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[Warframe concept] -New Alert mission-Emergency EVAC (reworked to include all enemy factions)


(PSN)Grizz-Lee1
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Emergency EVAC Alert Mission

You and your team must escort a transport vehicle full of refugees out of a heavily enemy occupied area to a safe evacuation point. While stopping along the way to save other refugees from small enemy strong holds. Then you must get them to the vehicle all while protecting it from enemy attack. Also clearing barricades along the way (possibly large Lephantis type worms, Grineer drill tanks or large Corpus Proxies burst from the ground blocking your path as well. Depening on the faction.)
   The transport vehicle itself has a armor and energy bar. The energy bar is drained while the transport vehicle is moble and by attacks from specialized energy drain enemy units depending on Faction. It must be refilled by killing energy canister carrying type enemys, retrieving the dropped canister, then returning it to the transport. 
The transport vehicles armor is depleted by enemy attacks. Armor WILL NOT REGENERATE but the transport will benefit from armor buffs. If the transport is destroyed the mission is lost.

Notes:

:The transport will drive around the map in search of enemy strongholds. When the transport nears a refugee in destress the driver will Alert you to their life signs and mark their location on your map.


 :Missions will require you to rescue a set number of refugees before extraction can be reached. With higher level missions requiring more rescues.

:Rescuing extra refugees along the way is optional. But mission bonuses are awarded for each extra refugee on bord the transport after extraction.

:The maximum number of extra refugees per mission is capped at the same number of that missions required rescue amount.(if a mission requires 3 refugees for completion 3 extra can be carried to extraction * optional)

 

:While standing on top of the transport near the front there is an option to make it stop and go. 
(But It will stop automatically at roadblocks and enemy pop up barricades.) After the required number of refugees is reached a new "head to extraction" option will become available on this menu. Choosing this option will redirect the transport straight to the extraction point. only extra refugees along this rout my be rescued if their are any. Reaching the max number of required rescues and max number of extra rescues allowed will automatically select this option. 


:If the mission is played solo two operatives will assist in protecting the transport vehicle only during stops. Similar to Syndicate operatives.

I think this would be a interesting mission type requiring team work from sqad members to protect the transport and rescue refugees  simultaneously. Any input or suggestions you may have are welcome.

Edited by (PS4)Grizz-Lee1
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It'd be wonderful to play missions that feel like we're actually making a difference to the colonists we're supposed to be protecting.

This also sounds like it'd make an interesting alert mission, since it would also truly feel like an emergency.

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1 hour ago, DLVargas said:

It'd be wonderful to play missions that feel like we're actually making a difference to the colonists we're supposed to be protecting.

This also sounds like it'd make an interesting alert mission, since it would also truly feel like an emergency.

I feel the exact same way. I think it would be awesome to have a more hands on role in defending the innocent in different ways.

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I love it! I had a similar idea, but one that entailed finding and escorting trapped civilians (slow and on foot) out of a hostile area:

Quote

Tenno insert into the middle of a settlement under Grineer fire, and must rescue multiple groups of civilians trapped by Grineer assailants. Groups will be trapped in different areas across the map, and will differ in terms of the method of entrapment. Some groups will be hiding in bunkers, while others may be barricaded behind doors under Grineer assault, or captured by Grineer forces. Depending on the scenario, groups will display different countdowns, reflecting target priority. Players will need to split up in order to rescue all groups in time. Upon rescuing all groups, players must escort this larger group by foot to the designated extraction area (outside the settlement) while fending off against infantry, air and mobile units. Players will be given designated “safe” paths to follow through the settlement, but upon leaving the area, they will need to chart their own path to the extraction point. Players will have to be wary of straying too close to large Grineer forces or heavy tanks, and will need to fend off against attacks by smaller groupings of units. If more than 20% of the group is killed at any point, players fail the mission. 

[Spoilers] Toward An Fuller Warframe: Open Worlds, Npcs And Campaigns

It's rather complicated, but I think it could be tailored to transports and Infested and your general model. I added a time component to mine that prevented it from being potentially endless. But I really love your idea and I think it would give credence to the idea that the Infested are a system-wide threat. Also, it's long past due that we get to see the people the Tenno are supposedly fighting for.

+1

Edited by Arktourus
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2 hours ago, Arktourus said:

I love it! I had a similar idea, but one that entailed finding and escorting trapped civilians (slow and on foot) out of a hostile area:

It's rather complicated, but I think it could be tailored to transports and Infested and your general model. I added a time component to mine that prevented it from being potentially endless. But I really love your idea and I think it would give credence to the idea that the Infested are a system-wide threat. Also, it's long past due that we get to see the people the Tenno are supposedly fighting for.

That would be a fun mission type. I like the idea of giving tenno a choice of how to get to extraction. And it got me thinking about not just limiting Evac missions to just the Infested. Thanks man you've given me some fresh ideas.

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10 hours ago, (PS4)unown149 said:

This mission sounds awesome, imagine if it was an alert type mission, where it doesn't have an actual node in the start chart and only pops up randomly, making it more special.

 

 

On 7/25/2016 at 6:14 PM, (PS4)Grizz-Lee1 said:

Someone else made the same suggestion. I'm going to add it in thanks.

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