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Reclamation


Magnus
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This is designed as a rework of Survival, in order to give the mission type an actual goal as we all know it's very, very boring. Why it's boring is the largest issue, though. Survival has no real goal, so you sit, wait, shoot enemies and hope enough air drops, which leads to essential frames like Nekros.

Alone, this is just a mechanic and it should not be an entire mission type, but basing a mission under the circumstances of having to survive through objectives while this other factor looms over your head makes for an intense experience, different from Nightmare Modifiers like Vampire, or Energy Drain.

Reclaimation is a combination of Survival, Deception, Interception, Mobile Defense, Defense, Assassination/Capture, and even Archwing. It is not all of these at once, but instead a dynamic mission type that can have any of these appear. It is based on the idea of massive opposing ships, though not as massive as Fomorians.

The idea of Reclaimation is to take an enemy ship in its entirety. Not destroy it. But not a ship so small that you can simply kill every enemy easily, but instead thousands of thousands of enemies on a huge ship. An overwhelming goal that you must -survive- through.

The following is a general structuring of the mission with versions specific to factions.

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-- Part 1:

- Archwing: This isn't every time, but sometimes when you approach a ship, it'll catch sight of your own through advanced gear or someone getting lucky and seeing out a window. Cannons will fire at your manta, and you'll be forced to go in via Archwing instead. You'll have to dodge missiles, lasers, and take cover where you can and make your way to the ship.

Once all Tenno make it to the ship, they will cut their way into the ship forcibly and get on foot. With the giant hole in the ship, the room the Tenno land in is locked off and must be opened. Upon forcing the door open, air is visually flushed out through it. Survival starts here.


- Deception: For when your manta isn't spotted, you'll enter stealthily like any other mission and be given a briefcase. Your job is to get down to life support and plant Lotus' virus into it, giving her total control of it. Lotus will immediately disable life support in order to kill as many occupants of the ship as possible, and keep it off for the time being to inconvenience the enemy for as long as possible. Survival starts here.


- Survival: Upon starting, Lotus states the 'survival salvo is being prepped for launch.' Within thirty seconds, life support canisters will be launched as missiles into the ship, drilling their way through either walls or ceilings before firmly planting themselves in the ground with some drill still showing. They're not upright and fairly rugged in appearance, considering their entry.

Each player will have their own personal oxygen meter. Each player can use a canister much like Half Life's health/armor stations, as to not waste any air by activating it early. The canisters will have separate meters for each player, so no one person can take all of the air for themselves. Any oxygen dropped by eneemies can be picked up by each player, much like modules.

When a player runs out of air, their health drops by a percent and cannot be healed. Vitality doesn't make you hold your breath longer. The largest difference, however, is all possible canisters are immediately delivered. No new ones appear later. This means the players must manage their time efficiently and remember to cap themselves off before heading to new areas.

Survival is from here on out until Lotus turns life support back on if she able to.


-- Part 2:

One of the following will now take place:

- Corpus, Mobile Defense: Corpus ships have advanced security systems. Overtaking these systems and turning them to your side is the most important part of taking a large scale Corpus ship. The tenno will run with a briefcase from one point to another in order to try and find a console with appropriate security access.

There will be up to four consoles. One will turn turrets to your side, another will turn cameras and laser doors to your side, the third will completely disable all Moas (but personal Shield Drones will still spawn and be operable), and the fourth will give access to the ship's insafracture, allowing Lotus to simply eject heavily populated non-vital sections of the ship as well as full control of the ship.


- Grineer, Capture/Assassination: Grineer put great importance on the chain of command. Tenno must chase down multiple HVTs and find the highest ranking officer in order to extract access codes to the ship's artillery and navigational systems. However, it's unclear who is who to Lotus. The Tenno must track down, scan, down (or down then scan), then either kill or capture the target. These targets are much larger and more deadly than regular capture units, however, and pose a great threat.

Finding and killing the less important targets send the Grineer into disarray. They'll be less aware of where to go, running in an opposite direction from you as if they don't notice you or are trying to get away, or are improperly equipped due to no one overseeing the arsenal, such as a Heavy Gunner using a Hind because some jerk took her Gorgon for their own safety.

Once the codes are retrieved, the Tenno must deliver them to the control room, giving Lotus full control of the ship.


- Infested, Hive/Mobile Defense: The Infested use Hives to link the mutalist flesh with the electronics of a ship. Severing these connections alone leave the ship dead in the water. Due to the size of the ship, there are one of each of the possible Hive types to keep ramping up danger as more are destroyed. As more hives are destroyed, Mutalist type infested become less and less frequent until they stop completely, chopping off their production.

After destroying the hives, the Tenno fight their way to the control room and plant Lotus in and give her time to link in and repair the jarbled systems free of infestation in order to regain full control of the ship, despite its appearance. Completing Lotus' infiltration removes all the negative effects of the destroyed hives.


- Void, Sabotage: The Neural Sentry, a device used to mentally sway all who would invade an Orokin Tower, is the most important target on an entire tower. Without it, the corrupted lose their will to fight as they regain their own. But, on an extra large tower, there are more than one to deal with.

Each Sentry is heavily defended by exclusively heavy units. The sentry itself is a large orb suspended above the ground by massive wires with large, shielded turrets attached to it. The Tenno must scale their way up a mostly vertical room in order to get above the large orb in order to see down to the turrets exposed points to shoot them, and then the wires themselves in order to drop the whole sphere onto the ground, disabling it.

As each Sentry is taken out, heavy units are seen free from their mind control fighting those still controlled and willingly help the Tenno in hopes of getting out of the Orokin Tower at all, bolstering your forces.


- Any, Rescue: A member of a Syndicate had infiltrated the ship ahead of time, but was caught. Before that, they were able to memorize codes to the ship and must be rescued and escorted to the control room. After only thirty seconds, the job is done and Lotus is given full access to the ship.

Afterwards, the Captive must be escorted to an escape pod and sent out of harm's way.

Which Syndicate is random. If the Syndicate is friendly, neutral, or at odds with you dictates what they say to you. Death of the rescue target before reaching the control room results in failure, but death after it and before escaping results in the loss of a good bonus, such as a rare core.


- Survival can end here, but it can also continue until the end of the mission. Perhaps systems were damaged in the fight, or there's too many holes in the ship, and life support can no longer be reactivated by the Lotus.


-- Part 3:

With Tenno now in control of the ship still swarming with hostiles, the opposing force becomes desperate with their air running out and their ship turned against them. Whoever hasn't fled has their orders: destroy the reactor and take the Tenno with them.

- Defense: The Tenno must rush to the reactor, already under attack by the enemy, and defend it until reinforcements arrive. The reactor itself is similar to the type Tenno so frequently destroy, though on a much larger scale. Each little cylinder is delicate, breaking in only one shot, but the hard outer shell will block bullets.. for a while.

The lead shielding of the reactor is only health and will eventually break if shot too much and can't be repaired. Of much more urgency, however, is if an enemy gets to the control panel, they are able to raise the shield much like the Tenno do. It can be lowered again right after, but any exposure to small arms fire means massive damage.

However, due to the previous objectives, the sheer amount of grunt type enemies can be overwhelming, but support from Arc Traps/Laser Doors helps takes some pressure off exclusively the tenno and reactor. This results in a massive slaughter of a gratuitous amount of enemies with moderate ease, and easy collection of enemy air modules, as no air canisters should be able to penetrate so deep into a ship.

The finale is one, long wave of enemies like a mobile defense with no breaks. When the reinforcements arrive, they visually arrive. Other Tenno or Syndicate operatives drop down from the ceiling and start fighting with the opposing force. The mission is now complete. Life support is restored, multiple teams of Tenno or Syndicate operatives now roam the halls cleaning up any remnants. You now own a giant ship.


-- Part 4, Failure:

In the event of failing the finale of Part 3, the Tenno must rush to extraction and escape via Archwing before the ship explodes as the surrounding area is flooded with enemy units that had escaped from the ship as well.

- Interception: The escaped enemies have set up a temporary relay and are trying to put out a wide range distress signal. The relays must be taken in order to send an all-clear signal to avoid any chase. This will only last for one round as there are no more reinforcements to be had.

---

Rewards are given after each objective completed and are dependant on the type of ship being taken, with one large reward, the Reclaimed Ship itself, for successfully completing the entire mission. Like mentioned above, certain objectives will also reward bonuses, such as successfully getting a Rescue target off the ship.

These missions are not intended to be filled with enemies under level 30. A massive ship is a high priority target and is guarded as such, so the rewards must be highly valued as well. You'll be given packs of rare cores or a Forma blueprints at each reward point, and a weapon part for, perhaps, prototype gear upon finishing the mission, even if it's failed to save the ship itself, giving players incentive to finish the mission regardless of losing the ship.

The ship exploding forfeits the ship, though. There is no getting around that.

---

Reclaimed Ships themselves can have multiple uses.

1. Sell it for credits! A good source of farming credits, possibly the way to go besides alerts. You don't get something like a million credits for it because you sell it for a "low" amount to a colony or something and help out people in need.

2. Gift it to a Syndicate, gain a large sum of rep that isn't limited by the daily cap. This would make farming them super extremely desirable, even if one already has all the mission's rewards, and can essentially dismiss all complaints about the daily cap at all.

3. Event idea: ships must be collected in order to build a massive army in order to push back some sort of front lead by Fomorians or create a blockade against Infested ships or something. The more ships obtained, the more damage you do faster, rewarding people more points the more they do it essentially.

4. Scrap it for parts! Get unique Corpus, Grineer, Infested, and even Prime components in order to customize your Liset. Give yourself an Infested Arsenal and Foundry but have a Corpus Navigation, Market, and Codex. Or just have Prime everything!

Orokin Towers, however, will give you parts for Manta (Dropship) Prime as well as other components.

Edited by Extraxi
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Edited to include Void Variant of Step 2. Orokin Towers can be taken like any other giant ship.

 

Also went more in depth with scrapping of reclaimed ships. Scrapped ships will have components you can use to customize your Liset in order to look more Corpus, Grineer, Infested, or Orokin as well as Manta Prime, the dropship except more gold.

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Ok, just my 2 cents here, but this is more in the line with the old Assault missions that UT had.

 

Instead of us having Rotation A to Rotation D, you build them into the mission, as in A is one mini-mission, all the way to D which is another mini-mission, so we are in effect doing it in stages.

 

If the individual stages are going to just be "the same modes" as now though, I would not bother. You are just playing the same things, just all in one sitting, in a sequence. They would have to more custom then that. If DE sequences a set of custom Tactical Alert kind of mutators, then we have something.

 

Example:

 

A) Archwing attack on a ship, disable defenses, breach an entry point.

B) Locate and destroy multiple objectives on the ship, like generators powering internal shields, then find/destroy reactor.

B) Fight in low gravity, with no oxygen, only refreshing reserves from dropped units, as you traverse the ship.

D) Mini boss fight because you are intercepted just as you approach the Liset pickup point.

 

If the "mission" stages were varied, scripted and randomized, no single mission would play the same.

 

This still comes down to DE coding something incredibly time consuming and complex.

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While the mission sounds a little long- No excuses. if I farm excavation for a half an hour, this is just right. I've tried to think of ways to combine many missions at once, but this is magnificent! I hope this gets into Warframe, even if just a bit of it. As for reactor.. All frosts, your fellow tenno need you! This has got me pumped again. Mag might even become useful again for crowd control purposes. Great idea m8!

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