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Dragonaste

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Posts posted by Dragonaste

  1. When getting the message "there are some hidden grineer caches in this mission" i think, bonus stuff for me/us.

    So here is some ideas, for what could allso be "secondary objectives"

     

    Defence, Survival, interception and excavation missions, might have a problem with the most of the bonus objectives, so it they might not have the chance of bonus objectives.

     

    Secret caches - the "grineer caches" of course, but allso "Corpus caches" and "Orokin caches" (same thing, just with the other factions)

     

    Mini-boss - A special enemy (like Lynx or something (strong, but not as strong a real boss) is hideing somewhere on the map, beat it to gain a reward. (Special mods? or just random stuff)

    The mini-boss spawn in it's special room (like the main bosses, they have an "arena" for them self) a random place on the map, there is a chance that the players HAVE to beat the miniboss to proceed (the room is on the path to the objective and the doors are locked until the mini-boss is beat), but there should be a higher chance that the room is via a "side way".

     

    Single Excavation - ONLY on planets, not on ships. Lotus have found a single buried artifact, and if you go to the dig site, she will send an excavator down, defend it to gain a random mod (maybe a gold mod or a small(1%?) chance for a nightmare mod. if the extractor is destroyed, you just won't get the reward, but the mission won't fail.

    Thinking, if it is a better reward than from normal excavation, should it take 200 sec instead of the standard 100 sec?

    Don't know if it is a good idea to have Powercell carriers spawn (what to use the extra power cells for? or jut let them disapear?)

     

    Data theft - When doing something else than a spy mission, there is a chance that the secondary opjective is to go and steal a single datamass (like in a spy mission, there is just only 1 datamass), bring it to the extraction point to gain the reward.

     

    Wrongfull imprisoned - A civilian have been imprisoned by the Grineer / Corpus for no reason (or just for looking like supporting the Tenno), be a bringer of justice and correct this injustice. Just free the prisoner from the brig and keep him/her alive. (no reward if he/she dies, and mission won't fail of course)

    There is a chance that there will be an "extra" prisoner to save when doing a rescue mission, this will just be a civilian as this bonus objective, but the players won't know about the extra prisoner before they open the prison cells (if the right prisoner was found in first try, there will be some noise and shouting and Lotus will tell you that it shounds like there is an other prisoner and it is the player(s) own choice to open the cell)

     

    Corpus and Grineer vault(s) - Only partly like the Orokin vault in Derelict. There is a chance to find it, but it isn't 100%, you don't need a special key to open it, but you will have to solve a hacking puzzle and then defend the console/door from the faction you are trying to steal from, just like a defence mission, after 5 mins of defending, the door opens and reveal the vault, (a few rows of lockers and a main reward)

    The main reward is a locked box that a player have to carry in the off-hand, but it contains a special mod (not like the corrupted mods from the derelict, but a more simple type of mod, but still special) or a part of a weapon (maybe some prime weapons or a weapon special to the faction you just robbed). bring it to the extraction point to take it home and unlock.

     

    There can of course allso be sometype of sabotage and deception bonus missions, but this is mostly to create a good idea of how they can be.

    Allso, I think it could be nice if there was a chance that when ariveing at extraction, you have to do an archwing escape mission just like in the archwing questline.

     

    Please come you your feedback about this post and your own ideas.

  2. When doing syndicate missions, i think, it would be better, if the chance of getting attacked, by the syndicate's enemies, would be better.

     

    Example; doing one of the daily missions for the Red Veil, have a higher chance of the Arbiters of Hexis to send corrupted lancer's and that the Cephalon Suda sending scavenger drone's, after the player(s)

     

    I don't know the spawn chance for the syndicate assassins, but i am thinking.

    Basic spawn chance - 2%

    "Opposed" chance (in syndicate mission - 5%

    "Enemy" chance (in syndicate mission - 10%

     

    Only "Opposed" and "Enemy" factions should send assassins in syndicate missions.

    And maybe a small reward for beatin the assassins (maybe just a syndicate standing bonus, don't know if it allready is there)

  3. Agreed more affinity from objectives and maybe a stealth bonus (complete the mission without the alarm being activated once)

     

    Allso a "personal task manager" --- First chose what to do; kill, scan, find etc. then what it is; name of enemy, item, mod, material etc. and last how much. example; i need Rubedo so i make a personal task "find rubedo 0 / 250", it wil then show somewhere on the HUD along with other objectives. if i don't find enough the first time, the task stay untill deleted or completed. (there is of course no reward when completed)

    (i would say a maximum of 3 personal tasks active at once is the best)

     

    Handy if you need to collect materials or something, make the system keep track of it for you.

  4. I support the idea about grenades.

    Just a few things / ideas from me. if they have been posted before, please don't $#*(@ about it (it's nothing but annoying to read).

     

    Buying and building grenades --- some basic (maybe frag and stun) grenades can be bought from the market for credits.

    The rest will have to be build via. the foundry, simply buy a blueprint of the grenade, and built it useing materials / resources, the blueprint don't get used up (like Derelict keys, anti-toxin and the likes).

    The materials / resources needed, depend on the type of grenade. Each material counts as an elemental effect (Nano spores = poison, Cryotic = frost, Rubedo = fire, circuits = electricity), so a blast grenade needs Rubedo and Cryotic, simple. (along with some credits(250?) and salvage?)

    Allso, the status chance of the grenade should be 100% (a fire grenade that don't set enemies on fire?) the grenades can harm the player itself, just  like thunderbolt and other explosive weapons, but can't damage friendlies.

     

    Grenades counts like a piece of gear, just like vault keys and anti-toxic.

    The player can only have 1 type of grenade with him/her, but can have up to 5 with them.

    If you think players should be able to bring more kinds of grenades with them or if you think of an other amount to carry with you on missions. (personaly I think 8x5 grenades sounds like a bit much)

     

    Mines can be made just the same way, they just don't explode after time, but when an enemy steps near it or if it gets shot.

     

    Just because the tenno are "ninja's" don't mean they can't toss grenades and lay mines.

     

    I personaly think there should be more helpfull equipment / gear than "just"; health, ammo, scanner and cipher.

  5. I support the idea about grenades.

    Just a few things / ideas from me. if they have been posted before, please don't *@##$ about it (it's nothing but annoying to read).

     

    Buying and building grenades --- some basic (maybe frag and stun) grenades can be bought from the market for credits.

    The rest will have to be build via. the foundry, simply buy a blueprint of the grenade, and built it useing materials / resources, the blueprint don't get used up (like Derelict keys, anti-toxin and the likes).

    The materials / resources needed, depend on the type of grenade. Each material counts as an elemental effect (Nano spores = poison, Cryotic = frost, Rubedo = fire, circuits = electricity), so a blast grenade needs Rubedo and Cryotic, simple. (along with some credits(250?) and salvage?)

    Allso, the status chance of the grenade should be 100% (a fire grenade that don't set enemies on fire?) the grenades can harm the player itself, just  like thunderbolt and other explosive weapons, but can't damage friendlies.

     

    Grenades counts like a piece of gear, just like vault keys and anti-toxic.

    The player can only have 1 type of grenade with him/her, but can have up to 5 with them.

    If you think players should be able to bring more kinds of grenades with them or if you think of an other amount to carry with you on missions. (personaly I think 8x5 grenades sounds like a bit much)

     

    Mines can be made just the same way, they just don't explode after time, but when an enemy steps near it or if it gets shot.

     

    Just because the tenno are "ninja's" don't mean they can't toss grenades and lay mines.

     

    I personaly think there should be more helpfull equipment / gear than "just"; health, ammo, scanner and cipher.

  6. Posting it here, because i couldn't find anywhere else more suitable. sorry if it is in the wrong tread.

     

    Corpus tries to hack into LOTUS systems. The tenno's have to run around on Corpus ships and bases and scan computer systems (allmost like when runnuíng around on earth and scanning plants), and then craft a program to inset into a mainframe, and defend it.

     

    The idea is mostly a spinoff from the The Cicero Crisis, but i feel that, there is missing some more use for the scanner.

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