MaguroPiano Posted January 13, 2013 Posted January 13, 2013 I'm not sure if this is the place to put this post, but I have a suggestion for a mission type, possibly in the form of an alert. So you're asked to take out some sort of creature, but the catch is the creature is hunting you too (Think dark rooms and flashlights, yummy!). This means the creature is quite tough and quite dangerous and very agile (perhaps give it pathways to escape and lurk around in that the warframes can't access and have it climbing on walls/ ceilings). I'm thinking it'll be the size of the hyena (that's the small one right?). The level might be accompanied by some basic infected, just to get in your way every now and then. It'd be a great way to get a mission type that got your blood pumping abit. The problem is you wouldn't get much xp from killing just one enemy and you'd expect some great drop since it's alone and tough, so perhaps have several creatures to exterminate. I don't know, just came up with this :) Feel free to toss in ideas!
Gaiters Posted January 13, 2013 Posted January 13, 2013 The only problem I see is I'd just wait for it to come to me and plaster it. If they do add hunted missions the thing you're supposed to kill would have to be invulnerable until the end of the mission, where you disable is shield or something.
EclecticDragon Posted January 13, 2013 Posted January 13, 2013 Not a bad idea for a boss level, and Zedd suggestion would work really well with some mid mission change of plans. Having a robot/monster hunt you down while you have to go collect a crew member would be interesting.
Drakoniak Posted January 13, 2013 Posted January 13, 2013 even if it comes for you it can take damage. so it should use health regen thats a tough one, even at the end should use it so it will be hard to kill it by oneself should be team focused. the type of boss like in some mmorpgs it would be interesting :D
MaguroPiano Posted January 13, 2013 Author Posted January 13, 2013 I've never like fights where you have to "unlock" the foes weakness by doing some other task, but I guess you're right. Though another way would be having it play aggresively in areas where it can easily escape, and defensivly in areas where the warframes have the advantage, i.e spitting acid from the roof, calling in infected, then running away to another room, or repositioning itself and keep taking pot shots. Then you would somehow figure out a way to lure it into an even battleground where you have a chanse to hurt it more than it hurts you. The problem with this however is the level design. Since it's modular people would just figure out the places to go to get the creature out of defense mode. And I'm not sure if the AI would be powerful enough to be unpredictable over several runs. Thoughts/Ideas?
SwimmingRock Posted January 13, 2013 Posted January 13, 2013 (edited) The only problem I see is I'd just wait for it to come to me and plaster it. If they do add hunted missions the thing you're supposed to kill would have to be invulnerable until the end of the mission, where you disable is shield or something. I had the same first thought, but considered an alternative for the latter. OP mentions infested. Maybe you need to acquire chemicals or toxins or whatever to weaken the unkillable creature first. Could be retrieved from Data terminals like data masses are. So you'd be running to the multiple terminals while trying not to get horribly butchered. Get them all and a gas (or something) gets released that makes the monster killable. The stealth mechanics would need some work first, though. Man, it would be sweet to use Ash or Loki and sneak by or misdirect the monster if it gets in the way. Not sure if it would be feasible, all things considered, but I'm really liking the idea. EDIT: Maybe I'm making it too complicated now, but perhaps a team only alert where you each spawn in a different room? Make the monster too tough to kill alone, so you have to find each other first. Edited January 13, 2013 by SwimmingRock
Fenrir Posted January 20, 2013 Posted January 20, 2013 (edited) Interesting concept would be pretty cool in very dark maps Edited January 20, 2013 by Jack138
Tollwut Posted January 20, 2013 Posted January 20, 2013 The first thing that popped into my mind when reading this thread was the hunter from Dead Space. To those not familiar with the game, the hunter is an enemy you can't kill, he will follow you through the level and attack you all the time, but you can cripple and slow him down. Playing even a normal mission with something like that wouldn't be too much of a pleasure and sure be pretty intense.^^
Fenrir Posted January 21, 2013 Posted January 21, 2013 The first thing that popped into my mind when reading this thread was the hunter from Dead Space. To those not familiar with the game, the hunter is an enemy you can't kill, he will follow you through the level and attack you all the time, but you can cripple and slow him down. Playing even a normal mission with something like that wouldn't be too much of a pleasure and sure be pretty intense.^^ you mean the necromorph you have to put in the freezer?
Konnstruct Posted January 21, 2013 Posted January 21, 2013 (edited) Edited January 21, 2013 by FrydHamstr
McGuffin Posted January 22, 2013 Posted January 22, 2013 I think an easy way to do this is to think of it as a multi-part boss battle. You run through a level as normal, but at set (or random) moments, the creature comes after you. After you do a set amount of damage, it turns invulnerable, flees, and you proceed. This damage carries over several such encounters, with your final objective (regardless of what the original mission was) is to kill it. You get a waypoint to a special area, and you fight the creature one last time, perhaps it has new abilities to compensate for the damage it has taken. Kill it, extract, mission complete. Or as a fakeout, the mission could 'end' before you kill it, and everyone hustles to the extraction point to find it waiting for you, and the escape pods are locked down because of the threat. Cue boss battle, and extract after its down.
AutoexecDayly Posted January 22, 2013 Posted January 22, 2013 +1 for FrydHamstr, Warframe Slender gametype... lols
AcidHaze Posted January 22, 2013 Posted January 22, 2013 if it is a infected type boss, why not make it heavily armored plate/scales or soemthing, we have to lure it/retrieve a canister of acid and then we would be able to damage it. just make to were we do 1-2s to it no matter what we use until we obtain the canister of acid. it deffently is a good idea and there will probly be multitude of ideas and opions about it but i would like to see something like this implimented at some point.
Tollwut Posted January 22, 2013 Posted January 22, 2013 you mean the necromorph you have to put in the freezer? Freezer? As far as I recall, you burn him with a rocket-engine. :D
gopher Posted January 24, 2013 Posted January 24, 2013 Freezer? As far as I recall, you burn him with a rocket-engine. :D you actually do both.:D
Exodess Posted February 6, 2013 Posted February 6, 2013 I love this idea. For a robot-based version, you could have the theoretical super-prototype constantly recharging its rediculously OP shield via splicing into the power conduits near terminals, which means you have to fight your way to the reactor and destroy it before you can take down the robot for good.
G3rman Posted February 7, 2013 Posted February 7, 2013 It would devolve into camping and standing around and shooting it, just like any other boss.
McGraw Posted February 12, 2013 Posted February 12, 2013 What about a variation on an assassination mission where the target isn't super tough, as such, he will run from you at the start of the level like a pansy and you have to chase him or risk losing track of him or letting him escape, or some other mechanic where you have to follow a character/object throughout the level and keep up or fail.
Siilk Posted February 14, 2013 Posted February 14, 2013 The only problem I see is I'd just wait for it to come to me and plaster it. That will not be the case if the hunter will be, you know, really strong, so direct confrontation will be pure suicide. With a lot of HP and high damage player will be forced to flee. And if the hunter will have no shields and no means of regenerating his HP, fleeing while trying to take some pot shots and/or hit-and-run tactics will be a viable way of fightin such opponent. This could be quite an interesting missions, if the balanced right.
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