I think there is one more option here. It sort of applies to both the above. Keep N unit(s) alive until end. They don't have to flee, and maybe shouldn't for the situation. They just have to be alive at the end of the game.
I'm modifying and expanding the initial list as we speak, among other things adding an option to the fleeing units to either not count at all, count as "lost" or count as "alive" (instead of just the latter two). The "keep alive" and "destroy" can also apply to marked unit instead of all units of a team or player. Also, if you don't specify the "Until turn T" option, it just means "until the end of the game", so for a "flee with the vip units" type of scenario ...
Fulfil 2 objectives:
* Flee with X% of marked units (mark="vip_units", by unit count, no turn limits)
* Keep X% of of marked units alive (mark="vip_units", by unit count, fled units count as alive, no turn limits)
Or, if you want to just have a "keep units alive until other objectives are done":
Fulfil all objectives:
* Keep X% of of marked units alive (mark="vip_units", by unit count, fled units count as dead, no turn limits)
* (other objectives here)
Or, "keep units alive until two out of three objectives are done":
Fulfil all objectives:
* Keep X% of of marked units alive (mark="vip_units", by unit count, fled units count as dead, no turn limits)
* Fulfil 2 (out of the three) objectives:
** Objective 1
** Objective 2
** Objective 3
(The "Fulfil 2 (out of the three) objectives" is just another compound objective itself, after all)
... unless I misunderstood something.
I hope you can make this happen. So will there be an option where we can pick the hexes/buildings or have MM determine them for objectives without having to have pre-built maps? Or too soon to tell maybe?
There will probably be two more releases of MM before the victory conditions and objectives become available in MegaMek, and I'm being awfully optimistic here. It's
really just brainstorming phase now in the spare time when I can't code. For the positions, those are the options, and we'll see what can be reasonably implemented:
* Marked areas on pre-built maps (needs a slight map editor change, but likely to happen)
* Generator told to mark areas on the (generated or loaded) map according to a bunch of parameters (hard to do in a way which makes sense, might come later)
* Scenario-supplied list of hexes (very likely)
* Player-supplied list of hexes (this needs the most work with the UI, so also probably not likely all that early, aside of maybe a text field to enter hex coordinates ...)