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[Mission Concept] New Synthesis Mode - Apex Hunt


(PSN)MoRockaPDX

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This is a concept to introduce a new mode for Cephalon Simaris's Synthesis tasks. The existing system is fine, but gets to repetitive. Similarly, the preservations hunts have the same problem after awhile. Just adding scanning to the reservations doesn't work well, as you can just tranq the target, much like you can use a trap on a synthesis target. Sure, you could add abilities to the beasts, like you do with synth targets, but this doesn't add much to the equation. What I imagine are some scenarios to make this mode more interesting.

Apex Beasts, is a concept of introducing large, powerful, beasts, no less than twice the size of the largest current beasts. As synth targets they are inherently resistant to scanning with their large size and powerful bio-electric fields. As such, they will have to be worn down in combat in order to expose the scan points. But, even in order to attack these scan points you will have to track, lure, and attack the beast. Each type of Apex Beast will have different approaches needed in order to accomplish this. Requiring different tactics and tools. Some, may need to be distracted in order to expose an armored sections weak point, another might have to be pinned. Another, possibly needs to be overwhelmed with an elemental status, etc, etc. 

Now, I mentioned a couple of scenarios for this mode. One I can see as Apex Beasts that are introduced to existing landscapes (ie Plains of Eidolon, Orb Valis, Cambion Drift), recently moving into the area, attached by activity in each one, or simply having over hunted in their previous environment. 

Alternatively, these Apex Beasts could be extinct, and Simaris offers Tenno the opportunity to enter a new Sanctuary mode to hunt these Apex Beasts as a challenge, and opportunity for Simaris to gain more knowledge. These hunts would be something in-between and a mash up of; preservation, synthesis, and Eidolon hunt., In terms of time and complexity.

 

Some of the Beasts would be obvious mutation like version of dinosaurs, or other large animals, even some reminiscent of fantasy creatures. But, some should be stranger.

Gelatinnes Cubes

These entities come with a particular elemental affinity, except for cold, that though doesn't do much extra damage can slow and freeze them. They can absorb tons of physical damage, often breaking into smaller parts and, if allowed, reconstituting. Also, regenerate from most types of damage accept from their elemental vulnerability, typically the opposite of their affinity.

Morphogenic Ferris Orbs

Radiation emitting clouds of metal, typically in the form of an undulating sphere. Capable of emitting a massive beam of radiation. These where once mobile fabricators, to rapidly build equipment. After the fall of the Orokin, some of these Orbs wonder the land absorbing material and converting it to construction material. Often you can hunt them by following the trail of boots, hammers, or whatever random item they where last programmed to build. The MFO's tend to have high armor, and emit tons of radiation. Vulnerabilities, tend to when attacking  exposing weak points, and can be disrupted by blast, magnetic, and electrical damage.

Displacers 

Large beasts that can teleport, and cannot be seen directly. Whenever they are within your main vision they are highly distorted, and flicker rapidly left to right, making a visual lock very difficult. Only for the edges of your vision is it possible really see them, without distortion. They are most vulnerable right after teleporting, which is marked by this smoke. Puncture and Magnetic damage tend to be most effective.

Chimera

This is an infested beast, that has absorbed multiple different creatures. Large in size, fast, and strong. This Beast can petrify with its eyes, burrow under ground, and pounce with incredible ferocity. Vulnerable to corrosive, gas, and impact.

Wrvvyn

A dragon-bat like beast, that is best hunted with an Archwing. Watch for its sonar blasts, and deadly tooth and claw.

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