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Mission Gamemode Ideas


ParticlePrime

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Ok so I've been mulling over the idea of the specific mission gamemode's having actual relevance to future gameplay, as temporary as the relevance may be. So, I'm gonna take a sec and brainstorm some ideas here. The following lists are not complete or entirely fleshed out. These are just incomplete draft ideas. Feel free to add.

Upon completion of:

     Spy Mission:

          Random buff for the next mission, relating to the "intel" gathered from the spy mission. For example, the next mission might have mildly better/more drops because the "intel" you gathered allows you to "harvest enemies more effectively". Or, if it's a survival mission, the required completion time/round length is a bit shortened because the "intel" you gathered allows the operative we're assisting to find the caches a bit faster

 

     Sabotage Mission:

          Random buff for the next mission. For example, the reactor you nuked in the last mission has spread radioactive material to nearby mission nodes because of the detonation of the core. Therefore, the affected nodes' enemies are, by default, procced with radiation, or the player(s)' status chance on all weapons has a slight boost when using radiation damage.

 

     Rescue Mission:

          The rescue target you helped in the last rescue mission sends a Vapor Specter to help you in the next mission. It spawns in as soon as the mission begins.

 

     Interception Mission:

          Similar/same buffs as spy mission, but now that we've interrupted enemy communications, some debuff is applied to the enemies in the next mission IF they are of the same faction. Maybe reinforcements did not arrive because of the disruption of communication, so the next mission has fewer enemies, fewer special enemies (like Noxes, Amalgams, etc.), or some other sort. Maybe enemies are slower because the food shipment never got orders to be shipped, or the new armor never got shipped, or whatever.

 

     Mobile Defense:

          Now that the Lotus has gotten into enemy computer systems, the next mission will have odd events going on. The Lotus may close doors in enemies' faces to slow the flow of enemies in your direction, or the distressed pipes on a Jupiter mission are now proximity-triggered by enemies. Just wreaking general havoc for enemies on a tileset.

 

     Exterminate:

          After an exterminate mission, troops from nearby mission nodes are sent to fill the vacancy of the galleon/base you just massacred, reducing enemy numbers on nearby mission nodes.

 

 

Anyway, that's all I've got for now. Build on this, though! The gamemodes really do need to have some sort of impact.

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Also, on a sidenote, what if we had a game mode similar to Mass Effect 3 and Andromeda's multiplayer, as in every round having different objectives (defend, demolysts, exterminate, survive, etc) but all in a single mission, tileset, and each wave short in duration, but EXPLOSIVE! 

Also for the record, their mp is the best I've played ever, just putting that out there. 

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