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Ideas To Bring More Variety/replayability Within Missions


zarvox
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Sup!

 

I think a big thing holding Warframe back at the moment is the lack of variety within missions. Generally, any given mission is pretty much the same each time you play it in terms of gameplay, and I believe that there could be heaps of things done to help bring some more variety to missions, enhance gameplay, and promote teamwork.

 

Random Mini Events!! I'm no game dev/designer expert or whatever, but I reckon stuff like this would REALLY help keep the game interesting while grinding out XP/materials/BP's/keys whatever. While the creation of new missions types like the "Escort" missions we've heard about are a great idea and I'm looking forward to them, I think making random events (secondary objectives maybe?) occur while in-mission would be equally awesome!

 

Some examples...

 

Grineer Underboss:

[Lotus] "A Grineer Underboss (maybe a souped up Commander or similar) and his Elite Guard have been detected somewhere aboard this ship, exact location unknown. The Underboss and his team will work together to massacre you, and he will not let you pass without a fight. Leave none of his cohort alive, and bring me his frikking head." (boss-man and his leet team patrol around the ship waiting for you, maybe with better AI - maybe even focusing fire on one of your team?)

 

Grineer Sniper Teams:

"An elite squad of Grineer Snipers have taken up position somewhere ahead of you - watch out Tenno, these crack-shot scum will retain cover while pelting you with hot lead with from afar. Counter with long range weapons or by storming their position, or something." (big bunch of uber snipers sit somewhere in the mission, waiting for you to approach before simultanously opening fire and maintaining cover)

 

Corpus Teleporter Unit:

"The Corpus have activated a close-range teleporter, allowing Elite Corpus backup forces to be teleported to your location at any time. Stay frosty." (followed by a massive group of Corpus teleporting right on top of you at some random point throughout the remainder of the mission, maybe while you're fighting already. This would be super cool because it would cause big tension after the msg - waiting for those corpus slime to jump you with Shockwave Moas and friends)

 

Corpus Robotics Facility Discovered:

"I've detected a Corpus Robotics Facility ahead of you, capable of continuous robot production, guarded by an array of Corpus turrets and robots. Destroy it and all units guarding it." (pretty self-explanatory, sort of like those things in the wall that create walkers, but they produce continously once you get close, are guarded by multiple turrets, and take heaps of damage before being destroyed)

 

Infested Ancient Council: "A sizeable group of (mega) Ancients have been detected aboard this ship. Kill them all!!

(ok this one is sort of boring - can't think of anything for infested...)

 

Massive Defense Force Detected (any faction):

"Tenno, a sizeable force of (whatever race) has congregated near a locked doorway somewhere aboard this ship. Stick together, or be overwhelmed!" (then at some point, the Tenno team will reach one of those locked doors, that need two people to unlock. Upon opening, there's a GODDAMN HORDE of bad guys on the other side who instantly open fire/storm your team. Cool!)

 

Obviously these are just ideas, I just reckon that it would just be great to get some more variety within a mission.

 

What y'all reckon?

Edited by zarvox
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Nano spore ambush

An entire swarm of unruly Nano Spores ambush your squad. They force you to pick up all Nano Spore drops, regardless of how many you already have. They also forcibly give you more Nano Spores each time you fail to follow one of their commands, such as "break that window!" or "hit that barrel with your melee weapon!"

 

Seriously though, some of your ideas are great. +1

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Nano spore ambush

An entire swarm of unruly Nano Spores ambush your squad. They force you to pick up all Nano Spore drops, regardless of how many you already have. They also forcibly give you more Nano Spores each time you fail to follow one of their commands, such as "break that window!" or "hit that barrel with your melee weapon!"

 

Seriously though, some of your ideas are great. +1

 

I literally lol'd hard at this dude. Seriously funny.

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I've no idea if these ideas would be at all possible to implement - but I do believe that this sort of varied gameplay within a mission would be really beneficial.

 

For me, this is one of the most lacking areas of gameplay currently - knowing that when I do a mission, it's gonna be pretty much exactly the same thing every time. Due to the grindy nature of this game, the addition of variable "secondary objectives" or something would make it SO much more fun to play, especially when you're doing the same mission over and over for whatever reason.

 

more lol's at the nano spore idea.... *facepalm*

 

 

edit: Anybody else got ideas for mid-mission events? I will happily add them to the OP if so.

Edited by zarvox
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Lol – nano spores are starting to sound like a STD.

 

I wouldn't mind a few more "random encounters" like the stalker or slender man, but implementing better teamwork is another story.

The only teamwork I can think of right now is "your teammate needs help at a console". They did, however, include the lasers in in the void defence missions that brought out team coordination and rage simultaneously.

 

Essentially, if you want to promote teamwork you need to distinctly separate capabilities in a team so people take on specific roles.

 

As for your suggestions, I like them. They prevent players from holding down the "w" key throughout the game and promote changing or adapting a new approach to killing enemies mid-mission.

Your first suggestion reminds me of someone mentioning that there might be a "lieutenant/commanding" unit that would provide buffs for nearby enemies.

 

As long as the rewards are included for these 'side-objectives' I'm all in.

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Lol – nano spores are starting to sound like a STD.

 

I wouldn't mind a few more "random encounters" like the stalker or slender man, but implementing better teamwork is another story.

The only teamwork I can think of right now is "your teammate needs help at a console". They did, however, include the lasers in in the void defence missions that brought out team coordination and rage simultaneously.

 

Essentially, if you want to promote teamwork you need to distinctly separate capabilities in a team so people take on specific roles.

 

As for your suggestions, I like them. They prevent players from holding down the "w" key throughout the game and promote changing or adapting a new approach to killing enemies mid-mission.

Your first suggestion reminds me of someone mentioning that there might be a "lieutenant/commanding" unit that would provide buffs for nearby enemies.

 

As long as the rewards are included for these 'side-objectives' I'm all in.

 

Love the idea of a lieutenant/commander providing buffs to enemies.

 

I totally agree that a goal of these 'side objectives' or whatever is to keep people together, and perhaps encouraging discussion on "how are we gonna kill this sniper group/defence force/lieutenant", like - "ok, loki sets decoy, we'll rush this side you rush the other side" or something. I definitely agree that they shouldn't be so difficult that teams require certain frames/weaps in order to complete them, that'd be problematic. They should just be hard enough that people are encouraged to work with each other.

 

But overall it would just be grand to have some variation within missions, apart from just randomly generated mission layouts.

Edited by zarvox
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We as a community have been asking for stuff like this for a long time..  What we have gotten so far is nightmare mode and survival mode.  Neither of these modes innovate any meaningful new gameplay dynamics.  Given DE's attitude about updating gameplay in the livesteam's and their idea of polishing missions so far there is little hope left for Warframe's future. There is an almost surreal level of incompetency on DE's part to exclude gameplay from ever getting updated.  The direction of the updates seems to indicate they have never once sat around a table and sincerely asked eachother what they could do to make the game more fun.  I'll keep saying it until it finally happens, they need to grow the game. Vertically not just laterally. 

 

Here are some of the ideas I have posted for improving gameplay (I'm not just ranting) https://forums.warframe.com/index.php?/topic/68907-tenno-foundation-for-martial-excellence/?hl=%2Btenno+%2Bfoundation

Edited by alocrius
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Interesting thread, some damn sweet ideas in there.

 

However I do believe many of them are way complicated for this sort of game. Having multiple options to complete a mission would cause major chaos. In my experience in action-based co-op games, people don't work together very well in these sorts of situations, at least when randomly matched with other players. I'm not saying it's not possible, and personally I would love a more open-ended mission structure as I almost always play with friends and rarely, if ever, play with the "online" crowd. You have to remember that the vast majority of players aren't capable of working as a team to the degree where everybody will decide to go blow up the bridge, or start up the Corpus Robotics production to help kill infested, or switch off the Grineer's life support etc etc where there are several gameplay options available in a single mission. People will generally not agree on the best course of action, at least where there's random matchmaking involved.

 

I think it's important to remember that this is a hack/slash game at its core, where strategy/tactics don't play a very big part. And I'm cool with this, if I want to play a strategy/tactics game I go play Eve Online or something. To divert too much from this would be a huge, huge change. Not one that could be implemented easily, or one that DE would want to make anyway. And on that note, I think it's also important to remember that the best chance we have of improving this game is to suggest ideas that can be implemented relatively easily, that don't take away too much from the core gameplay ideal of "shoot/slash heaps of bad guys in lots of satisfying ways". Again, I would LOVE a more open-ended gameplay style, like Boatsniper talks about in his opening paragraph on the thread linked above. However, this would require massive changes, and is frankly pretty unlikely to happen.

 

Personally, I believe that a big reason this game has so many players is the sweet combat, and because it doesn't require a huge amount of thought to play and have fun. DE won't detract too far from this in my opinion, it'd be a totally different game.

 

To summarise, I believe that implementing ideas like stated in my OP, as well as Boatsniper's and other's ideas in a more closed fashion would be super effective at making this game more interesting and less repetitive. They're pretty simple ideas and implementing them would not alter the core gameplay in any way.

 

PS: Also Boatsniper - a lot of the issues you address in your thread are about things that "don't make sense" - like, why does the Tenno evac ship somehow fit right in with the ship we're raiding? How do we magically know where anything is? I think it's important to remember that this is a game about space ninjas. Who somehow think that bringing a frikking War Hammer and a 6-shot revolver to a futuristic spaceship, where the enemy has lasers and advanced robots, is a good idea. The game isn't about "making sense", it's not a simulation, it's a fictional game of fun! There's very little in this game that actually "makes sense" in the way you speak of. What I'm saying is that making the game realistic in the way you speak of is definitely not the way to go. If we did that, it'd end up being like DayZ, where our characters have to eat before they get hungry, drink before they get thirsty, if they get shot in the foot they can't walk, etc etc etc. Not gonna happen.

Edited by zarvox
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I should point out that when I mentioned "secondary objectives" I don't mean that players have a choice in doing them or not - they just happen, and players have to deal with them somehow. Having multiple, or optional objectives in a game that employs random matchmaking isn't gonna work, in my opinion anyway, simply because people won't agree on the best course of action most of the time. I don't think that the term "secondary objectives" was the best choice... My bad on that one.

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-snip-

I don't see the game as "run-and-gun". There's some stealth and a fair amount of tactics one needs to consider while playing. It's counter-intuitive to develop a game to use one genre. Don't forget that the game is still in "beta". It can still change its own definition into a game that supports and encourages a very large range of viable play styles

 

The game is supposed to be about space ninjas, right? What do ninjas do to get an upper hand in combat? Everything. Everything from sneak attacks to sabotage to distraction to panic to intimidation. Do you see anything  The only thing you can do in this game is shoot mooks to get stuff to shoot more mooks with. You can't be creative with it. Nothing in the game has depth.

 

When it comes to multiple people, it's obvious my ideas won't work all that well with four people. However, what I had suggested is more suited for solo/communicating two-player coop. Wouldn't you feel badass for causing mass hysteria all by yourself? Not to mention you'd get rewarded for it too.

 

The game goes for a semi-photo realistic style, and to keep that theme going, the environments need to be interactive at some level. Currently, the maps have the same interactivity as a Mario game, as in none whatsoever. I'm not saying realistic; I'm saying logical.

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I think its getting to the point where DE may just not be talented enough to evolve the game beyond what they have already. That isn't an insult to them but it seems that the team are more a group of aesthetic content creators than actual game designers. The gameplay is really lacking but what you use in that gameplay is always interesting and pretty.

 

The problem is that DE aren't stepping back to look at their project and what they want to do with it. The livestreams already show their over confidense in the game and the marketplace and plat purchase bullying might be a hint to what they intend. If Vor's Prize ends up being a sloppy rebattle with Vor like when they reintroduced him then I think they game is pretty much done.

 

The game lacks serious ambition and the new Golem showed that. A lot of people expected that release to be addictive and fun but now a lot of people including myself find the boss to be a complete chore apart from trying to grind it for Nekros parts. What's its actual purpose apart from just...fighting it? Problem is DE don't have one yet but we know something is planned for it.

 

The image in my head of how DE works from seeing the update vids is that everyone sits behind their desks and doesn't communicate. Maybe they talk to each other via Skype and have the one off team meeting but the game is lacking a serious amount of direction in terms of what the game is supposed to bring to the player. Coop Space Ninjaring was a cute introduction to the project a year ago but a year has passed and nothing has changed.

 

Will Warframe just be about grinding for gear you forget about when the next batch comes out, or will it other more in terms of depth of gameplay and narrative? One can hope we will find out one day but for now I think we shouldn't hold our breath.

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Infested Ancient Council: "A sizeable group of (mega) Ancients have been detected aboard this ship. Kill them all!!

(ok this one is sort of boring - can't think of anything for infested...)

 

A cool idea for an infested encounter might be a spawning area that one could seek and destroy. Or maybe a wandering J3 Golem with entourage. J3 is getting removed anyway. Maybe he could have new life here.

Edited by Kaidinah
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Artifact Raid

"Tenno, I'm detecting a unique energy signature in your vicinity. I believe it may be Orokin in origin, see what you can find..."

 

A throwback to the classic raid mission, a random off to the side tile-set will be the artifact room from raid missions, and if you're squad is so inclined, they can seek it out and loot the artifact. However, to unlock the artifact container, you will need one (or more) key codes, which could be a drop from specific mini-boss type enemies on the map (marked for you by the Lotus).

 

Said Artifact containers can come in three tiers depending on the level of the mission you're in; the higher the tier, the higher the rarity and quantity of items you will receive. Players can receive any combination of the following items:

 

-Credits

-Void key(s)

-A cache of 3-5 resources, with a high chance of rare mods

-A large sum of various resources, with a high chance of rare resources

-Small chance at various Warframe/Weapon parts/blueprints dropped by the Planet's boss

-[Void Missions] Forma blueprint; Mayyyyybe a slim chance for Catalyst/Reactor blueprints

-[Void Missions] Small chance for Prime Warframe/Weapon parts/blueprints

 

Tier 3 Artifact rooms obviously wouldn't be terribly common since such a high chance at these rewards would be pretty significant, but a T1 Room should be common enough that your team will encounter one every few missions, so that way players who take the time to open it can be rewarded with the occasional Void Key and rare mod outside of non-defense missions.

 

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