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Archwing Needs Some New Modes


pyrocraziac
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I love archwing. It was the reason I actually started playing. The archwing trailer drew me in with hopes of a Zone of the Enders style of game.

 

A new map and mission style would help refresh this game mode.

 

It will be a search, rescue, and escort style mission. It can be started from whatever node on whatever planet seems right. It would be great if there was a corpus and grineer variant for this.

 

Tenno sympathizers have been ambushed in an asteroid belt while carrying a special cargo. Intermittently, the tenno will get a radio signal, a brief message calling for help, and a beacon that stays up for a little while. The radio signal, message, and waypoint go dead intermittently so the sympathizer is not detected by the enemies as they are thought to have been killed and are drifting amongst other downed ships.

 

The tenno will have to approach the correct ship and jump start it, sacrificing half their shields. But the sympathizer's ship has been damaged. The fuel source has been consumed in the fight that left them floating without hope, and the ship can only move at the non-sprinting pace of an archwing using the energy gained from the shield transfer.

 

The ship will have to travel to various refilling stations hidden in other asteroid fields. After the first jump start the group will move out of the asteroid belt and into open space as they head to a refilling station. A small amount of enemy ships will travel towards the players and sympathizer and attack. However, a larger ship will fire large and slow rounds that will home into the group. They should move fast enough to be a challenge to hit and have a pretty decent chunk of health.

 

The players will have to gun down these rounds as the AoE would damage the tenno and the sympathizers significantly. Say the sympathizer has shields and hp. The rounds should deplete all of the sympathizers shields and 1/3 of its total hp in one strike, giving a 3 strike you're out chance of failing the mission. In a high tier mission with enemies in the lvl 30-35 range, the large rounds should have 200-250k health. This is about 3 critical strikes from a properly modded velocitus.

 

Once the players reach the asteroid belt with a refueling station, the larger ship will send out many smaller ships. The spawn rate should match Uranus interception on Caelus if it is lvl 30-35 enemies. The reason behind this is that the refueling station belongs to the attacking faction and tenno use of this station is a threat. The sympathizer would be stationary at the refueling station and the tenno archwings would recover all of their shields.

 

This would kind of resemble a mobile defense of sorts, and the reason for the drastic increase of enemy spanws would be that the larger ship could not get a clear shot through the asteroid belt to hit the tenno and the sympathizer.

 

After the refueling sequence, the party would move out into the open again at a rapid pace, and then the sympathizer would announce there is a suspected fuel leak/damaged fuel cell. Once out in the open half the tenno shields would be used to create a containment field for the remaining fuel and the speed would return to a non-sprint.

 

The large ship would continue to fire on the team as before until the party reached another asteroid belt to refuel, or until the tenno can escort the sympathizer to a friendly space station for repairs or a large friendly fleet that has a larger ship the sympathizer can dock inside and the fleet escapes. As the party reaches this fleet/station, support from the friendly faction drives away the attacking faction and the mission ends.

 

In low tier missions, there might only be one refueling station, while in the highest tier 3. In the higher tiers, the sympathizer would be deeper in space and need to refuel to get closer from the main fleet/station.

 

Upon the completion the tenno are rewarded with an archwing part/ archweapon part/ archwing mod that the sympathizer was transporting.

 

This would add a new means to grind out xp for archwing without trying to stay awake in an interception mission. The mobile defense portions could be an easy way to rack up kills and affinity while offering a way to enjoy archwing with similar mechanics found in other missions.

 

If you don't want to use any of this, I undestand. I am not a developer, just a concerned player.

 

Please at least consider that adding a trial/raid may not really be enough to entice players to play or enjoy this game mode.

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While I agree it needs a bit more, I'd prefer they focus on integrating it into the game more fully so it's not really an optional part of the game. Adding water sections to Earth and Europa as well as making space hybrid missions before moving on to new mission types for it. Also don't think they did enough on some of the maps on Neptune. I've gotten levels (most disappointingly Survival levels) that have had basically no underwater portions whatsoever.

Edited by Ceryk
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While I agree it needs a bit more, I'd prefer they focus on integrating it into the game more fully so it's not really an optional part of the game. Adding water sections to Earth and Europa as well as making space hybrid missions before moving on to new mission types for it. Also don't think they did enough on some of the maps on Neptune. I've gotten levels (most disappointingly Survival levels) that have had basically no underwater portions whatsoever.

Would it not be possible to use lore as a means of tying it all together? That was my goal with aiding tenno sympathizers. There are more than just Darvo and it would be nice to see that. IT would make the game feel more "alive".

 

As a side thought, what if these were Darvo's suppliers?

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More dual mode missions, similar to the final AW quest.

Air superiority

Archwing extermination added to beginning of ground mission.

Piracy

Archwing sabotage added to beginning of vessel missions.

Data capture

Archwing interception (either fixed # or unending) added at the end of a Spy mission

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Two things that should never EVER be mentioned together... Zone of the Enders, and Escort... -shivers remembering that stupid nearly impossible protect the Mars army mechs mission-

 

However as a whole it sounds like alot fun, and then maybe PVP... because who doesn't want to remember the Gundam Seed Never Ending Tomorrow split screen combat... which I actually enjoyed because no one could beat me :D

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More dual mode missions, similar to the final AW quest.

Piracy

Archwing sabotage added to beginning of vessel missions.

Sabotage was another one I thought seemed like a good fit with archwing.

 

Having it be a dual mode mission would be great too.

 

Being able to hunt through wreckage would be pretty cool, especially if you had to land in areas without life support. It could be kind of like some infested tilesets where your shields and eventually health would decrease, placing a sort of timer on finding a cache in the wreckage you landed on.

 

Alternatively, you could fly to a location and have to navigate to a certain room in a ship or asteroid settlement. Make it kind of like a spy mission, where you have to hack through multiple layers of security to reach a piece of equipment or some other plot device. Once in the room with this special item, you have to set explosives and blow a hole in the hull in order to leave with this special equipment.

 

After leaving through this hole in the hull on archwing, you have to tow this equipment to extraction.

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  • 2 weeks later...

AW Capture missions.

 

After being detected,a parked Grineer Scout Ship will emerge from it's spot at start a chase around the map. The Tenno must take out the engines of the ship,causing it to stop. After it stops,ship must be hacked outside from the access pannel next to the shutter. After opening it,tenno has 14 seconds to kill and capture the target before the target dies due to the lack of oxygen.

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AW Capture missions.

 

After being detected,a parked Grineer Scout Ship will emerge from it's spot at start a chase around the map. The Tenno must take out the engines of the ship,causing it to stop. After it stops,ship must be hacked outside from the access pannel next to the shutter. After opening it,tenno has 14 seconds to kill and capture the target before the target dies due to the lack of oxygen.

This sounds really cool, too. Thanks for adding to this thread!

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