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A proposal for Rescue mission changes


LucidRabbit
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So, I have a random spitball idea for changing rescue missions.

1: At the start of the mission, the player picks up something kinda like a tf2 teleporter. The design doesn't matter, but the idea of having a deployable that teleports things is the important bit. I don't know if you would carry it like mobile defense packages, but I assume that would be the best way to carry it.

2: The hostage no longer teleports and acts more like a slower (probably not actually slower) defection target (but they will still follow whoever frees them), and they must make it to extraction for a success.

3: There will still be "alternate sneak paths" or hack big door for entry routes, but now the wardens carry keys to the actual cells., meaning that you will need to kill at least one. The keys dropped by wardens won't act like mobile defense packages, and you can carry as many as you please. There should also be fewer wardens, but they should pack more of a punch.

4: All three cells (this should be standardized to three if it isn't already) will hold hostages. After freeing the first hostage, the player will have a 30 second window to free the rest of the hostages should they choose. This period is similar to the toxin mixing period in Plague Star in that if the player chooses to free the other targets, the difficulty and the reward will go up (in whatever way is balanced, levels or numbers, I am unsure).

5: After this point the Player has two options. Option A: They place down the teleporter, which will begin it's charge up for ~2.5 minutes, during which they must defend themselves and the hostage(s). Upon completion of the channel, everyone will be teleported to extraction (not sure if this should be a proximity thing or just a global "poof, yer done"). Option B: Is that the player must escort the hostage(s) in the case that they decided not to take the teleporter. This would just be the traditional rescue method, but without the warping hostage(s). This allows for exploration opportunities at the cost of some security for the hostage. Also might end up being the quicker method for some frames if their speed buffs affect the hostage(s).

Clearly [DE] should heed my advice as someone with zero training or knowledge of how game development, because that clearly gives me the edge on all their years of experience.

Let me know if these ideas sound even remotely appealing to you. My ideas might not be great, they are probably bad (shocking, I know). But rescue feels like it's in a bad spot right now.

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Your idea is very interesting, This idea could be implemented in high level or sortie rescue mission. Hostages teleporting is very unrealistic.

I propose the rewards like this

Rotation is ABC (depends on how many hostages rescued and the teleporter works only for 1 hostage only. The Teleporter must be charged again to teleport the next one. If you choose option B only rotation A is available)

Rotation A : Force Specter, Lith Relic, Kuva (Kuva Fortress exclusive), Meso Relic (low chance). 

Rotation B : Cosmic Specter, Meso Relic, Neo Relic (low chance), Kuva (Kuva Fortress Exclusive).

Rotation C : Neo Relic, Kuva (Kuva Fortress Exclusive), Axi Relics (low chance)

 

 

 

Edited by DrivaMain
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