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Survival mission type


Ecclessia
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So, as many players had noticed, survivals mission runs best in term of oxygen, loot, survivability itself and tenno buffs interaction, if all players stay in the same room. This positive factor multiplies, if there's Nekros or augmented Hydroid/Khora in squad.

But there are some type of players, who enters survival (not solo) and just runs away on the other side of the map. Why are they doing this, what reason makes them do such a thing is pretty unknown for me, but that type of players by their actions clearly reduce amount of enemies available for killing and looting, as also reduce oxygen recovery speed. And, i presume, clearly no one likes to run to the other side of the map, because some mod or resource had accidentially dropped in the place, where the lonely tenno was, and not the entire other squad.

So, in this post i ask Digital Extremes to rework survival mission type in next way or something close to it:

 

1) Survival only begins, when all currently presented players come to first life support tower, which would keep up "breathable" atmosphere only in that room.

2) Life support tower will have same oxygen bar, as currently now presented, being refilled in same way as it is currently presented in survival missions (players kill enemies, enemies drop oxygen, picking up oxygen restores percent of overall oxygen, prolongating time current tower in current room works, but not infinitely).

3) For the sake of not keeping players locked in only one place, life support tower would run out of oxygen a bit faster, but in the end will give each tenno 30-40 seconds of personal unrefillable oxygen, while simultaneously spawning next tower in a different room, but close enough to run there in 20-30 seconds, relying in that time on personal oxygen left after first tower is finished.

4) When at least one player reaches next life support tower, room with that tower becomes "breathable", and cycle is repeated.

5) If player goes away from "breathable" room during life support tower being active or if his personal oxygen goes zero, while he's still not in "breathable" room, player starts to suffer heavy damage like one suffers in current survival after all oxygen is wasted. So player would not be encouraged to run away from team yet still have chance to run to next tower/come back to room without failing mission both in solo and multiplayer mode.

It will keep players together while also preventing them from boredom of being tied to one place.

Mission rewards still would be tied to survival time.

Personal extraction countdown could be either be reduced to tie in with personal oxygen, or personal oxygen could be temporary locked, when player stays at extraction.point.

 

Tl:dr - only one room with one tower at time; tower is not replenisher, but entire oxygen itself; tower always run up; when tower runs up, players get time to run to next tower; going out of the room with working tower is bad; killing enemies in room is good.

 

I really hope survivals would be reworked in this way or something similar someday.

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I have no problem with something like this being a variant survival at least, taking from the infested salvage anti-toxin fields and inspiring eventual moving from station to station as new breathable air pockets and stations become available.

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Your first point is already highlighting that this changes are not for current game and most importantly players. But overall, if DE would ever change direction towards teamwork, this would be a nice addition.

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