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Capture change suggestion


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I have had idea for capture missions kind of bouncing around in my head few years and its evolved some over that time.   Thought would get some other opinions on it other than few friends ive shared it with in chat parties.  My idea is this...

 

   In capture missions after knock target down rather than having target teleport to extraction one of squad has to pick them up and carry them to extraction, and be restricted to 2ndary weapon.  and have a (x) ammount of time before the target bleeds out but idk 4-5 enemies will spawn with a lifesupport type item that will reset the counter.  kind of  like the hacking for rescue on orb valis where item speeds up timer but in this case it would reset it buying little more time to get to extraction with target.    So that on rare occasion target is long ways away from extraction it doesnt make it hard to impossible reach extraction in time

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Just now, Voltage said:

This sounds like a Rescue rework more than Capture. Elongating one of the faster missions doesn't sound too interesting.

one rescue targets wouldnt exactly be unwilling to go so carrying them wouldnt make sense.

two it wouldnt neccisarrily make it any longer than it is just add in quirks to make it more challenging ie having to restrict to pistols for running to extraction as carrying the capture target.  and have to keep eye on timer and eye out for the one or two enemies that would reset timer on the times that capture target captured 1k or so away from extract

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10 minutes ago, Leyvonne said:

This sounds like it would be a pita as a fissure mission.

It also wouldn't jive with DEs current mechanic for "shutting down" capture missions because the only way it would make sense is if the capture mission spawned enemies endlessly until you got to the exit. Currently the mechanic is that the second you pick up the capture target it spins down the enemy spawns to prevent endless farming. Which is why they flagged the target to die after 40-60ish seconds once they are downed if they weren't retrieved. 

If you could essentially carry them on your shoulder forever and just pick up life support whoozits to keep them alive but the enemies didn't scale..... it would just be endless farmspot 2.0

If the enemies did however scale then it sounds like it would just be a slightly modified survival and we already have survival. 

Edited by Oreades
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Just now, Oreades said:

It also wouldn't jive with DEs current mechanic for "shutting down" capture missions because the only way it would make sense is if the capture mission spawned enemies endlessly until you got to the exit. Currently the mechanic is that the second you pick up the capture target it spins down the enemy spawns to prevent endless farming. Which is why they flagged the target to die after 40-60ish seconds once they are downed if they weren't retrieved. 

If you could essentially carry them on your shoulder forever and just pick up life support whoozits to keep them alive but the enemies didn't scale..... it would just be endless farmspot 2.0

If the enemies did however scale then it sounds like it would just be a slightly modified survival and we already have survival. 

not exactly there would only be 3-4 enemies to drop item to extend the time so endless farming wouldnt happen still as after those 3/4 gone still time out.  it wouldnt be like a vampire nightmare mode where kills just flatly add health just like a medpack time item that has limited number of drops per run.  and only add idk 10-20 seconds or something

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I also had some ideas about Captures...I will just drop em here:

1) Capture target is followed by at least 2 strong enemy units (Just like Drahks follow their Master...same AI i mean)

2) Capture Target can be downed with Stealth finisher if you have not been detected in the mission.

3) Upon successful capture, Target gets binded by "tether net" and floats behind your Warframe (instead of being "consumed").

4) Enemies can break the Net and free the Target.   Extra care must be taken if you travel near "escape pods"...coz some maps are built like that.

5) Enemies will form "blockades" on your extraction route.  Some Nullifiers with Bursa or Shield lancers with Cold eximus and Nox....  These will have "point defence" AI, not moving away from certain spot (Blockade)


So you will have to pierce through Blockades while keeping the Net intact.  

Still can be done relatively fast, but also creates that "improtant target" feel.  At least more so than current capture, where you just grab some dude and dash away.

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