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Better Isolation Vaults


Xarteros

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Currently problematic due to their timing, scaling and drawn out format.

Ideas:

  1. Make all the preamble talking from Loid/Otak/Mother occur DURING the objectives, not forcing us to wait for them to finish before we can begin. Especially form subsequent runs.
  2. Remove the vault bounties from the Fass/Vome cycle. Make them individually selectable at any time, so one does not need to do T1 to do T2 and T3. Just keep them location-based. Reduce the defense timers in T1 and T2 to facilitate easier grinding for specific mods (or add a way to spawn more mechs in those vaults, or some other way to balance the mod grind, or just sell mods from Loid for standing... anything).
  3. Make a T4 vault location and bounty that leads us back to the Heart of Deimos. Make a new preamble objective to clear infested from outside the chamber doors to gain access, then fight a guardian inside the chamber and use its power core to make the heart ramp up for X time (60-90 mins perhaps). Once complete, you can pass through the portal to reach a buried vault that starts at about T2 difficulty. You complete the vault as normal, return to the heart chamber, perhaps have to repair it with the Necramech omnitool or fight off another wave of infested outside the doors, and then go into another vault via the portal. Each successive vault ups your security clearance to the heart's controlling AI, and allows access to more dangerous vaults.
  4. Add scaling difficulties of a different variety to the T4 vaults: Not just +1 necramech, but maybe have modifiers and other options that shake it up and reduce cruise-control metas.
    • Infested Spores: Toxic spores on the rise, current vault functions like a Survival mission in addition to other objectives (decay slows down or stops upon vault completion)
    • Untouched Vault: More and higher level necramechs, orokin turrets and traps, enemy Necraloids acting like arbitration drones by shielding Necramechs or locking out reactive crystals
    • Crossfire: Being invaded by Corpus or Grineer, who've decided that their potential gain is worth more than your protection
    • Breeding Grounds: Increased infested spawn rate and/or more eximus units
    • Mech Storage: Adjacent chamber has a Necramech hangar (or construction facility etc.), spawns more mechs and/or has a special cache in the vault or hangar with guaranteed mods/parts and/or some of the mechs have permanently damaged arms.
  5. Potentially make the room beyond the portal into a junction room with a set array of portals based on the tiers (allowing players to clear multiple vaults at the same difficulty level rather than be forced to get harder each time; missing out on increased rewards but allowing players to fight within their capability). Rather than just letting the vaults scale infinitely, DE could make T4 to T6 or T10 or whatever so you aren't ever just battling 30 Necramechs at once, but you can still repeat the top tier for consistently high rewards.
  6. Add in additional features to the vaults (either T4 'endless' vaults, or regular ones as well). Features may include Dragon Key vaults (per the derelict tileset), loot-room vaults (derelict speed/agility tests, but with nicer loot crates that have the Cambion Drift resources), more hidden tokens (few people have even seen them yet, but they exist), nests of rare conservation targets, or more secrets/puzzles if DE want to make more.
  7. Add more hidden/disabled Necramechs, and add ability to reanimate them with Void energy with a random chance to have them be friendly or hostile.

Why:

Being limited to Fass/Vome cycles dissuades players from even starting a vault run if they don't feel there's enough time left on the cycle, and it can make it more difficult to organise games with friends. Being forced to play T1-3 in order makes it harder to grind specific rewards and makes it more tedious for experienced players/teams. Adding T4 via the heart chamber uses existing content to create a more expandable challenge for players. DE can start small, using only the existing vaults and basic difficulty modifiers, and expand on it as desired. Adding features like the Dragon Key vaults gives players more reason to keep going further, and slower-paced players still get a decent reward for being more thorough.

Don't like any of the above ideas? Post an improvement or alternate idea that would improve the Isolation Vault gameplay. Post your ideas even if you like the ones above!

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My two scents :
- enable operator void dash (in the necramech fight I only manage to dash about 25% of the time)

- don't cancel abilities (nekros' desecrate keeps being deactivated and I don't understand how)
- give us the ability to speed up timers. Maybe with consoles or crystals to activate regularly ?
- speed up Loid movement

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