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[Mission Concept] Prison Break - UPDATE: 8/29/2016


Rhekemi
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Edit: Re-ordered post. New weapons first, read the mission after.

Corpus Riot Grenade-Launcher: Wielded by Corpus Super-Max Wardens

Designed to control unruly inmates in Corpus super-max facilities, this concussive force shell-launcher has a surprising array of applications.

• Either magnetically charged or use airfoil tech

• Fires canister like shells or large spherical shells

• Silent** (Greater charge, more noise upon firing.)

Normal fire mode:

• Fired at a target with full charge (killing velocity)

• Fired at a target with half charge (stun velocity)

• Impact damage base at half charge, silent** at half charge (ideal for knocking down unsuspecting enemies)

• Punch through + Impact + Puncture damage at full charge. No longer silent** (Longer range kill shots)

Alternate fire mode:

• Fired in the air, or onto the ground (at any velocity) then detonated

• Detonating shells rains down an AOE shrapnel field with magnetic, slash and electric base statuses

• Damage type of detonated shells can further be determined by elemental mods

• Upon detonating a shell, weapon is no longer silent**

When facing Corpus Wardens, they will use all firing modes at will, and with painful and deadly accuracy. Getting in close will trigger the Warden using his Plasma Dagger for close quarters combat.

Dual Wield Dagger Set: Wielded by Duel Challenger Bombard

Grineer Prison Shank:

Crafted by the toughest prisoner in the Corpus super-max, Duel Challenger Grineer Bombard. Made from prison materials, and contains a heat source. This blade is crude, but brutal beyond anything crafted for war. This is a prison survival weapon. High slash damage, and heat damage. (Can be altered by adding other elemental mods.)

Corpus Plasma Dagger:

The Corpus have created a smaller, sleeker version of the Tenno Plasma Sword, and it’s just as deadly. Electric base elemental damage, and high impact, high puncture. (Can be altered by adding other elemental mods.)

When facing Duel Challenger Grineer Bombard, he will dual wield the Grineer Prison Shank and the Corpus Plasma Dagger. Defeating him will drop blueprint parts for these weapons.

Tactical Alert – Prison Break:

Introduction:

Spoiler

Thief and sometimes Lotus-Tenno ally Maroo contacts the Lotus with a distress call. Ragnar, an associate of Maroo’s (a fellow thief), has been captured by Corpus at one of their digsites, then taken to a super-max location on Europa.

Maroo makes it clear that Ragnar doesn’t know she’s organized this rescue effort, but doesn’t explain why it matters. She incentivizes Lotus and the Tenno to help rescue Ragnar by revealing her ally’s objective: recovering some Orokin/Tenno secrets recently excavated on the planet. Ragnar was halfway through a data upload to Maroo (who was in orbit around the Europa) when he was captured. Maroo has half, and Ragnar has the other half hidden on Europa.

If Lotus and the Tenno help Maroo recover Ragnar, the thieves will share scanned copies of the completed data.

Mission One: Survival + Assassination

Spoiler

Upon agreeing to help Maroo recover Ragnar, the Tenno insertion into the super-max prison begins in the location’s roof. Tenno will have to work their way down to the lower levels where Ragnar is held. If stealth is not observed, alarms trigger. If a lockdown triggers, doors lock and the Corpus shut off all life support to the upper levels.

Once doors are unlocked, Tenno fight their way to the next lower level (via stairs, elevators, etc), accessing a limited supply of life support capsules (dropped by enemies) and an even more scarce supply of large capsules dropped by the Lotus.

Succeeding in reaching the next level concludes the 30 minute endurance survival portion of the mission. The Lotus will tell the Tenno to proceed to the next level when Maroo breaks into the comm with a garbled message from Ragnar: he’s being transported to a different super-max facility.

Change of plans, Lotus informs the Tenno. They must extract from the building. The fight to reach the closest exit concludes by facing off with a Lynx. Once assassinated, Tenno may extract, ending the mission.

Maroo offers to pay with credits or rare cores for the Tenno’s troubles. Then it is on to the next mission.

Mission Two: Hijack + Assassination

Spoiler

On a new node in Europa, Lotus and Maroo tell the Tenno to attack the convoy transporting Ragnar, highjack it and escort it safely away from the super-max (where it is headed).

The tough highjack/escort mission proceeds down a longer than normal route until players reach the extraction point: A Jackal stands at the end of the line, bombarding the transport and Tenno. The barrage also makes it impossible for the Tenno ship to come in for the pickup.

The mission ends with the Jackal’s defeat, and support troops surging to overwhelm and capture the Tenno and Ragnar. (No cutscene needed for this. Simply kill the Jackal, mission ends, then dialogue explains what happened afterwards. Lotus, Maroo and Ordis lament the fates of their allies and discuss plans to get them out, which lets the player know they’ve been captured and the mission will conclude in the next and last node.)

Mission Three: Prison Break + Crossfire + Capture + Duel (if solo) + Spy

Spoiler

The mission begins on a new Europa node housing the super-max facility. The Tenno are grouped together in one cell and Ragnar is somewhere else. Lotus informs the Tenno that their only hope to escape is if she hacks the buildings security and opens all cells. Maroo informs the Tenno that Ragnar may be a little aggressive when encountered.

All Tenno are now unarmed with only hands and feet melee active. They have 0 energy. Corpus cryogenics are malfunctioning (aren’t they always?) and shields are low. Lotus opens all cells and the prison break begins.

Tenno encounter every faction of enemy: infested prisoners, Corpus guards, Grineer prisoners, Corpus prisoners (those who disobeyed), and corrupted (if possible).

Corpus guards are the only faction in the onslaught armed with primary and secondary weapons. They are the only faction with shield drones/drones of any kind. All other factions, including Tenno are unaramed or melee armed.

Upon sighting Ragnar, he will flee, activating the capture portion of the mission. Lotus and Maroo will argue in the background revealing Ragnar doesn’t trust or believe in the Tenno (Ragnar is an ex-Corpus goon, turned thief, and he still clings to the hatred of the Tenno).

Capturing Ragnar sends him to Lotus safely. The final portion of the mission will be a spy mission to recover the data Ragnar stole from the Corpus. It will be housed in an area of the prison outside of the riot.

Once this is completed, Tenno are to extract to the waiting ship.

Unique Mission Boss:

Spoiler

• Super-max prison wardens will roam all sections of the mission wielding both their riot-grenade launchers and their plasma daggers.

• They will look like normal Corpus wardens except for the new weapons

• They will be buffed with extra health, shield, damage

• Defeating them will give a chance to drop only the riot-grenade launcher (plasma dagger will not drop)

Unique Mission Bonus 1:

Spoiler

• Tenno will be able to pick up any number of melee weapons (swords, daggers, claws, scythes) after killing a non-Corpus guard foe, or if they are simply littered through out the map.

• Each weapon will have a life bar, meaning you are limited to how many strikes you can get out of it. (So save weapons for heavy targets you can’t defeat with normal melee.)

• To un-equip a picked up weapon, press F as normal. (You will be able to toggle between normal melee and acquired melee)

Unique mission bonus 2 + Unique Prisoner Mini-boss:

Spoiler

• At a certain point, if a Tenno is solo, the Grineer Bombard will challenge the Tenno to a duel

• If you accept, and you defeat the Bombard, you get a chance at his dual wield dagger blueprints

• If you lose, he helps you up and moves on to fight someone else

• Tenno may decline, so long as they understand they lose the chance at the dagger set

• The match will proceed as a normal 3 round duel (as seen in dojos)

• Tenno may use whatever melee weapon they’ve already acquired

Edited by Rhekemi
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This is a broad outline to cover things. I could use help fleshing out weapon specifics, on weapon artwork, mission rewards and on mission specifics. Mission 3 seems too long for one node. Break it into a 4th mission?

Edited by Rhekemi
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DarkRuler2500, I've made a slight change:

"Defeating them [Corpus Wardens] will give a chance to drop only the riot-grenade launcher (plasma dagger will not drop)"

Meaning the main reward for most players will be the Riot Grenade launcher, and whatever Maroo agrees to pay (as compensation for going through hell to get Ragnar out). I will change mission reward 1 to a hefty credit sum, and mission 2's reward to rare cores, meaning mission 3, all you get is the weapon blueprints.

How about this as well: You also do not get a fully crafted weapon, as you did in other events (I believe my Strun Wraith came fully crafted). To increase replays, you have to fight multiple wardens over the course of the 1-2 week event.

Also consider that there is no WarFrame-related blueprint reward (I've no idea what the Orokin/Tenno secrets are in the alert).

The dagger/shank set can only be gained by playing through the tough third mission solo. It's meant to be a reward for a challenge. It also introduces duels into PVE and I think it is totally doable.

Thanks for the constructive criticism, though. Now there is no guaranteed chance to gain all 2+ rewards for all players.

(PS4)BY-51 and (PS4)NinjaTortoise201, if the Prison Break mission turns out to be well-liked, I'll create fan-concepts for more mission types. Grineer Wardens will carry riot shields and batons.

Thanks for the replies and interest. I'll work on art when I can.

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Thanks, avatar-heart!

I'm hoping to draw some of the concepts soonish. Haven't had time as of yet.

Also honestly thinking of asking some weapon artists to take a crack at it.

If you want to take a shot at drawing the concepts, please do, avatar-heart.

I'm still really fond of the Neuron concept, but this is by far more game-ready, and something people would get a kick out of without breaking the lore or anything.

Need to find ways to get more eyeballs on this thing and make it a reality. (Said everyone in the fan-concepts section about their concept. XD)

Edited by Rhekemi
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These are some real-life grenade launchers that capture what the Corpus gun would sort of look like.

I know what the classic grenade launcher looks like in games (from Halo, to Killzone, to Crysis Warhead), but I want a modern, more realistic look and feel.

If an artist is open to doing the artwork, feel free to combine the Corpus blingy, techy look with these:

XM25-Grenade-Launcher.jpgXM-25-Grenade-Launcher.jpg

Edited by Rhekemi
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  • 2 months later...

I could use faction ideas to facilitate making this mode (or tactical alert) feasible.

In a companion thread I created in Feedback, the question was raised as to why the Corpus would attempt to imprison the Tenno. (I will link that thread in a bit.)

It seemed to go against the Corpus hierarchy's current conduct.

Edited by Rhekemi
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  • 2 months later...
  • 3 months later...
  • 2 months later...

For anyone still interested, this was submitted to the Mission Sandbox thread with these tweaks:

Will try to update the first post...at some point with this information, while making it clear it can still be part of a events, tac alerts, nightmare versions and sorties.

It's basically a game mode now.

Edited by Rhekemi
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