Jump to content

Archived

This topic is now archived and is closed to further replies.

TheStag

Remove Syndicate Allies De!

Recommended Posts

We're going to be experimenting with something for this in the next Update. Basically, how it will work is that Syndicate Allies will be given ‘Hold Position’ and ‘Follow’ commands and can be issued with a context action (similar to giving Rescue targets your Secondary). This can be done at mission start as an option for players that wish to progress in a mission alone or it can be done throughout the level for people who wish to coordinate the movement of their Syndicate Allies.
 

Share this post


Link to post
Share on other sites

We're going to be experimenting with something for this in the next Update. Basically, how it will work is that Syndicate Allies will be given ‘Hold Position’ and ‘Follow’ commands and can be issued with a context action (similar to giving Rescue targets your Secondary). This can be done at mission start as an option for players that wish to progress in a mission alone or it can be done throughout the level for people who wish to coordinate the movement of their Syndicate Allies.

 

This sounds terrific. 

Share this post


Link to post
Share on other sites

We're going to be experimenting with something for this in the next Update. Basically, how it will work is that Syndicate Allies will be given ‘Hold Position’ and ‘Follow’ commands and can be issued with a context action (similar to giving Rescue targets your Secondary). This can be done at mission start as an option for players that wish to progress in a mission alone or it can be done throughout the level for people who wish to coordinate the movement of their Syndicate Allies.

Foundation elements of strategic play with npcs? OMG yes please.

Share this post


Link to post
Share on other sites

We're going to be experimenting with something for this in the next Update. Basically, how it will work is that Syndicate Allies will be given ‘Hold Position’ and ‘Follow’ commands and can be issued with a context action (similar to giving Rescue targets your Secondary). This can be done at mission start as an option for players that wish to progress in a mission alone or it can be done throughout the level for people who wish to coordinate the movement of their Syndicate Allies.

 

Just my little suggestion, throw in the same commands for the kubrow, please please please :D

Share this post


Link to post
Share on other sites

We're going to be experimenting with something for this in the next Update. Basically, how it will work is that Syndicate Allies will be given ‘Hold Position’ and ‘Follow’ commands and can be issued with a context action (similar to giving Rescue targets your Secondary). This can be done at mission start as an option for players that wish to progress in a mission alone or it can be done throughout the level for people who wish to coordinate the movement of their Syndicate Allies.

 

Another thing that you guys and gals can consider adding, is to add these syndicate allies as syndicate store reward that you can customize (Wich takes the sentinal/kubrow slot). That way you can also issue these orders, making them more useful.

Share this post


Link to post
Share on other sites

We're going to be experimenting with something for this in the next Update. Basically, how it will work is that Syndicate Allies will be given ‘Hold Position’ and ‘Follow’ commands and can be issued with a context action (similar to giving Rescue targets your Secondary). This can be done at mission start as an option for players that wish to progress in a mission alone or it can be done throughout the level for people who wish to coordinate the movement of their Syndicate Allies.

 

That would be awesome.

 

May I also suggest precepts such as "Aggressive" or "Defensive" or "Stealth"? But anyway, this would be an incredible improvement.

Share this post


Link to post
Share on other sites

We're going to be experimenting with something for this in the next Update. Basically, how it will work is that Syndicate Allies will be given ‘Hold Position’ and ‘Follow’ commands and can be issued with a context action (similar to giving Rescue targets your Secondary). This can be done at mission start as an option for players that wish to progress in a mission alone or it can be done throughout the level for people who wish to coordinate the movement of their Syndicate Allies.

 

can we have something like this for sentinels? a command for them to not attack and to attack, instead of taking off the attack mod card for them.

Share this post


Link to post
Share on other sites

We're going to be experimenting with something for this in the next Update. Basically, how it will work is that Syndicate Allies will be given ‘Hold Position’ and ‘Follow’ commands and can be issued with a context action (similar to giving Rescue targets your Secondary). This can be done at mission start as an option for players that wish to progress in a mission alone or it can be done throughout the level for people who wish to coordinate the movement of their Syndicate Allies.

 

please madam overlord. may this also apply to specters? or maybe a way to make our allies take cover in a certain area?

Share this post


Link to post
Share on other sites

We're going to be experimenting with something for this in the next Update. Basically, how it will work is that Syndicate Allies will be given ‘Hold Position’ and ‘Follow’ commands and can be issued with a context action (similar to giving Rescue targets your Secondary). This can be done at mission start as an option for players that wish to progress in a mission alone or it can be done throughout the level for people who wish to coordinate the movement of their Syndicate Allies.

 

But they run around when I come close. How is this going to stop them from running away from me when i'm trying to give them a hold command?

Share this post


Link to post
Share on other sites

Great Idea ~ thanks, DE!  This will give me something to do with them, other than my current default of pretty much ignoring them.

 

"You kids go play - just be home in time for dinner!"

Share this post


Link to post
Share on other sites
 

We're going to be experimenting with something for this in the next Update. Basically, how it will work is that Syndicate Allies will be given ‘Hold Position’ and ‘Follow’ commands and can be issued with a context action (similar to giving Rescue targets your Secondary). This can be done at mission start as an option for players that wish to progress in a mission alone or it can be done throughout the level for people who wish to coordinate the movement of their Syndicate Allies.
 

 

Rebecca, if we command them to "Hold Position"and move more than 50m from them, will they teleport to you and ignore the command or they remain at the position?

Share this post


Link to post
Share on other sites

they just need 3 commands: Guard (which makes them act like they do now) attack- which makes them attack specific targets you attack- and hold- which will make them stay put (or at the very least stay out of combat and not create agro)

Share this post


Link to post
Share on other sites

We're going to be experimenting with something for this in the next Update. Basically, how it will work is that Syndicate Allies will be given ‘Hold Position’ and ‘Follow’ commands and can be issued with a context action (similar to giving Rescue targets your Secondary). This can be done at mission start as an option for players that wish to progress in a mission alone or it can be done throughout the level for people who wish to coordinate the movement of their Syndicate Allies.

 

This is great!  Terrific idea, nice follow through DE!  =)

Share this post


Link to post
Share on other sites

They can be useful, but I like solo. Really solo. So awesome to see the new commands that might be added. THANK YOU!!. I wouldn't want to take them away from the players who enjoy them, but will be great to opt out of them being there without having to try to find a way to kill them. 

Share this post


Link to post
Share on other sites

Do you mean Syndicate operatives? I never felt they're useless or something like that. Although, they're pretty usefull, especially on defense missions where defend a pod for 10 waves is pretty much boring and sometimes difficult (please don't answer 'I took my supa dupa frame and clear the entire map', I don't give a damn; try to use something else, and then we'll see).

 

But of course, a better AI could help. But it's not a matter of operatives themselves, but also a matter of enemies. 

Share this post


Link to post
Share on other sites

We're going to be experimenting with something for this in the next Update. Basically, how it will work is that Syndicate Allies will be given ‘Hold Position’ and ‘Follow’ commands and can be issued with a context action (similar to giving Rescue targets your Secondary). This can be done at mission start as an option for players that wish to progress in a mission alone or it can be done throughout the level for people who wish to coordinate the movement of their Syndicate Allies.

 

i know it's hard to expect some good commands for npcs AI, like mass effect and other game already have, but anyway it's great news

Share this post


Link to post
Share on other sites

We're going to be experimenting with something for this in the next Update. Basically, how it will work is that Syndicate Allies will be given ‘Hold Position’ and ‘Follow’ commands and can be issued with a context action (similar to giving Rescue targets your Secondary). This can be done at mission start as an option for players that wish to progress in a mission alone or it can be done throughout the level for people who wish to coordinate the movement of their Syndicate Allies.

But what if I leave them behind at the start for a stealth run, then change my mind after getting into a firefight? I have to go all the way back to the start of the level to reach them...

Share this post


Link to post
Share on other sites

We're going to be experimenting with something for this in the next Update. Basically, how it will work is that Syndicate Allies will be given ‘Hold Position’ and ‘Follow’ commands and can be issued with a context action (similar to giving Rescue targets your Secondary). This can be done at mission start as an option for players that wish to progress in a mission alone or it can be done throughout the level for people who wish to coordinate the movement of their Syndicate Allies.

 

Will Kurbrows bet getting the same thing?

Share this post


Link to post
Share on other sites
Before starting a mission there could be possibly a pop-up window of selecting two sub-types of syndicate mission: Stealth and Non-Stealth.

If player(s) choose "Stealth" variant, Syndicate will tell player that they are removing their helpers but if enemies will manage to trigger the alarm mission will be insta-failed — only way to Syndicate to track success of that mission.

Also if player manages to complete mission un-seen there could be a 10-25 % extra syndicate reputation as an additional reward to stealth completion.

If player(s) choose "Non-Stealth" variant, Syndicate allies will be present on mission.

Stealth must be stealth not hit-n-hide.

Also if player choose "Stealth", medallions could provide a small amount of energy when being picked. Like 10 for lowest, 25 for average and 100 for maxed medallion. 

And for missions where u cannot stealth, like Interception, there also should option to not having allies.

Share this post


Link to post
Share on other sites

 

 
 

 

Rebecca, if we command them to "Hold Position"and move more than 50m from them, will they teleport to you and ignore the command or they remain at the position?

 

 

The purpose of the hold position is to keep them in that particular tile, like the starter tile, if you wish to stealth your mission. They should only teleport to you if you go back and set them to "Follow" so they can keep up with you or your team.

Share this post


Link to post
Share on other sites

 

Before starting a mission there could be possibly a pop-up window of selecting two sub-types of syndicate mission: Stealth and Non-Stealth.
If player(s) choose "Stealth" variant, Syndicate will tell player that they are removing their helpers but if enemies will manage to trigger the alarm mission will be insta-failed — only way to Syndicate to track success of that mission.
Also if player manages to complete mission un-seen there could be a 10-25 % extra syndicate reputation as an additional reward to stealth completion.
If player(s) choose "Non-Stealth" variant, Syndicate allies will be present on mission.
Stealth must be stealth not hit-n-hide.
Also if player choose "Stealth", medallions could provide a small amount of energy when being picked. Like 10 for lowest, 25 for average and 100 for maxed medallion. 
And for missions where u cannot stealth, like Interception, there also should option to not having allies.

 

 

What about team play? What about a player jumping into your game and setting it back by them loading in?

Share this post


Link to post
Share on other sites

Hmmm, if the toggle works correctly DE can add them back into Rescue missions. You can have them hold position outside the holding area, and then run back to grab them to help escort the hostage back to extract.

 

I am hoping when they are in "hold position" mode they are crouched down for some sort of stealth bonus and only firing if fired upon.

Share this post


Link to post
Share on other sites

We're going to be experimenting with something for this in the next Update. Basically, how it will work is that Syndicate Allies will be given ‘Hold Position’ and ‘Follow’ commands and can be issued with a context action (similar to giving Rescue targets your Secondary). This can be done at mission start as an option for players that wish to progress in a mission alone or it can be done throughout the level for people who wish to coordinate the movement of their Syndicate Allies.

 

DE, you're the best : this is silver. Silver!

 

In addition, if you apply this to specters, kubrows, mind controlled enemies & Nekros undead minions, you would make it gold. Gold! :)

Share this post


Link to post
Share on other sites

can we have something like this for sentinels? a command for them to not attack and to attack, instead of taking off the attack mod card for them.

I smell sentinel aura mods on the horizon xD

Share this post


Link to post
Share on other sites

×
×
  • Create New...