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Defense Missions Please They Need Love


Randland
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Hello all,

 

    So I was playing a Defense mission earlier and experienced mobs coming to attack in little bitty waves and dragging things out.  It felt exactly like a Survival mission, only I have to protect this other thing as well.  And why would I play something so similar to Survival when I only get one choice at a good reward?  Where as Survival I get all the rewards at a successful end.  This got me to thinking. What is a Defense mission?

 

    In a Defense mission you're protecting something from a race that Absolutely Has To Destroy It!  That's their purporse, their goal, and to this end is what they are fighting for.  So why are they coming at me in tiny itty bitty waves?  I really want to know.  Seems to me, if the enemy had something I really Absolutely Had To Destroy I would want me and all my buddies to run in all at once and bombard the hell out of it.  No dilly dallying, just Nuke it... (which by the way, MiniNuke gun idea would be really cool).  I believe that if Defense missions are to be improved this might be the best way to start.

 

   When a Defense mission begins All mobs for that wave should spawn immediately and start gunning for the item the Tenno are trying to protect.  I hope that this would increase difficulty in each wave, reduce time, and increase the general level of fun inside a Defense mission.

 

    I am also aware that this might also increase lag and instability inside a game, and that I hope is something that could be worked out in testing. If not then I sit corrected and I still feel that Defense needs love, without overhauling the whole concept.

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Well this will just increase the prevalence and well need for large AoE in defence as it currently is know you can get on just fine with no AoE because the enemies come in increasing numbers, instead of all at once.

 

Also the reason to play defence over survival is 1) getting to choose when to leave instantly instead of a panicked run to extraction after life support reaches zero. 2) Better XP as people are in/stuck in small map and thus can be in XP range a lot more of the time. 3) Loot is more concentrated.

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And why would I play something so similar to Survival when I only get one choice at a good reward? Where as Survival I get all the rewards at a successful end.

This.

I talked (almost cried, lol) about this since U8, long before Survival missions. But DE did only autosave each 5 waves :\

upd:

Old times...

40, 50, 60 waves only for 1 awesome thing:

250px-HellfireU11.png

Remember?

Edited by Spectre-Agent
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Well this will just increase the prevalence and well need for large AoE in defence as it currently is know you can get on just fine with no AoE because the enemies come in increasing numbers, instead of all at once.

 

Also the reason to play defence over survival is 1) getting to choose when to leave instantly instead of a panicked run to extraction after life support reaches zero. 2) Better XP as people are in/stuck in small map and thus can be in XP range a lot more of the time. 3) Loot is more concentrated.

not always i've seen weird crazy runners going to the spawn points of enemies and then to another spawn point and so on, many many times.

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I really like this one proposal I've read to give incentive for playing Defense over Survival: provide additional rewards every ten waves, so you're not stuck with just one thing at the end. For example, at wave 10 you get one reward, at wave 20 you get two rewards, at 30 you get three rewards, etc. This would counterbalance the stacking rewards of Survival and make Defense more enjoyable and rewarding.

 

I like your idea for all-at-once spawn as well. That would make for an intense game!

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