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How To Rush (A New Game Mode Suggestion)


noveltyhero
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My other How Tos:

How to fix U14:https://forums.warfr...how-to-fix-u14/

How to fix melee combat: https://forums.warfr...x-melee-combat/
How to make Phorid a Beast: https://forums.warfr...orid-a-beast-d/
How to easily break down language barriers: https://forums.warfr...guage-barriers/
How to fix difficulty problems: https://forums.warfr...culty-problems/
How to control our Kubrows: https://forums.warfr...ol-our-kubrows/

 

 

Hey guys,

I have an idea for a new game mode that involves two main things: Speed and Skill.

 

I will try to explain as best as I can:

 

 

Objective

Your objective is to finish the mission as fast as possible as well as having the highest score possible.

So balancing will commence like this:

 

Timing

The time required for you to have the mission as "completed" is set by the developer as something flat like 1 minute and 40 seconds, completing the mission on this time or faster will count as completed so long as the minimum score is also met.

 

 

Scoring

As I mentioned above you need a certain number or above it for your mission to count as successfully completed, the score is a value that contains everything you do in the game, number of kills, number of chests/lockers opened etc.

 

Here is how it is done:

 

50 points:

-Destroying a chest

-Opening a locker

-Hacking a terminal

-Per Scan for the Codex

-Explosive barrels destroyed

 

100 points:

-Killing an average enemy

 

150 points:

-Killing a heavy unit

 

200 points:

-Killing a leader

 

200 points (bonus):

-Every other stealth kill (first normal, second bonus)

 

+Points on kill are doubled if they are part of a melee combo

++Points on kill are 1/5 if abilities are used to kill the target

 

Scoring is not done individually but rather as a team, you win and lose as a team.

The amount of score required is also affected by:https://forums.warfr...culty-problems/

 

My reasoning behind the stealth kill points is that stealth is hard to keep up and those skilled will do it and those not will not get the lucky kill at the beginning of the mission.

 

Additionally the score required is determined by a flat value which is then multiplied by the number of people in the squad, which means it will be balanced for every type of squad.

 

Players can only join the mission if the score is flat under 300 but they will add on to the score required.

 

 

 

Spotlights

In addition to the above, for each mission there is a spotlight for players who hold the highest score and best timing for completing that mission on "Tenno" difficulty on solo. (see "https://forums.warframe.com/index.php?/topic/271503-how-to-fix-difficulty-problems/'>How to fix difficulty problems")

 

That tenno will get the throne for 6 hours after taking it on lockdown. After lockdown anybody can re-take their place so long as the score is equal to or greater as well as the time being equal to or greater (one has to be higher if both are equal it does not count). The player can then try 1 mission (aborting won't work) to counteract the opposition but if not then they have to wait 6 hours.

 

The system above will be slightly "jaggidy" upon release but once the dust settles and everybody knows their place it will be a simple yet dynamic system with which player can compete with each other without a direct PvP.

 

 

 

Other stuff

The UI will constantly let you know of two things, your time and your score as well as the required time (which can be for the mission or actually the previous spotlight time).

 

At the beginning of the mission there is a 10 second timer when they are frozen in place, this is to make sure everybody is ready and loaded in, invite only/friend only/solo only parties can pause the game freely during this time. The timer only begins after these 10 seconds.

 

 

 

I will edit this post accordingly..

 

 

What do you guys think?

Thanks! :D

 

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no

no

no

just no

Ok, mister... why?

 

why not sounds like a great idea. minus the locker and destroying stuff. but other than that sounds good

Actually I will nerf those a little but the idea is that you are aware of your surroundings at all times for best efficiency in gaining score :D

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I'm gonna vote no, while in theory that game mode sounds fun, as the game is right now it's not practical unless you're endgame. Scoring might need a bit of a tweak but other than that sounds kinda neat.

Edited by Gryffinhart
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Ok, mister... why?

 

Actually I will nerf those a little but the idea is that you are aware of your surroundings at all times for best efficiency in gaining score :D

 

Sorry. I thought you would go a different way when I saw the post, but this is playing Sonic The Hedgehog, not Warframe.

 

* Yes to timed missions, as long as the "timer" makes sense.

* No to making it some "point run" system. If you want all that it should be in a VR system like the MR missions, ie for training purposes.

* Yes to missions involving high use of Parkour. Just because, variety? I guess? and I'm thinking DE making "flat walls" lining a giant reactor hole is easier then designing fancy levels.

 

If you make mission design too focused on ONE thing, there will only be ONE build everyone uses, which destroys the whole idea.

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Sorry. I thought you would go a different way when I saw the post, but this is playing Sonic The Hedgehog, not Warframe.

 

* Yes to timed missions, as long as the "timer" makes sense.

* No to making it some "point run" system. If you want all that it should be in a VR system like the MR missions, ie for training purposes.

* Yes to missions involving high use of Parkour. Just because, variety? I guess? and I'm thinking DE making "flat walls" lining a giant reactor hole is easier then designing fancy levels.

 

If you make mission design too focused on ONE thing, there will only be ONE build everyone uses, which destroys the whole idea.

Hmm, I guess. But I thought the point system would help so its not just who is the fastest wins. New tiles for this game mode specifically would probably be required so there is an increased number of obstacles too, probably too much work for the time being. I will keep this in mind when we can make our own tiles ^^

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