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[WIP] New extraction sequence for Corpus Sabotages


LChanto
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THIS POST IS STILL A WORK IN PROGRESS, I AM ADDING THINGS AS I THINK ABOUT IT

My main points that I want to get across are already in the thread, however, side details and notes are still being thought about. I may add images with edits to further illustrate

It's quite a read, so be ready to spend some time

 

This was an idea that appeared while I was showering, so I guess this was a shower thought, and I really sat there thinking of all the ways it could go and mechanics.... while wasting water.

Anyway, I'm gonna try to write this thread as polished as I can, with critical points being separated as much as possible, to not leave room for confusions or misunderstandings. Input and feedback is always appreciated, with the hopes that it makes this idea grow more and more, so that it hopefully covers every area possible (such as maybe from a technical standpoint, mechanics, gameplay, etc.)

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I offer everyone a small sentence that will give you an idea of what I want to suggest here:

The implementation of orbiter/landing craft/archwing combat to a small sequence tied in with escaping from the immediate area, rather than the current way we extract from any mission

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Index of contents:

  1. Background/Context
  2. The idea (1st case)
  3. The idea (2nd case)
  4. Time limits?
  5. How would this work in Solo and Multiplayer play?
  6. What if someone hasn't completed the Archwing quest in order for this to make sense?
  7. Levelling, Enemy levels, Damage values, Dying, Customization, Loot?
  8. Tile changes for immersion
  9. Images for further description of this concept (maybe)
  10. Moral "issues"?
  11. Why not Grineer as well?

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1. Background/Context

Corpus Sabotage/Reactor Sabotage missions drop us into either a Corpus spaceship, or a base settled in its respective world, with the objective of sabotaging the Core of either place, and then getting out of there. Now, so far I only know the time condition for this to trigger, but wait enough time, and you get a countdown, with the Lotus also telling you that the reactor is close to hitting a critical point, and urging you to get out.

Now, I don't know about you, but I really think Corpus personnel should also be winging it towards the nearest space shuttle in order to escape from the base/spaceship that is about to go critical and explode. Really, consider this: Realistically, I don't think we even travel 50% of the Corpus space ship or planet base with the way tile sets work, since it's a mostly linear path to the objective, with a bunch of scattered tiles to add variety and some deviation, so there HAS to be A LOT more Corpus personnel that were handling different tasks until we decided to show up and wreak havoc. Like, who is even piloting the ship? or at least a group of Corpus has to be at the control room monitoring everything and checking everything's running OK, which is a room that we never run across I believe.

This idea also really resonated within me ever since DE announced Railjack, which is the first instance in Warframe to feature us in massive-scale vehicular warfare, as I thought this Extraction sequence could work as a way to test the waters with how spaceship combat and movement could work before implementing it to a larger scale.

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2. The idea (1st Case)

This first case would trigger if you reach the extraction point with a "reasonable" amount of time left in the countdown:

Once you reach the extraction pad, Ordis will appear with a quote than can be read in section 5. of this thread. If you agree to stay and fight, your Landing Craft/Orbiter (I like the idea of the Landing craft more) will appear for you to hop in, and after perhaps a short cut scene of the spaceship moving, the screen fades to black, and you are taken to a free-space tileset where you now have control of your vehicle and can engage other Corpus vehicles at will.

Of course, I don't think Corpus ships should be piñatas for you to shoot at, so while they are on an evacuation path, maybe they could have turrets firing at you, in order to bring a challenge to this type of combat. (this applies to Case 1 and Case 2 of this extraction sequence)

The orbiter/landing craft would come equipped with 2 types of guns to cycle from:

1. A rapid-fire Gatling gun similar to the real-life A10's "GAU-8 Avenger". Small sustained damage with a limited ammo reserve, and a short cooldown to reload.

2. A multi-lock on missile system to get multiple ships at once. Moderate damage, never enough to one-shot ships. Relatively high cooldown to avoid spam.

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3. The idea (2nd case)

The second case occurs if you reach extraction with only a matter of seconds left in the countdown:

This time it would be a little more different than the 1st case, as Ordis would appear with a more alarming quote:

"Operator, the situation is critical, no time for safe extraction. Sending the archwing your way. Get out of there as fast as you can! Your extraction will await you at a safe distance."

I know not many like archwing, but I think this would be another fun interactive way to implement that mode into the game.

This case would work by being forced in a straight path with boosters enabled by default, heading towards a waypoint X meters away, with many Corpus spaceships around you heading a similar path as yours. You cannot alter this straight path, but you can strafe to the sides and also go up or down on the screen.

The weapons currently available to us in Archwing cannot be as devastating as the weapons of an Orbiter/Landing Craft, so for this case you can only engage smaller Corpus escape ships which display HP bars, so you know you can damage those.

For this second case, I think it would be cool if it was forced on the player to be done, with no prompt to either stay and fight, or leave, as you took too long to escape, and now must reach a safe distance as fast as possible, while taking down as many smaller-scale ships as you can. If you want to, you could opt to no make any effort at all and just let your HP run out to trigger the forced extraction, instead of playing it out until reaching the waypoint.

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4. Time limits?

Of course, the ultimate goal of everyone here is to escape the base/space ship that is close to completely failing and exploding, so you can't stay forever shooting down ships for  your sadistic pleasure. This applies exclusively to Case 1, which is the only time the player has full movement control:

There would be a fair time you have to shoot things down, but it'd also be the time you need to reach the constant waypoint which indicates the safe distance that must be reached, before extracting out of that mission.

What if I stay and the time runs out?

I'm thinking the most fair thing to do if you don't get out within the time limit is to lose any loot you got from shooting down the ships, and forcibly being sent to extraction, while still keeping what you acquired during the actual sabotage mission itself.

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5. How would this work in Solo and Multiplayer play?

In order to not make this sequence be something obligatory to play, I was thinking Ordis would first contact you once you reach the extraction point with a quote like:

"Operator, my systems indicate a spike of Corpus air traffic. They are attempting to evacuate all personnel from the area. Will you attempt to intercept as many of these ships as you can, or leave?"

A prompt similar to "Battle/Extract" from endless void fissures would then appear, so that players can choose to play out the sequence or just leave.

In the case of multiplayer, you would have 4 orbiters engaging ships, so the tileset would need to be a rather large one where there is sufficient freedom to travel and fight around, without a sense of being too limited.

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6. What if someone hasn't completed the Archwing quest in order for this to make sense?

Unfortunately, my mind can't come up with anything good if this condition happens, but I think the best solution is the game doing a check on each player if that quest has been completed once everyone reaches the extraction pad, and if it fails for one player, they would not receive the Battle/Extract prompt, and simply be pulled out from the squad with the current way you extract out of a mission.

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7. Levelling, Enemy levels, Damage values, Dying, Loot?

I know how much the game likes to put levels, customization, exclusive loot and such to a lot of aspects of the game, but I think in this case, none of the space shuttles and other vehicles in this sequence should have a grinding aspect added into them. You would receive loot for shooting down X amount of spaceships, sure, but nothing too exotic or exclusive as to prevent this from turning into an obligatory "ughhh I HAVE to go through this to get X mod or piece"

The ships would remain at set stats depending the planet and mission level, with HP and damage values not too insane and that do not ramp up with the level, so that the playing field is even, and feels relatively equal no matter the mission that you play. (For example, a low level planet would have low values in stats, but so would the players, to not make it easy at any point)

In the case of your HP reaching close to 0, your health bar would be locked out, you will not be able to shoot any longer, and Ordis would interject with a quote regarding how much more damage you can take before being shot down, with a fade to the Mission Success screen, and being extracted.

For the 2nd case where you are taken into Archwing, the levels in the Archwing and weaponry you bring would be overwritten by mission-specific, in order to keep up with consistency, as well as not taking into account mods installed, and instead bringing set values for damage they deal, HP for the Archwing, etc.

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8. Tile changes for immersion

You know all the pads you bullet jump across when heading for extraction after you accomplish the objective in any Corpus sabotage that takes place on a base (Corpus Ice Planet tileset for this example)? They look rather empty to me, and I think it would be really sweet if there were scripted sequences of parked Corpus VTOL Spaceships attempting to evacuate the base.

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9. Images for further description of this concept (maybe)

---stil being thought about--

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10. Moral "issues"

Someone might think "Wow. This guy wants to go against troops that are evacuating and have no intention on killing you, I know all about war and that's a war crime!!!! XDDDD reported"

At the same time you think that, we also go on a crusade to pretty much balance out Grineer and Corpus dominance on the Origin System by exterminating both factions to lower their presence in the system, while disrupting tech they deploy for missions. So this whole sequence I thought of is not any less moral or messed up to what we already do just by playing the game.

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11. Why not Grineer as well?

From a lore standpoint, Grineer are extremely degenerate clones thanks to the mass produce of them and the techniques that were employed for this by the Twin Queens, so I'd assume they see every single Grineer unit as disposable. They don't have families to run off to (at least I don't think), and are just war dogs engineered to obey the Queens, and do everything for them. So where exactly is the loss from a "few" husks dying in the explosion of their Spaceship/Base? They're as replaceable as Ghouls are, with the latter being even lower in the "quality" department and just working as raw bags of meat with weapons taped to them.

Corpus, on the other hand, look pretty "human" (in Warframe universe terms) to me. An organization that seeks to do everything in the name of profit and money. These guys have some form of humanity in them, and definitely aren't clones from 1 person, with each unit you killed being a person that had wishes, dreams, and aspirations unique to others. They definitely must have something to look back to before they were brainwashed into the Corpus ranks.

And thus, I think this sort of "escape" reaction from Corpus personnel makes more sense to me coming from Corpus than Grineer.

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Edited by LChanto
Filling in the blanks, adding content, fixing sentences.
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