need to contact support to get it back
  • Some missions are leading users to a non existent station in Sol: GUx: 5,000.00, GUz: 10,000.00 – do not accept this mission
  • NPCs contain incorrect icons 

CSC Alpha 0.6.02


CSC Alpha 0.6.02

All Fixes:

  • Fixed workshop UI not updating when adding modules or changing value of sliders
  • Fixed issue with users not taking damage when going from core to fringe system


Known Issues:

  • GFI Security fleet still disabled
  • On rare occasions, the user's ship may become invisible after docking
  • Closing the Navigation Map while in FTL won't allow you to reopen it
  • When coming out of the jumpgate ship trail will flash across the screen 
  • Consuming a TCF canister in ship hangar will not decrease total count- undocking and re docking to station will fix it
  • This is rare, but if the button "Home Station" appears when you are not in FTL (or when you are just about to arrive) do not press it. Your ship will disappear and you will need to contact support to get it back
  • Some missions are leading users to a non existent station in Sol: GUx: 5,000.00, GUz: 10,000.00 – do not accept this mission
  • Qjumping to a jump gate, then using that jump gate may return you to the previous system
  • Removing Workshop modules will not show up under Equipment, reloading the workshop will repopulate Equipment list

CSC Alpha 0.6.01


Changes of Note:

  • Added confirmation popup when trying to buy a workshop.
  • Added more info on Tooltips when hovering over refining equipment.


All Fixes:

  • fixed issue with FTL Ship View behaving oddly when sending multiple ships in FTL.
  • fixed issue with reclaiming your ship.


Known Issues:

  • GFI Security fleet still disabled
  • On rare occasions, the user's ship may become invisible after docking
  • Closing the Navigation Map while in FTL won't allow you to reopen it
  • When coming out of the jumpgate ship trail will flash across the screen 
  • Consuming a TCF canister in ship hangar will not decrease total count- undocking and re docking to station will fix it
  • This is rare, but if the button "Home Station" appears when you are not in FTL (or when you are just about to arrive) do not press it. Your ship will disappear and you will need to contact support to get it back
  • Some missions are leading users to a non existent station in Sol: GUx: 5,000.00, GUz: 10,000.00 – do not accept this mission