This idea is based on the fact that Fixers (and agents) have these wonderful concealment abilities and nanos but, in terms of experience awards, it does not get one anywhere. That is, even if one set a mission up to the highest experience award, one could not get the amount of experience one would if they fought all the MObs in the mission.

This concept comes from pen and paper RPGs where players are given experience for a successful encounter, regardless of whether the opponent was killed in combat. By successful encounter, I am refering to meeting a creature and either by bypassing combat by talking him out of it, fighting him and killing him, or sneaking past him without him being aware.

Now, the first means is not an option in this game because mobs don't coverse with you. However, one can sneak around mobs. So, this is how it would work.

Every mob has a percentage chance to notice you (the sneaker) based on his level of perception. If you sneak by a mob, you would toggle a flag that says encounter successful. But you would not get the experience immediately, because there is still a chance that mob will see you (like if you pass through again running from something that DID notice you.) And you would not get a second toggle if you by pass that same mob again. One toggle, one creature. For every flag you toggle (every creature you sneak past) you will be rewarded that creature's worth of experience when and only when you leave the mission after completing it so long as none of the mobs you snuck past were not killed. (In the case of return item missions, at the time of mission completion.)

There are ways that this could be exploited if implented as stated above. For example, if you team up with an engineer (like I frequently do) and he stays in the mission he can warp you back in. The way around this would be to implement the necessity of having a key to get into a mission. Thus, once the fixer/agent leaves the mission after completing it he could not get back in to kill all the mobs. If the engineer or any other team members stay to kill off the mobs that would not hurt your experience. And they would not get a concealment bonus.

However, if at any time combat is initiated before the mission is completed you would lose all of the successful encounter flags you have banked. In other words, once combat starts in a mission, you will not gain experience for concealment.

So, in summary:

1) a player toggles a successful encounter flag when he successfully sneaks past a MOB

2) when combat is initiated, all flags are lost and no more can be toggled

3) when mission is completed and player exits he will gain the experience for each creature as if he fought them.

4) Player may not return to mission after he gains experience.

5. Players cannot get into missions without keys.

So that's it! I think the only real issue people might have is the "cannot get into missions without keys" part", but even if you have an engineer with warp beacon, it's not that hard. He can give the master key to whover is building the team out of the mission and everyone will have one.