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Mission Concept - Capture 2.0 - Potential Rework Ideas


RavenCorella
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Ok so, even if capture missions now include a new path, more interactions with the hunters and so on, it still doesn't remove that rush. Capture missions still take under 3 minutes. 

 

Here's a potential rework idea I had in mind for captures.

 

 

Step 1: Finding the target;

Rather than the lotus waypointing your target, you will now have to find it yourself by exploring the map. 

In order to make this easier, a codex scanner will reveal traces of the target, just like synthesis. The traces will be colored differently however to avoid confusion.

 

A codex scanner/synthesis scanner will not be required to Start the mission, it will be merely an extra bonus.

 

Step 2: Apprehension;

Now, instead of killing the target, pressing [X] for a few seconds then heading to the extraction point..

 

A.The player will injure/incapacitate the target like in capture 1.0, then press "[x]" to put a collar on them.

 

The shock collar will not only serve to intimidate and stop the target if need be, it will also safely transport the captured target into the Rift plane at a later time.

 

B.The moment the target is down, Lotus will initiate a local lockdown, preventing entry and exit into the said tileset.

C.All enemies within the tileset must be eliminated to allow a safe extraction of the VIP target.

D.A squad of AI operatives (colored/armed depending on their syndicate) will appear and activate the collar on  the target's neck, passing into the Rift plane. 

 

 Once they are gone, the lockdown will be stopped and the Tenno will be able to move on and extract.

Now, if my calculations are correct, this will make a capture mission 2-3 minutes longer (depending on how fast you can find the target, while the capture itself will take only 30-45 seconds.)

 

Not only will this make capture missions longer, it may also make you actually enjoy it, rather than just sucking a living person into your arm. 

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Some good detail, but there are some problems:
1) actually defense missions are pretty boring;
2) 
in your concept the defense will be placed where you success on capturing your target, this would make things more complicated for the level structure. It's not likely a mobile defense.
3) There are minor details logically hard to mix in the execution and the logic: "operatives appearing"? Why aren't them with the Tennos at the start of the mission?
4) Rift plane? A Limbo feature out like this? It doesn't convince me.

5) Lotus lockdown? There must be at least an hacking mission first.

The duration of the mission mustn't be its main feature. There must be quality in strategy, action, mechanics and making them join with logic.

Edited by Burnthesteak87
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Ok quality...

Previously: Copter, copter, copter, copter, pew pew, one hit/kill, press X, Suck them into your bloody arm, copter, copter, copter. +25,000 credits.

 

Currently: Bulletjump, wallrun, bulletjump, double jump, one hit/kill, press X, bulletjump, bulletjump, double jump. +25,000 credits.

 

As for the operatives, they can either spawn in a nearby location or.. even better, they will assist the Tenno up until the capture occurs.

 

Also, having to kill all enemies in the same place as you to allow extraction is nothing like defense/MD, it's more of a, kill 20 enemies or so to ensure the safety of the hostage/operatives.

 

The collar that transports the targets and AIs into a rift plane where they are basically untouchable unless they get back makes more sense than sucking them into a vacuum honestly. 

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