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Mission Idea Sandbox.


[DE]Rebecca
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On 8/25/2016 at 7:08 PM, ScorchedIce said:

Eavesdrop

Tenno have gotten very proficient at stealing information from data vaults lately, so thr Grineer and Corpus have taken to move around information themselves, in person. 

The goal of the mission would be to stay out of sight at all times, and stay undetected, that includes avoiding unnecesary deaths (in a proper ninja like manner) so you can make your way to your target and listen in on what information they have. This mission would constantly reward the player with affinity for staying mobile, out of sight, and expertly avoiding detection. staying still too long would not benefit the player, so you can't just AFK farm affinity. kills would be possible if you manage to get rid of the body, but one corpse lying around for no reason should suffice for the alarms to go off and the objetive escaping.

I like this idea since almost in every other mission we have currently we just go in and kill/destroy all the enemy npcs we want or protect structures/allied npcs.

This kind of mission would be refreshing since it would give us the option to keep targets alive and monitor their movements instead of just go in guns blazing like how speed freaks usually do their runs. It would be an actual spy mission for once.

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"Marking the map"

Some of the Grineer and Corpus ships got a new technology that makes using heat-seeking rockets and that kind of stuff hard against the other ships (Infestation makes it even worse). Sometimes Grineer/Corpus asks Tenno to place a beacon on enemy ship so heat-seeking missiles and artillery will have the target.

Beacon will take two minutes to charge. You will need to calibrate it every 10-15 seconds (like hacking corpus/grineer console) When its charged - you'll have to confirm its coordinates. Then BOOM!, and extraction.

Players spawn at the ship, and Lotus tell them to place beacon at one of important parts of the ship: Engines (ship will not be able to dodge other shots, so be careful), Life Support systems (no more oxygen (like on Eris extraction point) for the ship), Cockpit (ship will lose control and everyone on mission sometimes gonna get knocked down + Engines "effect") or Weapons (ship will not be able to shoot back, more enemies at charging stage). Reward will not be same for every ship part. Harder the way you completed the mission = better reward.

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In order of perceived difficulty to implement:

Investigate is what happens when a ship is behaving oddly. It is the mission type suggested frequently throughout the thread that simply strings one or two objectives together. We get onboard and break into a spy vault, discovering a capture target is aboard. We get aboard, perform a few waves of defense, only to find out the ship is attempting a jump to backup and we have to sabotage the reactor. We start with an exterminate only to find an Assassinate target is aboard as well. Basically, Lotus sends us in to find out what's going on, and then deal with it once we're there.

Deserters is what happens when Grineer or Corpus attempt to defect to the Steel Meridian, Perrin Sequence, or just want to leave the fighting behind. You receive their signal and spawn in to a location where a firefight/purge is already underway. You have to reach the tile where the defectors are cornered and under fire. They're fighting back, but they will die if you don't get to them. Once there, it can either be a defense mission of a few waves as extraction is prepared, or it can be a rescue with multiple targets to bring to extraction. Rewards are based on how many defectors survived.

Escape is a condition that can trigger in mission, much like you can show up to a mission to be told "no, this is an Extermination now." In an Escape scenario, a timer begins counting down and you have to reach extraction in time. Thematically, both Corpus and Grineer know that we infiltrate their ships from time to time, as indicated at the very least by the scanner. It's coherent that they would have decoy ships out there, which are rigged as traps. The scanner also indicates the technology exists to detect the void wakes our ships leave, which is why the countdown starts shortly after the mission begins. The first tell could be that there are no non-robotic enemies, and each faction has their own style of trap. Corpus traps might rely more on robot proxies, particularly Bursa, as enemies which are likely to keep us contained or impeded enough for the timer, which perhaps is counting down to an esoteric device's activation. Grineer would go for a more burned-earth approach as their own rigged reactor begins to tear the ship apart with explosions, demanding acrobatic movement through a shifting environment.

 

Second Dream Spoiler

Finally is a Void-specific mission, since it is part of the Starchart now. All of this is written with the understanding that War Within might make it an obsolete idea, but here we go.

Quell is an offshoot of assassination. The Orokin towers in the void were natural places to conduct research on the somatic system and advanced warframe research, such as that which ultimately led to Limbo. Guardians are a new enemy in the Orokin Faction. Another system of defense and warfare other than the neural sentries or traps, Guardians are not controlled by the sentries, but are recognized as allies by them. This mission type would follow the functional pattern of the squad making their way through the tower to the Guardian's location, defeating it, and then taking some key piece of it or data from a nearby terminal back to extraction.

The Guardian (that spawned in the mission, ideally there would be more than one in the rotation) is encountered in a unique arena, a space which would have to be passed through to get to any of the more important systems, such as void shielding, power, the sentry core, etc. Due to the location in the tower, the shielding against the void is weaker in this area. The actual fight plays out differently than other assassinations because the projections of our operators have enough ambient energy to become more realized, ie, we fight as our operators for all intents and purposes, though still without risk to them personally.

This fight would be in a crafted arena tile with cover and various platforms, as our operator projections should be capable of sprinting, but not parkour. They aren't robot space ninjas, after all. What they would have in their favor is a "weapon" based on how much total affinity they've invested in their equipped Focus, and perhaps two powers based on important Ways they've developed within it.

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My thread was Archived, good thing I saved the idea in my profile, here we go

Ship-to-Ship (The most straight foward)

 

Spoiler

The Ship is being boarded and you have 2 Objectives Exterminate the boarding enemy and Sabotage the means which they are boarding, after killing the enemies you will have to stop them from comming (it will work like the Void Sabotages where you reverse the Portals, but there's a difference depending on the faction)

Siding with Corpus

You have the stop the main assault of the Grineer, Grineer Dropships are comming in from the Hangar Bay where this happens, the Corpus are uploading a Virus that will disable the Dropships, you must Defend the terminal in the Hangar where they are uploading it from when you activade the Upload.

The Virus is uploaded, the enemies stopped comming and now the dropships are drifting in space, sitting ducks for the Corpus Ship's guns. The Corpus will open a Portal that will take you to the enemy ship in a nearby room, go to it and go on the offensive.***

The Objective now is to Sabotage the Ships' Core, which will leave the ship defenceless or will outright destabalize it and make the ship implode (happens sometimes, you know? That "Ship Integrity Compromized"?), and then fight your way to Extract.

Siding with Grineer

The Corpus are using a Teleporter to enter the ship from the Hangar, but the portal only allows entrance from one direction, there is a Power Core in the room, it allows them to keep the Portal open (There's 2 Power Cores, one on each side of the Portal, one cannot work without the other), Hack it to overload it. The Corpus will try to hack it back, Defend it until it blows up.

Teleporter closed and now you will Invade the Corpus Ship, go to one of the cannons where you will be shot towards the ship and invade.***

The Objective now is to Sabotage the Ships' Core, which will leave the ship defenceless or will outright destabalize it and make the ship implode (happens sometimes, you know? That "Ship Integrity Compromized"?), and then fight your way to Extract.

***It might be possible that you could use Archwing to fly to a ship to the other but for that option to become avalible, 2 criterias must be met:

1) Everyone in the Squad has Archwing

2) RNG (The Corpus Teleporter/Grineer Cannon was damaged)

Ship-to-Ground (Invading a Planet Title-Set)

There are only sighly differences from the ones above

Spoiler

Siding with Grineer/Corpus

Remember those BFGs in the Phobos/Jupiter shooting at nothing? Well, they are being used now, every Grineer/Corpus map has those, and are hitting the Grineer/Corpus Ship you are on and destroyng most Dropships. Exterminate the enemy troops that were able to enter the ship and head to the the Hangar where you will be Shot/Teleported to the Ground.

Aid the invading Grineer/Corpus and stop the cannons, but the area is locked out, hack the Terminals and Defend them from the enemy to access the next areas.

You get to the control room of the cannons and disable (hack) them to give the Invading forces the chance to win. Head to Extraction.

Ground-to-Ship (Defending a Planet Title-Set)

Spoiler

Siding with Corpus/Grineer

You start on the ground and you must Exterminate the ground forces, beware however, the enemy ship is bombarding the area. No matter who you side with you must hack a Terminal to upload a Virus to temporarily disable the Ship's cannons, Defend the Terminal from enemy forces.

Virus uploaded and you will board the Liset and take the battle to the Ship.***

Once inside you will have to Sabotage the Ship's Core which will have a 100% Chance of "Ship Integrity Compromised", head to Extraction.

***Again, the Ship's cannons were temporarily disabled, they might come back online when you are in-route, then you must use Archwing to board it, same as befopre, it will use 2 criterias:

1) Everyone in the Squad has Archwing

2) RNG

 

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just  my 2 cents 

1.Wraith missions 

fade into the background tenno, and remain elusive

the test of your stealth and tactics skills

a single enemy unit holds the key to your entry into a targeted area

you must remain alert and silent, follow target closely through the maps twists and turns, without arousing suspicions

you can clear out other targets to make your progress smoother

as the target open doors , scan the consoles to obtain the id/code/password, and make your entry into the vaults / server rooms, data centers?

if you follow close and dont stray , at the end is a cache 

basically a stealth based mission with recon and scanner implementations and vaults containing codes

 

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A race - parkour challenge.

The idea is simple: get from point A to point B within certain time with one of the follwing restrictions:

- before a set timer runs out

- before another tenno gets there

- before the enemy gets there

The big problem with this idea is that it would require designing a set of completely new tilesets to create a modular, and therefore each time unique race.

Anyway, the map would have to be full of obstacles forcing the tenno to slide, roll, bullet jump, bullet glide, wall run and climb. Very much like the dojo's obstacle course, just longer and more sophisticated, with random features like:

- Corpus-like laser grids that knock one down or detract directly from the timer

- Eris-like vents that push one down into a "hole" causing the tenno to "respawn" before the said hole

- randomly placed ice barrels that explode if the tenno slides too close to them

The PvE version - the time limit or the enemy racing, would include normal enemies, shooting at you and knocking you over, while the conclave version - the actual race, would not.

 

Edited by Lijka
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Void Imprisonment

The Neural Sentry is recruiting, it has activated several void portals creating a corridor through the Sol system and has created powerful avatars infused with enough void energy to corrupt every creature it touches. Your mission is to chase through the orokin portals and intercept this avatar, prevent the spread of the corruption as much as possible and force the avatar back into the Void where you will trap it inside an empty Orokin Vault.

-Avatar is indestructible, but damaging it causes it to move faster and prevents enemies being corrupted.

-Avatar traverse through the maps looking for the Void Portals and corrupts enemies on its way.

-Avatar defends itself with a powerful golden beam, but only from short range, for the most part ignores attackers and stays on mission.

-Avatar is a orokin drone-like machine but bigger.

-Corrupted enemies will attack for a moment then transport to the Void.

-When the Avatar is force back into the Void, Lotus suggest you imprison it in a already empty orokin vault, since is to risky to destroy it with all that void energy, the avatar must be damage into the direction you need to get it into the vault.

-Corrupted enemies from void portals will be waiting with Eximus powers and protect the avatar (there is also regular corrupted in the map).

-A dragon key is needed to seal the vault

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Scavenge - Orokin Tower/Derelict exclusive mission aimed to add more relic drop places. Goal is to find special caches of orokin artifacts, hidden within special massive tiles of the tileset. Getting a cache will require solving puzzles and/or using parkour to reach it. First there're 5 markers on the map, but as soon as player enters a tile that contains the cache, its marker disappears and players have to resort to their attention and wits to find it. Caches are not scannable and can't be seen on minimap with loot radar.

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I'd like to see Deception make a return as a 2.0. The idea is to have a mission that borrows elements of mobile defence, spy, sabotage and a bit of Capture whilst keeping to the original concept of a simple, clean, in 'n' out task.

 

Basic premise: get a compromised datamass into a critical networked data terminal where it can wreak havoc with the enemies' systems.

Mission design details: map generation is heavily weighted towards the cramped tiles and twisty corridors with air vents. Level appropriate mobs (with a greater emphasis on the lockdown/support types) and security cameras/sensor bars/arc traps/detector units everywhere. The Data terminal is in a single guarded Data Vault (reuse a randomly picked and existing Spy Vault tile and bump the traps up one level). Data Vault alarms work the same way as Spy Vault alarms; if they're tripped and the timer expires before the datamass can be inserted, then the system has isolated itself and the mission fails. If the datamass is successfully implanted, the whole map goes into alert while the team extracts (just like current Capture). No new game systems needed!

General notes: The carrier is reliant on a strong secondary or melee rather than a primary. The increased traps, cameras and so on mean it's harder to simply rush it with a tonkor or pressing 4. The Infested variation could make use of a technocyte scrambler item instead of a datamass item (purely visual change) to collapse the local section of the Hive mind.

 

Bonus: For a follow-up, there could be an Aftermath mission where a team has to go in, pick up the compromised datamass now its done its job and get it out before the enemy can pick it apart to discover the Tenno l33t hax sekrits. The whole mission is permanently alerted and the systems are going berserk; no one knows who's friend or foe so everyone's shooting everyone else (think Crossfire mission with fire/ice/EM etc hazards). Could even have the Radiation Hazard environmental condition apply for extra shi-- err fun and games.

Edited by Zendadaist
speelung
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Here are some ideas I've had, sorry for bad formatting.

1) Instead of submersible missions you could make some kind of in-atmosphere hybrid mission, maybe have some kind of launch pad type thing to indicate where to launch into the air with some kind of "pursue a target that's escaping in a ship"

2) More common random events

3) Missions where half the squad is in archwings supporting the other half trying to keep a ship from destroying a ship they're in. (Like defense for half the team, spy or some other objective for the other half)

3) "Escape" missions (maybe like some kind of reverse spy mission, instead of dodging traps to get into a place, you hack your way out) (could also work partially like the Zanuka Hunter escape mission or first mission where you have to start up your ship and escape) You could have something like this trigger if you fail a spy mission, the area locks down, and you need to escape.

4) Dojo invasions (enemies invade dojo, exterminate them/defend reactors/research, will provide a reason for smart placement of buildings [if reactors are far apart then your clan will be stretched thin trying to defend, if rooms are destroyed you would have to rebuild them, rooms will lose power and maybe lock down or something, you might lose a few bits of research])

4.5?) Relay invasions where you have to actually go inside and defend a relay instead of having an archwing mission

5) Boss missions with very distinct multiple stages (like Lephantis)

6) Operator missions? (You have just operator powers/maybe a melee weapon? I haven't thought about this one much)

7) (This was mentioned somewhere else, and I liked it) Syndicate vs. Syndicate missions, sabotage New Loka's resources, kill members of the Arbiters, etc.

8?) Some kind of on-planet hidden relay would be pretty cool IMO, as well as faction specific relays (some kind of Perrin relay or something)

Side Note/Edit: I also think that adding a custom levels feature to the obstacle course could be fun as well.

Edited by Sharktooth67100
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I think that a "horde" gamemode would be kinda fun as well. Now yes, while survival is technically a horde mode, the main objective is keeping life support on, not just killing things. Think of horde mode as an "infinite exterminate" but with no extraction. There would be a kill counter in the corner of the screen showing how many kills your squad currently has and the number required to get the next reward. The first kill counter would scale with the planet and level using the current exterminate scaling (about 30 at level 1, 150 at level 35, and 300 at level 80 [I know this isn't linear but these are estimates]) but every time you complete a round, the next round needs more kills than the last round. For the most part, doubling the current kill counter would probably work if they capped it to only be able to add 100ish per round. That way, the earlier missions would still be hard for new players, but do-able, and later missions wouldn't go through the roof with required kills. Enemies would also scale slowly similar to survival, with every kill counter increasing the level of enemies. For example, a level one mission of this would start at 30 kills. Getting those kills would then reset the counter and double it to 60. It would continue like this until it hit the hard cap of enemies per kill counter, so the counter would escalate like this: 30 --> 60 --> 120 --> 220 -->320 --> 420 --> etc. Rewards for each completed counter will get better based on the total number of kills required and the level of the enemies faced in that round. Because you can't extract, the only way out of this mission would be to lose all your revives and then leave BUT KEEP YOUR CURRENT LOOT. This mission type is supposed to be one where you can just endlessly kill things without worry of another objective or needing to extract. This system would also allow for parts of teams to leave if need be (like if one person needs to leave but the others want to keep going. You can't do that in survival) and still keep the stuff they earned.

On top of the normal rewards gained from the kill counters, there could also be additional rewards for completing them in a certain amount of time, again scaling with the level and kill counter. This would keep things like Ivara stealth cheese from happening too often because it takes so long to do.

THIS MISSION TYPE WOULD NEVER BE IN THE SORTIE. If it were in the sortie rotation, it would literally just be a scaling exterminate which doesn't really need to happen

tl,dr: Kill lots of stuff, get loot, no strings attached

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GATEWAY DUEL

A new game mode for invasion

This idea was based on a game i played a long time ago i believe on the PS1 no idea what it was now. It follows a system of attack and defend using AI controlled allies against a apposing faction each team with a similar base. There would be a linear link of random generated rooms between both bases and the objective is to attack the other teams base while defending your own. The enemy would have spawning waves similar to defence but on a timer so even if the last wave wasn't killed more would start coming (until a max is hit for counter lag reasons). When tenno kill enemy units they gain a form of currency which only lasts for the mission. This currency is used to spawn AI allies from a console on your gateway. Some units would defend while others would attack. Now to stop this from ending so quickly with the tenno simply attacking the enemy gateway or the tenno leaving behind a single enemy to kill their base it would work in a way like tower defence games where a certain amount of enemies must enter the gateway for it to be destroyed. This will result in a tense battle of tug of war between 2 factions as the push room to room. 

THE BASE- So this base is rather simple with its own open room with a entrance. The gateway would be some sort of space gate (think stargate). Next to the gateway would be a console to access where you would see a screen that has a list of the allied factions units that displays to simple things, the cost and if they attack or defend.

TEAMWORK- I would like to see something that makes people play slightly differently but not drastically. Obviously supports will be great here to boost units which is play style you dont see much use of outside of EV trinity and damage boosting frames. Other ideas are damage obviously are great for clearing enemy waves and gaining those credits to spawn more guys and tanks and supports are there to lead the allied units into battle.

OBJECTIVE- Stop enemies from entering your gateway while helping allies through the "other factions name" portal. Gather credits from kills and use the gateway console to recruit more units for your forces.

REWARDS- Now this is something that can be changed depending on the goal of the game mode. However personally i would like to see a new way to farm the relics than what is currently in the game. So each mission would have a tier 1 to 4 with different levels and depending on what tier your beat you are rewarded with a relic pack of varying qualities. Also with a chance of other goodies as this game mode could take 10 to 20 minutes to complete (it is a war between factions of course not just a simple mission).

OTHER IDEAS- Maybe the opposite faction would have some sort of officer enemy type defending the gateway in a way to counter the tenno's insane powers. Maybe also even mix the room styles like in a corpus vs grineer map the map would be split in 2, each half using the correct factions tile set.

 

Now thats just what i can think of after about a hour long brain storm but is in no means a complete package. Its a basic idea that needs refined and perfected. Its something i would love to see as i love the idea of invasion but dont really enjoy the play style or the rewards from it.

Edited by Fynaticx
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Derelict archwing missions:

Sabotage: Fly around the outside of the derelict... trying to avoid tentacles (Tendrils?) fighting off a mixture of corpus, grineer and infested units(These we don't have yet but hey I'm sure you guys can make some) the objective would be to destroy several engines/turrets/life pods.

Rush: Attempt to get to spore pods(?) before they are launched towards one of the planets, and obviously destroy them

Mobile Defense: Defend temporal field generators to ensure that the derelict can't get to the planets.

You could throw in good old fashioned exterminate in there as well.

as for new types:

Lock-down: Lock-down happens randomly, it can be any non-endless mission type that you start normally barring Archwing missions though submersible could work. Anyways you pick a mission on your solar map, any mission you want, but after you load in the Lotus pops up and states that somehow you were detected on entry and you have to find a way to your objective. Mobs will be on alert but no alarms will sound unless a mob activates them. Mobs will always be on alert meaning stealth kills aren't possible. All doors are locked and require one, two or three keys to unlock or require inserting a one, two or three power cells or any combination of the two items, some doors require you to finish an objective I.E. find a resource cache, destroy a reactor, or kill a certain number of a certain type of enemy, or even require power from your shields to open. No clear path is given meaning you might end up opening every door in the level. Doors will never dead end without a reward I.E. if you need three keys to open a door but it only has a small storage room on the other side it will have three keys and possibly a power core. Each time you come to a locked door you'll have to inspect it (use a scanner) before you get directions on how to open it. Eventually at some point you reach the room with your original objective at which point the Lotus pops up and notifies you that it is in this area, completing your objective will allow extraction however you once more are given no indication of where to go and must continue unlocking doors until you find an extraction point. At the end when all is done instead of getting the normal reward you get double, I.E. if you do a spy mission you get 2 rewards from pool A, 2 from B, and 2 from C and double the credit reward. Mobs in the level while slightly tougher have 2.5X the normal drop chance/rate I.E. if they have a 1% chance to drop a mod normally then in lock-down they have a 2.5% chance instead. Also any resource they would drop they instead drop 2.5 times as much of it like instead of 10 oxium you'd get 25 oxium.

Keys and power cores wouldn't require a hand, they would simply be a pick up and any extras would disappear at the end of the mission.

Dead end rooms can be:

closets (lots of crates)

Storage rooms (lots of lockers)

treasure room 1 rare mod that could drop from the mobs of that node + several lockers and crates

eximus room six eximi in one room with one guaranteed to drop a specter (osprey, ancient healer etc.), one guaranteed to drop a credit pack (2k, 5k, 10k) and one guaranteed to drop a resource pack

boss room one random boss which you have faced before (Barring Lephantis, and Jordas) whomever the boss is they are guaranteed to drop 2 mods from their pool plus 1 resource pack or credit pack

trap room which contains twelve eximi and 2 bosses, this room will have double the reward of an eximus room and of a boss room (obviously) plus twice as many lockers and crates as a treasure room.

Lock-downs can occur on regular and nightmare alerts!!!

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Inspiration: Something like Halo Reach's Invasion mode or Battlefield's Conquest. 

Functionality: You could use the zone functionality from Interception, enemy spawn rate from Survival, and data mass/defense pods from Mobile Defense. Maybe even Rescue targets. 

Summary

  • Players spawn and then are tasked with capturing the first location (a single Interception zone).
  • Once captured, the next task is to fight their way to a console that must be hacked and then defended.
  • Next they find and extract a data mass, sabotage a core, rescue a hostage, or simply kill X amount of enemies
  • Extract

Note: The tasks could be in any random order for the most part.

Bonus: Drop in mini bosses as possible task? (!)

 

Edited by Torhque
Bonus note
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Ok spacemom this is one I've been thinking about for a while, Grineer keep slaves in some areas of the system right?

Prison break.

So it would be similar to your standard Rescue, think of it as Rescue 2.0. You still have wardens guarding a prison area, but there are 5 targets to get out, so if a purge gets activated you have to rush in and save as many as you can. once they're out, there's an armory you need to get them to for a short defense, (im thinking like, 1-2 minutes) while they gear up and get ready, maybe come out with some provisional stolen armor and weapons, now they need a ride, specifically, a grineer ride. so off to the escape hangar, where you need another short defense, to install a reactor, or remove a tracking chip, insert fluff where you like, get them on board and out, then run to your dropship for the escape. Better rewards for the more guys you get out? why not. 

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On 8/25/2016 at 4:41 PM, Ishixia said:
Mission Type:  Descent
 
  The idea of this mission type extends from an old post ( will try to find it when able ) that was put forth by another Tenno, but is centered around the idea of brute forcing a squad of Tenno into a large drilling site being operated by either the Grineer or Corpus, with the drill itself being the level.  The entire map would be highly vertical, and be a combination of the drill structure itself, and the walls of the planet/planetoid/asteroid forming the walls and skybox.  Players would begin the mission at the top, and once attaining a key or energy source from the engines/equipment at the surface ( akin to a datamass, but with some instability properties of a Tritium Bomb + a Lunaro 'angry' ball ), they would need to take it level by level downward into the scaffolding structure of the drill body.  Upon reaching the bottom / 'focal point', the item could be placed there to have the drill destroy it and open a chamber by having the floor collapse in a similar style to the defense mission of LUA, which would hold a reward or cache of great importance.  ( Hence the reason for forces in the system drilling at this type of location )
 
  It would function like a paced 'race' against the enemy forces, spawn rates being appropriate to level range and depth reached, with the 'top' of the drill or some big part of the level's structure pressing the upper floor downward and forcing the team to progress as they open the next level of scaffolding by bringing the key / energy source to a certain receptacle ( that could change location around each given floor kind of dynamically perhaps ), and would require Tenno to pass the item around without dropping / letting it destabilize.  Different small mechanics could be tweaked for this, and again tiered or included / cut out depending on level range or location in the star chart.  Failure to move quickly enough, or dropping/destabilizing the item could cause an increase in spawns and the top structure outpacing your progress, 'crushing' or otherwise killing the team before they can reach the bottom.
 

BREAKDOWN OF MECHANICS:
 
  • Level is a 'circle' with some obstacles / perhaps broken areas depending on mission state and faction, but with several/many stacked vertical layers
  • Team begins at the surface, and will progress downward to the bottom using carried / thrown energy 'key'
  • Key can destabilize, so Tenno need to hold it near an interaction point that may dynamically move around each floor, while holding off enemies at the same time
  • Some mechanic might force a balance between players wanting to keep the item out of the air, but still not hold it for too long.  ( Maybe if it's airborne, it causes the drill to speed up / does some hazard thing / etc. )
  • 'Top' of the drill will constantly move downward, and destroy floors if the team doesn't move fast enough
  • Energy source is destroyed at a focal point at the bottom, opening a large fall away chamber that contains the resource / prize / goal of the drilling operation

 

NOTES:

  I wanted to make sure that the overall idea was kept at a relatively high conceptual level, to give as much room to the Dev Team for naming and creating specific details and mechanics as possible, while still giving a clear goal and direction as to what needed to be done and achieved in order for the mission to either be completed or failed.

  The passing and control of the unstable key / energy can create more visibility and allow for more familiarity with a few Lunaro mechanics, while the hectic, dynamic, crushing and destruction going on in the level itself would grant a sense of urgency and controlled chaos needing to manage fighting lots of enemies on the way down simultaneously, all using mostly existing elements that we've experienced before, and introducing a few new ones in a different way.

  Think 'break into a giant drill to play Tenno hot potato, while resisting angry enemy waves, trying to descend level by level as the levels above get pancaked on your way to the bottom' goal. 

 

This^

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Scoring (Archwing) Similar to old railshooters, you have to beat a lot of ennemies and a mini boss ship at the end, loot based on your score.

Scoring (On-foot) Same but with an extermination pattern.

 

Expansion (On-foot) You start in a single tile, with a starter weapon and no powers. And you'll find currency/keys on the mobs, with this you'll be hable to open more doors, unlock your powers (or buy energy), buy weapons and ammos. It works like a survival but without "air thingy" you just have to survive waves of mobs, each 5 waves you'll have some elites, and a miniboss every 20 waves. Expand yourself to the best areas to have more chances to survive longer. Again, more rewards for longer runs

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Hijack (Archwing) - Hijack one or more ships and then retrieve an Artifact

Escort (Archwing) - Escort a Tenno/Colonist ship to safety

Escort (On-Foot) - You guys know in games where you're in a moving elevator (A very oh so very slow one) and you get attacked by enemies? That.

Excavation (Archwing) - Fly from asteroid to asteroid and set coordinates for your Orbiter to deploy an excavator. Rewards vary from Tellurium, Rubedo, Ferrite and Gallium (If it were on void, perhaps make it reward Oxium and Argon as well?)

 

 

I know, I know...No fancy paragraphs and stuff...But I don't think I need any paragraphs for these simple missions

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OK, first of all, I apologized if my ideas sounded similar to any previous ideas, I didn't read the whole thread to check other people's ideas. Here are mine:

 

Faction Space Battle (Archwing) - Exterminate or Endless

Works similar to Invasion where Corpus is battling Grineer. Except in space. You pick a side to support and fight in an open map. Kill enough of the enemy side's units and it will spawn a large mid-boss (like the Grineer ship in Pursuit or a super strong Gox for Corpus). Kill that to win the match or wave (for endless type).

NOTES:

The idea of this mission is to fly around in AW while there are dozens of fighters dogfighting all around you.

 

Silent Assassination

Works similar to Spy except you only have one target, a VIP. The VIP stays at a room like a Spy Vault but looks more like an office. The VIP works like Wardens where they have huge HP but takes a huge damage from stealth attacks. You enter the mission and must sneak around your way to the target. Any alarm raised will increase the number of bodyguards the VIP has and lock some doors/activate sensors to the VIP's room. You must wait for the right moment to strike with stealth OR use a SNIPER RIFLE(!!) as to not alert his guards. The VIP would only one guard at the start, unless alarms are raised. If the VIP or guards are alerted and not stopped from raising the alarm, they could lock down the room and/or unleash poisonous gas and/or spawn lots of Eximus guards, etc. The team work must be done with each team member target different enemies to block them from raising the alarm. The VIP's room has anti-stealth tech, aka. you can't invis your way to victory here, though reaching the room while invis is possible.

NOTES:

The idea of this mission is to add more stealth gameplay and make you do more ninja work. Unlike Spy, this mission would be less risky with more people as the team could keep the VIP and guards busy and not raise the alarm.

 

Squad Rescue

A mix between Rescue and Defense. You have been tasked to rescue a squad of allies (factions or Syndicates) stranded at a hostile location. They're getting ready to escape but the blast door to their ship is locked. When you first arrived at the mission, a list of Survivors (like Hostage) is shown (maybe 4 or 5 of them). They already started fighting and defending their position. You have to go to a control room to hack the lock on the blast door blocking their escape. In a team, one or more of you should do this while the others rush to the squad to help them survive enemy attacks. Quick movement is crucial here. The team must split to hack the control room and to help the squad. Once the control room has been hacked, a countdown of 3 minutes would start where the blast door would open. The door opens and reveals a hangar with a ship. Kill enemies surrounding the ship and the squad would run into the ship and close the ship door. But the ship has been damaged! They need 5 minutes to fix the controls. Defend the ship while the enemy makes a final push! The ship has turrets/ramparts or other defensive weaponry you could use. Squad members, like Hostages, could be revived when downed. The mission fails when you lost all squad members or the ship got too damaged by the enemy.

NOTES:

You could get up to 3 rolls of rewards: 1 reward when 1 squad member survived, 2 rewards when at least 3 members survived, 3 rewards when all 5 survived.

The allied AI should be simple: they should stick to the area by the blast door. Then once the blast door is open, the AI would run straight to the ship doors following very narrow pathways. Once they reached the spot near the door, they're taken out of the game as the objective is now defending the ship.

The idea of this mission is to use 3 skills: speed and parkour to reach the control room and the blast door area, defensive skill to keep the squad members alive and defensive and offensive skills to defend the ship and kill attackers.

To balance 1-2 player team with a full team, the number of enemies spawned to attack the squad is less when the squad is not full, giving more time to the squad to survive as the players hack the control room.

 

Breach Assault

A simple Exterminate (on the surface) but actually a race against time. The map is very simple as it is a series of connecting rooms. Your task is reach the final room. Each room has a number of enemies which you must kill in order to open the door to the next room. Once you killed all the enemies in room, the console will be open to access and you can open the door to the next room. The next room would have stronger or different type of enemies and might have some sort of condition, like Radiation cloud, or magnetic cloud that slowly saps your shield or energy. Or disruption cloud that disables certain weapons (but never melee weapon!) like rifles or shotguns or pistols. Or a disruption beam is shot into the room every 30 seconds that turns off Tenno powers (so they must be recasted). Another fun condition could be a room that disables your team's certain power, like say, your third power. By this, in this room, no one can use their third power, whatever that is.  Each room must be cleared within a certain amount of time (a timer) or else the mission would fail. The timer starts when you enter the room and ends when all enemies are dead. In the final room is a mid-boss with elite guards that must be killed to clear the mission. The final room has no timer.

NOTES:

The idea of this mission is almost like a test. Random conditions in each room is to keep players on their toes and adjust their strategy accordingly. A balanced team would fare better than 4 of the same build.

Smaller team would spawn less enemies in the room.

 

Hyper Train Hijack

A special map and conditions and enemies are needed for this. Basically, this game type works similar to a rail shooter and a beat-em-up. You start the mission near a station and tasked to hijack the cargo of a hyper fast train. You go to the control room, kill the guards there and activate the train. You hop on board the roof of the train and the rest of the mission is played on this train. The train is practically a narrow platform where parkouring would act weird since the train is supposedly moving at fast speed. You're better off walking and running instead of jumping around. You cannot leave the train as it is running on a monorail-like railway. If you fall, you will be spawned at the front part of the train. The train has 6 compartments, with the front one being the engine. At the top of each of the compartments you can see a control box. These control boxes can be damaged and destroyed by bullets, but NOT melee. If a control box is destroyed, the compartment would would open up and dump the cargo. The enemies want to retrieve these cargo and not dump them so they would drop some foot soldiers on the train armed with melee (since they don't want to accidentally destroy the control box). The players must either use precise shots to take out the enemies before they could reach and hack the control box and thus disengage the compartment (starting from the back), stealing the cargo back from the player. Or they could run up to them and fight with melee. Many of these enemies are armed with attacks that could knock you back so the challenge is to not get knocked over the train as it would give the enemy more time to take over a compartment.

Aside from that, the enemy also has hover ships trying to shoot you when you're at the front part of the train. They would also launch drones trying to attack themselves to the engine and sabotaging the engine (essentially lowering a HP) and making the train stop. The mission fails if either all the cargo are lost (either from getting dumped or taken away by the enemies) or the engine got stalled by the enemy drones.

NOTES:

The rewards you get are based on the number of cargo you managed to hijack.

The idea of this mission is navigating and fighting on a narrow platform where the team must coordinate on defending the engine and defending the cargo compartments. Precision and careful movement is more important than spraying bullets everywhere.

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Hunting the hunters - An exlcusive to the third sortie mission and before everyone riots here is why. Lets be honest, everybody knows that the assassins (Stalker, Grustag 3 and Zanuka Hunter) ain't very good at their job unleass they get lucky and catch us when we are playing solo without our power creep weapons. With this mission they would at least have a chance sence they will be level 100 and have a lot of ads around to help them.

Reason why I want this...Despair...that's it I just want a Despair bluprint and the more chances I get to fight against the Stalker the more chances of me getting it. As for the not so selfish reason, it will help with collecting Clan Pigments for Zanuka (Anti-Violet) and Stalker (Leaf Red)...and we definitely need the help with collecting pigments from Zanuka.

Here is how it will work (or at least my idea of it).

  • Every third mission in a Sortie has *25% chance* to spawn eiether the Crustag 3 or Zanuka Hunter depending on the Faction of the Sortie and *100% chance* to spawn the Stalker if the Sortie mission type is an Assassination, as an >>>OPTIONAL<<< side mission/objective (There, you can put the torches and forks down now, don't kill me.)
  • *Side Note: For all intents and purposes, only the normal Stalker can spawn, just so that we don't spoil it for people that haven't done the Seccond Dream yet.*
  • Side Note: If it's an Assassination, there will still be a chance for Grustag 3 or Zanuka (depending on the Faction) to spawn as well. making it so that you have to fight them and the Stalker at once. *On top of that, another assassin can also spawn from a death mark*... You know, because it's not like we need a challenge or anything.
  • Once in the mission, players get a notification from the Lotus that there might be a big threat in the area (assassin) and have the choice of either continuing normally or finding the threat...or you know, split up and do both because I am sure someone is gona have that bright idea.
  • If players choose Option B, they will have to find a hidden dead end tile somewhere on the map by eiether using a scanner and following a trail, similar to how they would hunt synthesis targets for Simaris, or trust their Kuria-finding senses and find it themselves. (I can see you pointing that Sydon at me! Put it down, please)
  • Side Note to the point above: The trail should look diffrent then the one for synthesis targets, just incase one is detected in the mission.
  • Once the hidden tile has been found, Lotus will say something along the lines of ''It's a trap!'' and we (the players) will go straigth in because we want the loot :)
  • After a Tenno walks foolishly into the trap, they will not be able to exit until at least one of the assassins is defeated (in a case which multiple spawn) or they are all braught down to at least 50% health.
  • In the scenario that players defeat the assassin/assassins, they will be rewarded in the same way as if they have defeated said assassin through a death mark and may continue with their mission
  • In the scenario that the players were unable to win, but some how escapped, they won't receive any reward and will be allowed to eiether continue their mission now with assassins on their tail or abort the mission.
  • If the players fail to kill the assassins and die, it will be considered as a mission failed.

Now before the communtiy has my head for this, let me remind you that it's an idea for an !!!>>>OPTIONAL<<<!!! side mission and just incase you happen to wonder near the hidden dead end tile where the assassins spawn, you will still be given a warning before going in.

PS: Stuff in between * are placeholders.

Edited by AlphaPHENIX
fixing colours and stuff
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theyre a bit convoluted, but screw it
heres a pair of void missions


mission one
Neural Sentry Assassination

enter the void with the intent of disabling the neural sentry temporarily
to give another group of tenno an opportunity to gain access to a location undetected

*insert neural sentry battle here*
im not sure how that should be handled, honestly

once the sentry is beaten the already controlled enemies are sent into a frenzy
and the mission is then invaded by either corpus or grineer (or both?)
a ten minute timer is started, and a kind of survival mode starts
the neural sentry must be held at bay, keeping it from reactivating before the other group is in place
neural pylons must be searched for, uncovered, and destroyed to keep the sentry from reactivating
mini-sentry rare-ish enemies will also spawn, which when destroyed aid is keeping the neural sentry from activating
once the timer reaches zero players may evacuate
 

mission two
Neural Senty's Void Vault

the mission starts with a 10 minute timer, placing the players in a series of obstacles
(kind of like a really long spy vault course)
hitting an obstacle locks the current room temporarily and spawns a group of enemies
the room only unlocks once the enemies are defeated
At the end of the course you find the vault entrance, which is also a dual chamber obstacle room
(with the intent of sending two groups of two down each, but all players can go down each in turn if they wish)
at the end of each chamber is a two person door with a hard to kill mini-sentry on the other side as well as a console
once the sentry is defeated, the console becomes hackable, and once both chambers' consoles are hacked the vault opens
inside is a console that, when hacked, starts a 10 minute defense of the console as space mom gets the info she needs
once complete the players may evacuate


tho honestly they might make a better event than anything...

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Repair Mission
You and your team go to a broken ship with the objective or repairing it or hijacking it. You have to go to different stations to get the ship working again, and some stations need to be activated before others can (Say, activate life support before engines). As more compartments are repaired, more sections of the ship become operational (get the reactor back online, and the lights come back on!). An additional option at the end could be to eliminate all personal on the ship and steal the ship for resources, or to return control of the ship to the people it belongs to for money or something.

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Crossfire Ideas

  • We have invasions already. Why not make special survivals where ships crash over time into the survival missions building creating holes to where a door opens up and has one faction come out of it to spice up our survival missions. Or better yet have 2 factions go across the comms with Vor coming for Nef Anyo and have lotus say something along the lines of "Tenno prepare for conflict, Captain Vor found Nef Anyo and had his ship immobilized, there will be a war on two fronts" Then the players screen shakes as two ships crash or one ship and the other boards. Which these ships would have the factions load in troops and bosses which will be side by side if instant conflict was preferred or seperated farther away so they have a programmed feature where they locate each other, which can be interrupted by us tenno before they locate each other. [If Vor and Nef Anyo find each other they get a buff not the troops. Buffs could be elemental resistance, etc.]
  • Pros- A much more entertaining mode considering you would not just be fighting the orokin but you would be fighting captains with armies, etc. A challenge is presented for those who do not find survival hard as it is. The bosses drop their usual items or less if the devs want less for something large like this.
  • Cons- A sum of time for programming and new dialogue, etc. Some players may not be prepared as the enemies would be scaled higher in level than the enemies currently in your survival missions
  • Triple invasion mode > Have 2 factions team up against one faction for an invasion mode, such as the basic Corpus/Grineer against Infested [The infested would be much stronger than usual and have an effect such as eximus/energy reduction] The reward instead of 3 mutagen for such mode would be 5-6 mutagen mass. This said the infested would also have a boss involved such as phorid with stronger armor to withstand tenno firepower and grineer, etc.
  • Pros- More events to do in warframe, of course it dies over-time but this gives us players something else to look forward to in the future if it were to ever be implemented. Better rewards for a greater challenge
  • Cons- Mastery 7 or higher? ^~^

Portal ideas

  • Invasion missions have portals sometimes which leads me to the excavation mode as in better rewards. Generally excavation can get pretty boring however if DE implemented portals into excavation into the mission we could potentially have something interesting. For example, a waypoint appears on the mini-map as a timer starts for the player to get to a portal that ripped open in air which would take them to a location where a special excavator drops which would extract 250 cryotic and the time would be extended to 120 seconds where you fight off special units such as maniacs for a chance of a rare mod such as argon scope, mind you it would have to be in the allotted amount of time such as 1 minute and 30 seconds. The same ospreys would come along to drop the required power cells. I get argon scope is a bit stupid however it is just an idea.
  • Pros- Better rewards for waiting longer in excavations if a player is patient to wait for a rift to open up.
  • Cons- More programming. If one fails the rift when they enter it they would lose 50 cryotic from the next cryotic extraction

Possibly more to come! Let me know what you think, sure they may be a bit plain but I am just throwing ideas out there! This is what happens when one individual is bored.

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