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Adorian16

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Posts posted by Adorian16

  1. Faction Disruption

    The lotus has received intelligence that a large force is getting prepared for an attack at your current location. Your job is to disrupt their plans as much as possible. To do this a number of objectives need to be completed with a new one given every time one is completed. Each objective ties in from the last. 

    An example of this tie in is: The lotus' only information on the location is where some sensitive information is stored and it is your job to get it (mobile defence or spy). The data is then decoded but it will take time so you have to distract them (survival). The data shows that a general of the force is in your vicinity (capture).

    The entire mission is done on only one map that isn't linear and has multiple paths to each room and paths traverse multiple floors. Paths can be opened or closed depending on what the current objective is and to stop Tenno being trapped all Tenno must return to a rendezvous point to receive their next objective.

    The mission could either be endless with new objectives being spawned until the Tenno extract or be a non endless mission with an assassination on a mini-boss (like Sprag, Ven'Kra Tel or Lynx) or a sabotage to finish

    Mission Type Integration Ideas

    Capture - A general of the force is in your vicinity capture them for interrogation.

    Spy - Data on the facility is stored in a data vault break in and retrieve the data

    Mobile Defence - Same as spy or A section of the facility can be take of line by make it uninhabitable by hacking the life support mainframe. 

    Survival - A distraction is needed while data decoding is completed or You have set of the alarms and must survive until a fellow operative turns them off.

    Assassination - Leader of force is discovered, take them out.

    Sabotage - The facility needs to be taken offline so destroy the power core or A terminal contains vital information for their cause, destroy it.

    Defence -  A package needed for their plan has been located Defend it until it can be removed.

    Exterminate - A Squadron of soldiers is headed your way, ensure none survive.

    Interception - A key piece of information is being broadcast in your area intercept it.

    Hijack - Data indicates that a crucial weapon for their attack is store nearby help remove it from the area. This can also be a game ending mission.

     

    The fail states of this mission type are as follows:

    • Any objective was failed (non-endless)
    • First objective was failed (endless)
    • All Tenno die.

     

    Final Notes

    TL;DR = Basically just a mission in which a number of random objectives occur on the same map.
    Also A pure stealth based mission type where the mission will only succeed if you complete the mission without being detected would be nice as well.

  2. How do you get 95 Gametypes each requiring a node?

     

    Alerts, Syndicates, Nightmares,Invasions and Event are on top of other tiles and are RANDOM.

     

    The number is based on the number of missions that can be played in each tile set that we can play along with those that could be played in the future underwater tile set. Each mission in a different tile set is considered separate. An example of this is that there are 10 different tile sets that the exterminate mission type can take place within (Derelict and Void excluded).

    The count also doesn't include possible crossfire nodes, invasions, syndicate missions, alerts (tactical or otherwise) and events.

  3. I spent a little time looking over the tile sets and the missions types that can be played within each. Excluding darksectors and relays there appears to be about 95 different missions. This data also makes some assumptions on what missions could be played within the upcoming underwater tile set. The difference in the amount of missions and the number that will appear in the new star chart makes me sceptical about the changes.

     

    I personally think that we will need more than twenty nodes to have a decent experience and there should be easy access to the missions that players currently play the most. This would hopefully remove a large number of grievances with the proposed changes.

     

    I do believe that changes are necessary as players and resources are spread to thin, which is making it hard for many players in a variety of different ways. These changes shouldn't just be implemented straight away as they are being done to a critical piece of the game and as such the proposed changes should be reviewed by as many players as possible to see their opinions while at the same time having any future plans for the game's missions, tile sets, bosses and quests taken into consideration to ensure player concerns and future updates don't cause problems that could result in large amounts of negative feedback while at the same time providing a new, easier to use and more enjoyable star chart system

  4. Firstly, with the amount of Mastery points between where we are now and MR 30 being quite large, do you have any plans to increase the number of ways we can obtain Mastery points other than what is currently available (mission nodes, levelling items through affinity)? 

     

    Secondly, the amount of exp that you gain from Cephalon Capture is too small for players that end up taking or capturing the enemies cephalon more than making kills. As a player who has played matches by fighting the opposition and by avoiding them I find that the discrepancy in exp (and as a consequence syndicate points) between these two play styles to be of issue.

     

    And finally, in regards to the last question, overall the amount of standing earned in PvP is quite low as it is sometimes hard to find a match. Would you consider adding the ability to face off against Tenno Spectres or making it easier to earn standing in PvP overall.

     

    And thank you for making this amazing world for us to enjoy.

  5. Seeing as there is still a long way to go before someone reaches MR 30 and that the number of mission nodes and items that would be needed to achieve this is incredibly high, do you have any plans to either increase the amount of mastery each node and item provides or add new ways that it can be obtained?

  6. Just a few questions from me.

     

    1) While I was going back over previous devstreams I noticed that certain systems that we were given a quick look at changed dramatically between what was envisioned at the time and what we received. I was just wondering why and if you plan on changing these systems to better reflect your original ideas?

     

    2) Do you have any thoughts regarding the numerous one hit kills of the tar mutalist moas?

     

    3) This year mainly focused on new and exciting endgame content. What will next year be all about?

     

    4) Any plans regarding expanding the current companion system (sentinels, kubrows)?

     

    Finally, keep up the outstanding work on this incredible and amazing game.

  7. I think in one of the Devstreams it was mentioned that they are building a reputation system that will help group players with good rep together and those with bad rep together. This would result in those players that consistently play AFK would be grouped together. Also in Devstream 24 it was mentioned to be a positive only system so that it can't be abused.

  8. For the Archwing transitions as there really isn't a feasible reason that I can think of for the Corpus or Grineer Archwing enemies to be there the challenge would come from environmental hazards and possibly native lifeforms(e.g. rogue vines if on earth).

     

    I also agree that there should be another way for transitions to occur if it isn't possible to make a large enough map. Seeing as they already use an area transition during Grineer invasion missions it may be possible to just have a simple choice once the optional objectives have been completed and just have it load up the new area instead of having to complete an Archwing area first.

  9. This idea is brilliant and I would really enjoy playing something like this. In terms of Archwing it could also be used to travel between different areas if making a large enough map isn't possible. One way to implement it would be that if you are able to complete the few optional objectives within the one area you can then travel to the next but must do so via Archwing as the environmental hazards between the two areas make the path too dangerous. This would allow for dark sectors to in a sense have an endless environment. The option to be able to travel to more than one environment each time would then make the different paths of the level  and once one path has been completed you could choose to start from the first area of a different path or extract. As a final addition at every map change (Archwing flight) you would have the option to extract.

     

    Also for those players that like the current dark sectors, the current dark sector missions could act as a sort of gateway to the rest of the area. To access the full area you must complete the mission. Afterwards you would get a message from Ordis saying that during extraction his scanners picked up on an area that appeared to be almost completely devoid of any sort of activity. This would then open up the rest of the sector.

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