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Mission Modifiers + A Few Emergent Possibilities


Saskia
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I'm starting to have a good amount of hours sunk into the game (50+), and while I love it, I found some of the missions to be repetitive at times. I know it's a beta and that things will become more diversified in the long haul, but I thought it would be nice to add some random modifiers to missions, depending on the faction you're facing. The mission objective changes, added objectives after completion of the first one and "level feelings" (self-destruct, etc.) are very nice, but there clearly is room for improvement. Because controlled randomness is awesome.

Invasion (all factions, all missions) : a check is made at 25, 75% distance from the objective, and on completion (getting to extraction) -> random chance that the base is attacked by a third faction, hostile to both you and the original ennemy. Original faction spawns are dramatically reduced.

Assassination (all factions) : there is a chance that the boss will be accompanied by a group of heavies from their faction. 5-10 Ancients from all three types, or 3-5 Heavy Grineers, or 5-10 Railgun - Stomp Moas.

Capture : 100% of the time, the target moves a lot more, forcing the player to chase him through a portion of the base. In addition, random chance that :

- Grineer : the target regularly drops sticky guided bombs OR blade balls OR incendiary grenades (all of these already exist in the game)

- Corpus : the target possesses a fast regenerating shield.

- Infected : the target emits pheromons attracting others ennemies on his trail.

Defense : random chance that the artefact possesses one of the following ability :

- Every 20 seconds, it emits a wave revealing all ennemies in a 50 meters radius (double the radius for the artifact / max Ennemy Sense)

- Every 20 seconds, it emits a shockwave stunning ennemies in a 10 meters radius.

- Grineer : Every 20 seconds, it emits ammo OR 5 seconds-10% damage boost.

- Corpus : Every 20 seconds, it emits 1 Power boost OR EMP shockwave (affects players only).

- Infected : Every 20 seconds, it emits 1 Life boost OR poisoning shockwave.

Random chance at wave 5/10/15/etc that the following event occurs :

- Grineer : 1-2 radar scramblers appear, disabling the mini-map and preventing the ship from landing. They have to be destroyed.

- Corpus : A magnetic field appears, powered by 1-3 consoles that have to be hacked. It prevents all shields from regenerating, and the ship from landing.

- Infected : Toxic spores appear all over the battlefield, dramatically decreasing visibility and preventing the ship from landing.

Consoles and spores appear on the minimap. Not managing to deal with radar scramblers / consoles / spores before the end of the wave keeps players from leaving the battlefield. The ship will arrive at the end of the wave the "event generators" are destroyed.

Mobile Defense : random chance that the consoles have the following ability :

- Grineer : Lotus sometimes (not more than once every 30 seconds) need your help hacking the terminal. Timer is stopped until it is done.

- Corpus : Lotus involuntarily triggers security measures in the software activate turrets in the room until terminal is hacked (not more than once per minute).

- Infected : Lotus accidently supercharges the terminal, attracting more ennemies in the room until the console is hacked.

Raid : Random chance that the the artifact is rigged and the following occurs :

- Grineer : slowly decreases carrier's ammo over time OR spawns a few sticky bombs/blade balls at times.

- Corpus : keeps carrier's shields from regenerating OR slowly decreases carrier's power.

- Infected : slowly decreases carrier's health over time OR keeps the carrier from sprinting.

100% chance that the following is added :

- Carrier never loses more than 5% shields or health : the artifact is in pristine condition, allowing one Uncommon or Rare Mod to be retrieved at the end of the mission.

- Carrier never loses more than 50% shields or health : the artifact is in good condition, allowing one Common Mod to be retrieved at the end of the mission.

- Carrier loses more than the requirements : the artifact is hardly of any use, and no additional Mod is gained.

Rescue : random chance that the prisoner possesses one of the following abilities :

- Great speed : can keep up with a sprinting player.

- Fatigue : does not have shields.

- Hidden ammo : can defend themselves with their pistol.

In addition, some emergent stuff that would make missions less linear :

- Possibility to hack consoles in order to lock rooms (useful to get ennemies out)

- Destroying too many explosive barrels / exterior windows can trigger the Timed Extraction event.

Tell me what you think !

Edit : Added something to the Raid mission.

Edited by Saskia
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