Jump to content
Dante Unbound: Share Bug Reports and Feedback Here! ×

New Mission Type: Vip Defense [What Happens To Capture Targets]


Jeloxale
 Share

Recommended Posts

We got rescue missions where you have to find the captive and escort them to extraction... or use Limbo and banish him/her and run around like a headless chicken.

This gave me an idea. What if it would go the other way around? I mean what if the Grineer/Corpus were on the hunt for their VIPs that the Tenno have captured over the past years. Result: Combination of capture and defense.

Here's how it would work.

The Tenno are called in to defend a key location(Cellblock) that houses several hostages(VIPs) that(the location) has been revealed to the enemies. The mission would start out like a normal defense: you go in and once you are close enough to the cells enemies will start coming in.

There are two ways on how the system would work.

1. Time based defense.

or

2. Wave based defense like well... defense (endless mode).

Either way it goes the same basic principles still apply. There are VIP targets that need defending and enemies are trying to rescue them. If enemies are to get too far into the cellblock they will try to hack a cell door open... or just blow it up I don't care. If they get the door open the Tenno are informed of it and the VIP will be marked on map. If the VIP reaches a certain spot then that target will be lost. If too many targets are lost the mission fails. To prevent this the Tenno must use the capture machanics to down the target and claim him back. Note that these targets won't have weapons unless the enemies give them some. If a target is captured he will be instantly sent back to the cellblock. There would be a time delay after which the same target could be rescued again.

Also the enemy levels would scale depending on how long the mission has been going on(like defense/survival).

Now about the time/wave based I was talking about.

1. In time based missions there would be an extraction team incoming after a set period of time to collect the remaining VIPs to safety and move them to another location. If at least 1 target is remaining once the timer ends the mission will succeed and Tenno are given extraction coordinates. Enemies would stop spawning once the targets are extracted as they got nolonger have a reason to stay.

2. Wave based defense. Basically like defense but instead of pod/whatever the VIPs can't be let out to escape. Would work like an endless mission. After every wave succesfully defeated wave the Tenno are given a chance to extract(and a reward). If they stay mission goes on for another wave and same thing again. The Lotus could say something like "You can leave now, but we wouldn't be able to extract all of our VIPs. Will you stay and allow for more VIPs to be extracted or go and leave the rest behind?" Staying does not decrease the count of remaining VIPs.

The Reward quality would depend on the amount of VIPs left when extracting (also the wave in endless). Higher tier missions have more VIPs to start with (the enemy level affects the amount of starting VIPs). The amount of VIPs escaped/max would be displayed where the mission proggress would normallt be. It could say thing like "Remaining targets: 6/6" or "Targets escaped 0/6." It would also say if and how many VIPs are currently escaping. The minimum amount of targets would be 2 and maximum 6. The amount of targets that are trying to escape at the same time would correspond to the amount of Tenno in the mission (possibly this +1), meaning solo players don't have to panic when 6 hostages are running all in separate directions.

About the tiles. The cellblock tile would have multiple ways to get near the cells, like from both sides, front and from beneath the floor. There could also be two cellblocks in one tile in a higher tier mission making it harder to defend. The enemies would come from special rooms, much like in Invasions (Corpus tp to certain tooms while Grineer launch capsules at them). They would work as normal spawn rooms for enemies.

Do you think I left something unclear or got any other questions please post them and I'll answer them as soon as I can.

Thanks for reading!

-Jay

Link to comment
Share on other sites

At first the title sounded like a VIP escort similar to Hijack missions, but with a person instead of a vehicle. Then I realized we would basically be playing prison guards preventing a prison break.

 

What happens to the captives who get released, but caught before they escape? Do they go back to the count of remaining VIPs? This would make the most sense to me at least, sort of like returning your flag to your base in a CTF game. I missed a sentence, and it looks like you agree they get sent back to their holding cell immediately upon being re-captured.

 

At first thought it seems like it would play way too much like the basic defense mode, but I think if we avoided it being another endless mode, and sort of spread out the VIPs a little bit, maybe just in two rooms or areas a reasonable distance apart with 3 each, then maps could have some interesting layouts that lead to some creative defense tactics.

 

VIPs should be unarmed with hands bound, but with a reasonable amount of health/shields to take at least a few hits to bring down. Maybe even blindfolded, so they need one of their friendly units nearby to lead them to the exit, and with no friendly units nearby they stop and panic and try to hide/take cover.

 

This is one of those ideas I could see being really enjoyable, or being completely crushed by some bad design choices.

Edited by Centias
Link to comment
Share on other sites

Sounds like a Vauban/Bastille paradise to me. Where Frost is for Defense, Vauban will now be for this. You'll most likely have a Frost/Vauban combination. Frost for Snow Globe protection, plus slow the Targets down before they can get too far, and Vauban for [Repelling] Bastille, to keep enemies at bay. Would be fun, though. And GG for getting your game mode recognized :P

Link to comment
Share on other sites

Very clever. If I might add a twist: if a captive is freed by the enemy, it could turn into some kind of special unit (eximus, nullifier, anything random, just be a bit harder to kill - even it should be 25-30% higher level than the actual enemies). It's basically like when in rescue Tenno can give the sidearm to the prisoner, but a bit harder to make it a challenge.

Link to comment
Share on other sites

When I wrote this two days ago I didn't expect getting such a positive reaction from the community. Thank you all and thank you DE for giving this thread a spotlight in the latest primetime.

Any thoughts about if it would be possible for this making into the actual game? The odds?

Edited by Jeloxale
Link to comment
Share on other sites

When I wrote this two days ago I didn't expect getting such a positive reaction from the community. Thank you all and thank you DE for giving this thread a spotlight in the latest primetime.

Any thoughts about if it would be possible for this making into the actual game? The odds?

 

The seeds are planted already, we might just have to wait out :)

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...