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Rescue Missions + Rush + Early Extraction = Bad


Mainabi
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First of all no that's not a rage about rusher or slowpokes in general.

I think different missiontypes need different thinking and tactics.

 

Assasination, Capturing, etc.:

I'm absolutely fine if people rush there, hek I'm also one that would rush (if there are low ranked in the group and they've never seen the map before, I don't mind walking with them around)

 

but if it's a RESCUE mission, I don't see why you run around leaving everything behind.

 

 

 

A. why does the extraction timer start although the hostage wasn't there?

B. what do some people think rushing through the whole map leaving the hostage behind (in this case stucked because the hostage follows the furthest one and therefore can't redirect well)

C. and why didn't I get any rewards for protecting my damn hostage but the others who got to the extraction get rewarded?

 

 

though I don't see a problem in rushing itself, only rushing in rescue missions are extremly annoying. if the hostage is dead the mission fails...

 

but if I didn't stay back to protect that dumb hostage, we might have failed that mission.

 

 

So I suggest few things.

 

- don't start the timer if the to be rescued isn't at the extraction point, or people with the artifact/extraction (it also works with datamass why not with the other things?)

- let the hostage follow the closest one, not the rusher, this way, the slow warframes are able to protect the hostage better (not every squad has a loki, and not every loki has switch teleport)

- and totally random, remove the gun! why does a hostage come that just came out of the jail has a gun? especially if s/he doesn't use it?

 

 

cya

 

PS I hate escorting dumb AI

Edited by SeiraSunmin
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Here's an idea to make it more interesting to actually escort the hostage:

 

● Give him an appropriate Level

Too often the Hostage will be Lvl 1 in a Lvl 40 area.

 

● Let enemies not KILL him, but ensnare and detain him.

When the hostage is overwhelmed by enemies and downed, enemies will just throw them over their shoulder or drag them back to the jail cell,

with elevated security, maybe higher level guards awaiting in the cell sector.

 

● Make Hostages a Resource for Dojo Building

In order to claim Hostages, they must be brought to extraction. They then can be used to staff laboritories and other facilities in a clan dojo.

 

● Pressing "Use" on a Hostage should make him follow you

I guess that could be a solution to allow those that defend the hostage to keep it safe.

Edited by Sherbniz
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- don't start the timer if the to be rescued isn't at the extraction point, or people with the artifact/extraction (it also works with datamass why not with the other things?)

 

the big problem I see with this atm is the hostage really likes getting stuck at random points without any reason (at least he did it a few times for me)

also the level of the hostage should be (at least) the same of the mission (-> more health/shield)

 

but I agree, the timer should start only when he's at extraction and he should stay/walk/run where most of the teammembers currently are

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the big problem I see with this atm is the hostage really likes getting stuck at random points without any reason (at least he did it a few times for me)

also the level of the hostage should be (at least) the same of the mission (-> more health/shield)

 

but I agree, the timer should start only when he's at extraction and he should stay/walk/run where most of the teammembers currently are

well I was the only one protecting the hostage, while the other simply rushed, in the time they've rushed to the extraction point 1 toxic ancient and 5 chargers and some runners spawned directly next to the hostage, if I wouldn't stay there we would fail that mission, though failing isn't a big deal normally, but failing because of those reasons are simply damn annoying.

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well I was the only one protecting the hostage, while the other simply rushed, in the time they've rushed to the extraction point 1 toxic ancient and 5 chargers and some runners spawned directly next to the hostage, if I wouldn't stay there we would fail that mission, though failing isn't a big deal normally, but failing because of those reasons are simply damn annoying.

 

I feel you and thats the exact same reason I'm staying the hell (or at least as good as I can) away from (high level) hostage missions, especially those vs infected and it will stay that way as long as the Hostage AI + health/shield are not adequate (to the mission) =/

 

Edit: and of course the timer issue wich, with a proper pathfinding of the hostage, should be implemented asap

Edited by Zogg
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most of my mission fails are because people tent to leave the hostage in a room FULL of infested and the only way out, is the elvevator they happily used leaving the poor guy behind, and in some cases their teammates, if anything there sould be a warning for moving too far away from the hostage, afterall you are suppose to be ESCORTING the guy.  some of those ides stated are nice, like the whole follow me thing, might want to add a "hide" to that too.

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yes yes downvote me,

 

and happy rushing if your hostage gets bugged and assr*ped by enemies :) it's not like the hostange is invincible.

and no the ai would work fine if everyone would take care of the hostage but hey, it's because of the rushing it gets bugged

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● Make Hostages a Resource for Dojo Building

In order to claim Hostages, they must be brought to extraction. They then can be used to staff laboritories and other facilities in a clan dojo.

 

 

please no, i don't want to have to farm rescue missions over and over, missions are fun at first but after 60 hours of doing them over and over i really couldn't care more about the objective itself, i just want nervous gameplay and I certainly don't want them to be longer and more tedious either.

 

i'm already heavily sighing eveytime that b*tch give me a second objective right after a very long and boring data collecting

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well I was the only one protecting the hostage, while the other simply rushed, in the time they've rushed to the extraction point 1 toxic ancient and 5 chargers and some runners spawned directly next to the hostage, if I wouldn't stay there we would fail that mission, though failing isn't a big deal normally, but failing because of those reasons are simply damn annoying.

 

they didn't spawn next to the hostage, they spawned next to YOU. If you leave the hostage in empty room and leave nothing will spawn next to him.

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they didn't spawn next to the hostage, they spawned next to YOU. If you leave the hostage in empty room and leave nothing will spawn next to him.

well then people still shouldn't keep running away from the hostage especially if there are still enemies around

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Like mentioned earlier, the hostage very often gets stuck even if all players go next to him and try to lead him into the next area. Until they fix this completely, needing him at the extraction would just be infuriating.

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I think the hostage should just follow the one who opened the cell, that seems like it would be easy to code. and as for the AI bug. so half the team go to evac half protect the hostage. not everyone has to go to evac. Giving the hostage the ability to sprint to keep up would be nice to, or if you get to far away because he is bugged he teleports to you (crappy i know but if nothing else its a hotfix for the AI issue)

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- don't start the timer if the to be rescued isn't at the extraction point, or people with the artifact/extraction (it also works with datamass why not with the other things?)

- let the hostage follow the closest one, not the rusher, this way, the slow warframes are able to protect the hostage better (not every squad has a loki, and not every loki has switch teleport)

- and totally random, remove the gun! why does a hostage come that just came out of the jail has a gun? especially if s/he doesn't use it?

I agree with all of this in thoery, but applying all of it might create problems such as greafing by collecting the objective and then not heading to extraction (happened to me only once in a spy mission, but still...). The fact that the hostage follows the player closest to extraction kind of avoids this, though the pathfinder of the AI should definitely be smarter.

I still agree that the hostage should be at extraction for the mission to end and that it shouldn't have a gun, I'll also add that it would be nice if you could revive the hostage like other players.

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