Angelus_de_Mortiel Posted April 1, 2014 Share Posted April 1, 2014 (edited) I am not sure if this is in the right topic (and if not, any moderators feel free to move it), but my brother and I were discussing aspects of the mission types that led to an interesting idea about mission types:1. With the tid-bit of information dropped in one of the Dev Streams, and rescue missions being revamped with new stealth-required elements, the thought occurred as to why Spy missions do not have similar such requirements. In logical thought, if I am a spy attempting to acquire some kind of intelligence on an enemy and they learn of me attempting to acquire said intelligence, would they not attempt to destroy/invalidate said intelligence? As such, Spy mission types would seem more fleshed out with stealth being required. There were a couple of ideas we had on this:Firstly, the current "Spy" mission type would be better named "Intelligence". This Intelligence mission type would work the same as it currently does, except if an enemy triggers an alert, the Tenno have a certain time to deactivate the alert (say 30 seconds or 1 minute for an example) or the remaining devices to be acquired are destroyed. In order to succeed in this mission, the Tenno must retrieve at least 2 of the 4 devices.Secondly, if DE really wanted to have an interesting mission type to add variety (and add some challenge to veteran players), the Spy mission type could be reintroduced as more of an observation mission... You know, like what the word "spying" implies. This observation mission would rely on the Tenno attempting to identify two targets for capture by staying within a certain range of certain enemies at random points on the map for a certain period of time without any enemies in that group becoming alerted to the Tenno presence (accruing affinity upon successful identification of each target), then extracting. Think similar to mobile defense mechanic, except the idea is not be seen. This could have a certain pseudo-story effect with the Tenno, say, having to complete this Spy mission before completing a Capture mission. I mean, how to the Tenno know where to capture people? The captive captured in the Capture mission could then leak information on the whereabouts of the planet's boss, thus adding more cohesion to why the Tenno are doing certain missions on planets. Curiously, this second mission type could be skipped on Earth, as the capture targets for Capture missions could instead be identified via intel acquired from Interception missions.Lastly, these mission types would obviously require a certain buff to stealth mechanics in the game, as otherwise either of these would pretty much force players to use Loki or Ash (I would say Shade, but let's be honest, Ghost is unreliable at best for stealth gameplay). A full rework (a la Stealth 2.0) would not necessarily be required... just a few tweaks to enemy alert status... Namely the enemy's response to various interactions. If an enemy sees or hears you at a long distance or through walls, the enemy could take an investigative stance with a short cooldown, instead of instant attack-mode. Furthermore, if investigating instead of attacking, enemies would not run for alarms (enemies should not run for an alarm when they are two rooms away from the action, like I have witnessed on many occasions). Tweaks could also be made so that enemies will completely stand-down after a cool-down time after being alerted (not just semi-alerted, but go back to casual stances). Currently, if an alarm is triggered and the Tenno reset it, the enemies never truly return to casual stances/patrols, leading to unrealistic scenarios where that MOA is standing in front of the elevator door facing you, even though you reset the alarm 5 minutes ago whilst 10 levels above that room.I mean, Ghost could use some fixing too (namely, improving Shade's trigger detection to instead be based off if an enemy can see you/Shade instead of if Shade can see the enemy and keeping you invisible for a couple seconds *after* the enemy leaves Shade's line of sight), but this has already gotten to be a huge suggestion as is, so that will be for another day.TL;DR: Tweaking mission types that are designed for stealth to reward/require stealth and make those missions feel like you have an actual purpose for being there. Tweaking enemy range and response so that stealth is possible for more than Ash or Loki.Suggestions and feedback welcome! Edited April 1, 2014 by Angelus_de_Mortiel Link to comment Share on other sites More sharing options...
Angelus_de_Mortiel Posted April 2, 2014 Author Share Posted April 2, 2014 The ideas posted in here offer an interesting addendum and counter to my idea.https://forums.warframe.com/index.php?/topic/199660-suggestion-for-stealth-gameplay/ Link to comment Share on other sites More sharing options...
Angelus_de_Mortiel Posted April 3, 2014 Author Share Posted April 3, 2014 Bump. Link to comment Share on other sites More sharing options...
XRAY0128 Posted April 3, 2014 Share Posted April 3, 2014 I know what game Ill stop playing if stealth ever becomes required for completion. Link to comment Share on other sites More sharing options...
Angelus_de_Mortiel Posted April 3, 2014 Author Share Posted April 3, 2014 (edited) I know what game Ill stop playing if stealth ever becomes required for completion. I this is the problem with so many games... Everyone always just wants to run-and-gun everything and never challenge themselves. You are playing a game about cybernetically-enhanced SPACE NINJAS! And you are saying that you would take your ball and go home if that required you to be sneaky, even if the stealth mechanics were improved? I bet you hate hacking puzzles and anything else but running around and shooting things, yeah? Call of Duty Syndrome, much? No offense mate, but constructive criticism does not mean what you think it means. Edited April 3, 2014 by Angelus_de_Mortiel Link to comment Share on other sites More sharing options...
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