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How Rng Could Improve The Invasion Mission Type


egypt
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The current invasion mission has a lot of limitations and tends to become repetitive and thus cumbersome very fast.  i'd like to see more dynamic elements introduced into the mission.
 
- the mission should be infinite with enemy level scaling (like survival and defence type)
 
- mission objects should be randomly generated on 3 - 5 min interval. objective should have a completion timer (5 -10 min to complete the objective). you get points for completing objective (i'd call them Tactic Points - TP). the team however is not forced to complete a given objective. if not, the team simply don't get the TPs for this objective.
 
- objective can be anything we already have in the game - kill xxx number of enemies, capture target, sabotage,  defend position (like mobile defence), assassinate (mini boss or buffed leader enemy), etc.
 
- player can play indefinitely and gather TPs in one run or can play the mission multiple times. the reward is given when player accumulate given amount of TP. TPs can be accumulated from different invasions and could be used in leader boards and even in the forthcoming proxy war as reputation measurement.
 
- I'd like to see extraction location being also randomly generated with time window for extraction. if you miss it you wait for the next one. single players from the team can extract from the battlefield without ending the mission for the rest of the team (like in defence type mission).

 
the advantage of the proposed mission is that it use mostly things that already exist in the game and therefor could be relatively easy implemented.
please support the idea if you like it, so maybe DE would consider implementing it. suggestions and improvements are more then welcome.

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Is the plan that you accumulate x amount of TPs and that earns you the reward for a given node? Say you earn 5 TPs and that earns you the promised 25000 credits for the node. Would it be fair to make the next 5 TPs earned give you another 25000? Or would it be earn 5 TPs and anything beyond that is just for high score? How would multiple TP based rewards work with potato invasions?

Edited by NogginMasher
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Is the plan that you accumulate x amount of TPs and that earns you the reward for a given node? Say you earn 5 TPs and that earns you the promised 25000 credits for the node. Would it be fair to make the next 5 TPs earned give you another 25000? Or would it be earn 5 TPs and anything beyond that is just for high score? How would multiple TP based rewards work with potato invasions?

the rewarding could take different approaches. my initial thought was the battle pay is awarded after getting X amount of Tactical Points (lets say 5). it is rather like the current system but instead of doing extermination 5 times in a row, you do 5 random generated objectives in interval of 25 - 30 mins and be done with it. beyond that it goes only for higher leader board ranking..

after proxy wars get implemented however the points could indicate the favour level you are getting within specific faction. it could be that when you get 1TP for corpus you automatically lose one from grineer and vice versa

Edited by egypt
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i would like to see a tiered dificulty as well. if you choose hard mode - the enemies start +10 level... or nightmare dificulty you get even further restrictions. but than you get more tactical points per mission so you could finish it quicker or go for higher score. just a thought.

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it could be made generally more epic.. like orbital strikes, more explosions, constant stream of soldiers killing each other.. teno in the cross fire. it would be very interesting if they also remove frendly fire but you should watch out not to kill from the faction you are supporting because you get minus points if you kill too many.

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Here is a very silly idea:

 

Since you have to do 5 missions to qualify for the pay, why not make it 5 different missions?

 

Mission 1: Beachhead. You help the invader to establish a beachhead. Or alternatively, you try to keep the invader from establishing one.

Mission 2: Front lines. Harder enemies, more of them, but also more invaders. Alternatively, while you managed to hold your position in Mission 1, the invader has established a beachhead somewhere else. So you are moving there, keeping them from advancing.

Mission 3: Entrenched. Both sides are entrenched and pushing.

Mission 4: Spearhead - you have to traverse a long distance to the endpoint. Lots of enemies face you. You have an entire army behind you. Not all of them will make it.

Mission 5: Final Battle. This is it. The station commander (or whatever) is holed up in his bunker, his elite guard is with him, there are lots of traps, the enemy is well fortified - so now it is time to really show why the Tenno are the best.

 

Siding with the defender might keep you in the same map, while both you and the invader have increasing numbers of troops to hold/crack the fortification.

 

So far it is just a silly idea, making the whole thing appear more dynamic.

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