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Mission Idea Sandbox.


[DE]Rebecca
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By now iI have some ideas, ill try to keep them simple.

Race

Self explanatory, in one closed lane a fast invencible enemy, in the other lane the Tenno squad, you have to face enemies that try to slow you down, and the objective is winning the race against the enemy. While you can't kill it, powers with enough range can be used to cc it, like Nova's 4

Maze

A huge labyrinth, you must reach the other side, some roads will be blocked by some puzzles similar to those of the drift mods, but a bit easier or harder, depending on the mission level, (newer drift mod could be a price for solving them at the end of the mission)

Search

Lotus gives you some objectives, the squad must dispersate in order to find those all around the tileset (items, plants, or units) to scan them

[PVP]Hunter

5-10 Tenno, 1 becomes gets aumented defense, health, shields and stronger powers (more advanced forms, or agumented without using the mods), the rest must kill this Tenno, while the agumented one must kill the rest, if the normal Tenno survive the round, they win, if they kill the augmented, they win, if it kills all the normal Tenno, it wins.

Stealth

Similar to those infiltration games, you must go from one place to the other without being seen by the sensors

 

That's all for now, if I get another one Ill edit this post to add it later

Edited by Xolot
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            INFESTED NEST(S) :
 

LAYOUT :

  •  This will be a unique mission, that caters to the roleplaying crowd a bit. It will be an endless type of mission, where 4 (or more?) Tenno will go on a perilous expedition, inside a deep and sprawling Infested Nest. Think of it as a gigantic cave system that makes you delve deeper and deeper, with a dark and gory theme, aimed to bring back the creepiness of the old infested.
  • It could be designed in multiple ways, in terms of progression. For instance, there will be a timer, similar to survival, but with no oxygen penalty to worry about, when the timer finishes, the way clears out of infested tissue and the Tenno advance towards a lower level, while the next section of enemies becomes stronger as well. The deeper the Tenno advance, the harder it gets, but the better the rewards become, or loot drops (think of resources like Neural sensors, Neurodes, Tellurium, even Nitain... obviously ultra rare chance for the latter to drop).
  • Mission will fail if players do not to seal the opened tissue that leads to the next part of the caverns when they pass by it, as the cave starts to fill with gas from the top level, a mechanism used to extinguish any foreign threats that have invaded it, hence there is no going back. There is a secondary timer that is added for players to advance when the first one finishes, aimed to force progression. Failing to seal the tissue-gate by not destroying the pores on the other side in time, places the entire mission in jeopardy!

FEATURES & BALANCING :

  • There will be checkpoints where Tenno can gather around (imagine a solitary place like a camp where Tenno sit together and gather their energy, rest, stuff like that, to prepare for the upcoming terrors. It will be a place of safety, just a small camp inside the gory, dark infested caverns. Stats will be refilled, energy can be refilled at the cost of affinity/resources or credits (Gear items like health restores or energy ones will NOT be usable during the mission!).
  • In the camp, Tenno as previously stated can exchange currency, it being affinity or credits (OR something new that is only gathered in this mission?) to get small passive or big but temporary buffs to power strength or weapon damage, or utility features that help the whole team in the long run.
  • In order to stop excessive cheesing of infested (since they are an easy faction to deal with), players will start with melee only (maybe Warframes will also be Unranked, but bear with me on that), and will later unlock the other 2 weapons that they have equipped, by exchanging currency as previously mentioned. All weapons (and Warframes) will have a fast affinity climb-up (Like the one that was used in Dark Sector clan fights), so that the weapon's mods the players have equipped, also get unlocked the more they level them up till max rank.
  • During these checkpoint sessions, all Tenno are also presented with the option to fall back with all the resources or rewards they have gathered so far, mission difficulty will scale with the player count currently active during the mission. (However it could remain static to four-player difficulty, even if someone decides to leave afterwards, so that they condemn their fellow teammates to more punishment... up to DE to decide for that, maybe an optional hardcore feature.)
  • Every 5 floors that the Tenno descent, 1 - 3 infested Mini-Bosses appear in the end, scaled up just like Phorid is, raging from Ancients to Infested MOAs (let's face it, runners, crawlers or ospreys don't fit to be any kind of boss anyways). The bosses stats are scaled appropriately, just like Phorid's, not too strong, not too weak.
  • A fellow brilliant Tenno (Angrados) suggests that vaulted prime parts are also added to the reward tables. A way to obtain them is to introduce rotations as well, every 5 floors (or 3?) that the Tenno beat, they are presented with a rotation, every rotation of type C has a chance to roll a vaulted prime part. Angrados has provided a well-crafted Lore explanation, written as a story so that the Vault has literal meaning in the universe. Credits to him:
Spoiler

Before the Technocyte plague took it, Eris was a hub of Orokin military activity, as well as scientific research. While the Orokin on Lua enjoyed their opulence and heard the suggestions of Corpus, out on Eris work actually got done. The projects confirmed by the Council would be sent here for work- originally, this is where the Sentient project was piloted before being shipped to Pluto for sendoff, and this is where they kept some of the Warframe project's prototypical vault. When it fell to the Technocyte plague, the Orokin took as many of the parts lying in the vault as they could fit on their ships, then sealed it up tight and fled, eventually ending up scattered across the system. Their hope was that the Vault would remain safe while they prepared to fight off the Infestation, then retrieve the Warframe parts for further research. 

Then the Empire fell.

Over the course of several hundred years, the Vault has slowly been cracked open by the Infested, and the contents of it have been scattered across the Nest. It still may hold some treasures, though- treasures the likes of which none of the system has ever seen. Few have dared dive into the heart of the Infested- and even fewer have returned. Dare you take the plunge into the Nest, Tenno?

ANOTHER IDEA :

Alternatively, IF DE feels comfortable with the hub system, they could make this mission type even more immersive. What I mean is that these mission types will behave like public dungeon crawls. Maybe locked behind a big MR rating (10?), but there could be no timer, the mission would be hosted on a handful of dedicated servers, supporting a number of 4 - 8 or 12 Tenno, that spawn in random locations of the Nest's upper level. The map layout will be a Vast open but dark area, interconnected by tissue that opens up and lets the players walk towards the bottom, revealing another big area to fight in (this area could consist of smaller cave-like shortcuts, think something like underwater labs interception map tileset). The Tenno could randomly meet up and join forces as they delve deeper into the cave. The infested should be either stronger, or coming at larger swarms of runners and quadrupeds, inducing penalties if they manage to hit the Tenno. That is why care should be taken and players should not normally prefer to go alone. The checkpoint areas will still exist, functioning the same but more immersive since you meet strangers this time as well, a great way to make new Tenno friends!

              At any rate, thanks for listening, open to suggestions, feedback or any kind of comment! Take care Tenno!
EDIT : Tenno, I made a separate post open to discussions about this mission, join us for some crazy ideas to further improve the concept! The post will be getting constant updates as ideas expand it! Go here: 

 

Edited by RebelOfWar
Fixed some wording and updated the Concept.
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1 hour ago, RebelOfWar said:

            INFESTED NEST(S):
 

  •  This will be a unique mission, that caters to the roleplaying crowd a bit. It will be an endless type of mission, where 4 (or more?) Tenno will go on a perilous expedition, inside deep and sprawling Infested Nests. Think of it as a gigantic cave system that makes you delve deeper and deeper, with a dark and gory theme, aimed to bring back the creepiness of the old infested.
  • It could be designed in multiple ways, in terms of progression. For instance, there will be a timer, similar to survival, but with no oxygen penalty to worry about, when the timer finishes, the way clears out of infested tissue and the Tenno advance towards a lower level, while the next section of enemies becomes stronger as well. The deeper the Tenno advance, the harder it gets, but the better the rewards become, or loot drops (think of resources like Neural sensors, Neurodes, Tellurium, even Nitain... obviously ultra rare chance for the latter to drop).
  • There will be checkpoints where Tenno can gather around (imagine a solitary place like a camp where Tenno sit together and gather their energy, rest, stuff like that, to prepare for the upcoming terrors. It will be a place of safety, just a small camp inside the gory, dark infested caverns. Stats will be refilled, energy can be refilled at the cost of affinity/resources or credits (Gear items like health restores or energy ones will NOT be usable during the mission!). In the camp, Tenno as previously stated can exchange currency, it being affinity or credits (OR something new that is only gathered in this mission?) to get small passive or big but temporary buffs to power strength or weapon damage, or utility features that help the whole team in the long run.
  • During these checkpoint spaces, all Tenno are also presented with the option to fall back with all the resources or rewards they have gathered so far, mission difficulty will scale with the player count currently active during the mission. (However it could remain static to four-player difficulty, even if someone decides to leave afterwards, so that they condemn their fellow teammates to more punishment... up to DE to decide for that, maybe an optional hardcore feature.)

Alternatively, IF DE feels comfortable with the hub system, they could make this mission type even more immersive. What I mean is that these mission types will behave like public dungeon crawls. Maybe locked behind a big MR rating, but there could be no timer, the mission would be hosted on a handful of dedicated servers, supporting a number of 4 - 8 or 12 Tenno, that spawn in random locations of the Nest's upper level. The map layout will be a Vast open but dark space, interconnected by tissue that opens up and lets the players walk towards the bottom, revealing another big area to fight in (this area could consist of smaller cave-like shortcuts, something like underwater labs defense map tileset). The Tenno could randomly meet up and join forces as they delve deeper into the cave. The infested should be either stronger, or coming at larger swarms of runners and quadrupeds, inducing penalties if they manage to hit the Tenno. That is why care should be taken and players should not normally prefer to go alone. The checkpoint spaces will still exist, functioning the same but more immersive since you meet strangers this time as well, a great way to make new Tenno friends!

              At any rate, thanks for listening, open to suggestions, feedback or any kind of comment! Take care Tenno!

 

Consider adding deadspace 3 crafting system to this, so players have to spend the loots to craft energy and ammo pads or the temporary buffs you mentioned . Left for dead squad system where players are not able to use revives if they bleed out to death so they wait for their team to reach next checkpoint and rejoin the squad 

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Game mode: siege 

Mission background and goal:

your squad has been pinned down on enemy lines, the goal is for your squad to survive the onslaught while taking down as many enemies as you can.

Enemies will come from all directions in an endless amount, your reward is based off the number of kills you obtain eg. 100 kills, 200 kills and so on.

Reasoning of this mode:

Warframe lacks a true "kill till you can kill no more" mode, with defence having to defend a pod and survival having to keep up life support. 

With this mode players will have the will to literally slaughter everything they can, something more casual yet rewarding to players who can dish out more destruction. For those who will counter with "it will be another grind fest due to tunelling in maps and unlimited cc" i shall get to that below

Restrictions:

This mode can only be played in a tile set with no walls and corners to hide, greatly reducing the meta of "cc all the things" in order to win. I tought about how this might be making the game abit too difficult because dealing with a thousand projectiles from all directions isnt exactly possible even if everyone is looking at one direction, thus i propose a new way for players to defend themselves on this mode.

Defense deployment:

Players scan things like turrets, deployable shields, death orbs and fixed gattling cannons throughout the game(apolagies, i cant remember the names) throughout this game as they play. I believe the logic that we can reverse engineer these items and deploy them for our own gain would be a sound reccomendation into the lore and thus the game.

Players will be able to develope a tenno version of these items once they have scanned and gained enough knowledge, making them deployable in this mode and increasing their strengths though a point/leveling system(as you use a certain item more, it levels up and gets stronger over time). They could also be obtained from labs to increase variety. 

To deploy these items you would need to kill enemies and obtain points which will be used as currency. 

Gears would be disabled and the slots would be used to select the item you want to deploy

 

 

 

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Surgical Strike

Sabotage/Assassination variation. Eliminate one or more protected enemy assets and VIP targets.

A number of neutral objects are nearby and/or scattered throughout map (similar to Kubrows and Dens) -- possibly civilian in nature, or something that might cause mutual destruction (possibly similar to a Fomorian core or Toxin Injector, but able to be damaged by Tenno). Destroying any or too many of the neutral objects results in mission failure / reduced reward.

This mission type favours precision and restraint, controlling firefights and situations to avoid collateral damage, while achieving the objective.

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@(PS4)demishock Started a separate thread about incorporating more archwing game play into regular missions.  I really like what he's saying but know archwing is not the most popular game mode with a lot of people.  I was thinking that instead a new game mode could be introduced that was more Co-op focused.  4 man squad, 2 slots for Archwing, 2 slots for on foot.

Infiltration and Extraction mission type.

Mission purpose - to extract bulk resources from secured enemy transport vessels.  These are bold raids and due to the weight of the cargo can not be done with out alerting the enemy to our presence.

Part 1 - The Infiltration

On foot/archwing - Lisets drop off  2 tenno on the surface of a vessel, and 2 tenno above the enemy ship in archwings.  The 2 Tenno team must make their way to a control center and gain control of the ships cargo while taking fire from troops on the outside of the vessel and enemy space craft.  The archwing Tenno must assist by taking out the space craft and larger ship surface defense systems.  At the same time the Tenno on the surface must disarm/destroy anti ship weapons that will be firing on the archwings.

Part 2 - The escort

On foot - Now that the Tenno have accessed the ship they must move the goods that we are stealing to the cargo bay.  This is where a bit of RNG will come into play and allow a bit of difficulty customization.  You can extract 1 cart load of goods.  The cart can hold 3 "boxes", they come in 3 variety Reinforced (common), Sturdy (uncommon), and Fragile (rare).  You can load the cart with any combination of "boxes". These effect the RNG on the prizes you get at end of mission.  Each "box" type has a different amount of health as well.  So 3 Fragile containers will give you much better chances at fabulous prizes but are easier for the enemy to destroy.  As "boxes" take damage they provide less rewards at end of mission.  Destroyed boxes are counted as scrap and give credit bonus only.  The cart runs off energy siphoned from the Tenno (shield drain).

Archwing - Similar to their on foot allies, Archwing units have something to escort.  The cargo ship.  It does not have the stealth ability of the Liset and therefore the second it's in range the enemy will begin assaulting it.  Now here's the fun part for the archwing units.  The cargo ship has 5 storage bays.  As the ship takes damage cargo bays will become destroyed.  You can only extract "boxes" equal to the number of functioning cargo bays.

You may extract up to 5 "boxes" per mission.  However, once the Cargo ship lands the enemies are on high alert and will begin scaling up as time passes.  The On Foot Tenno can take the cart back for more boxes until the Cargo Ship is full or they command it to leave.  The cart does move faster the lighter it is loaded as well.

Part 3 - The Extraction

On Foot-  Once the On Foot Tenno command the Ship to Extract they will have 2 options. Option 1: Hijack the ships weapons - This provides massive fire power to assist the Archwing Tenno in getting the ship to safety.  They must hack and defend consoles to keep control of the enemy ships weapons.  Option 2 - Sabotage ship board weapons and extract.  This involves a built in time limit because if they don't disable the enemy ships weapons it will do nasty nasty things to the Cargo ship. 

Archwing- Escort the cargo ship to extraction.  When the cargo ship is exiting the cargo bay the Archwings may disable the bay doors which will allow them to assist their On Foot allies, but will expose them to an oxygen free environment.

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Last Stand / Hold your ground.

 

Kind of a kill based survival with no Life support.

Unlimited enemies that come in waves or just constant stream of them

rather than time have it be increasingly high amounts of enemy kills needed. For instance, 50, 100, 200, 350, 650, 1200, 2200, etc. Alternatively have it be a set number of enemeis but with scaling each round as a normal endless mission so it is more difficult each wave.

Each player has one life. If you die you stay dead, but are revived at the end of each round. if your whole squad is wiped you lose.

Every few waves have the option to extract appear, as normal.

random conditions/buffs/debuffs on each round ( energy reduction, eximus stronghold, healthdrain, enemy scaling, etc)  also a random faction each round with corrupted serving as the mixed faction, and after every 4th wave a boss alone, or a miniboss mixed in with the enemies. Maybe after reach round of rotations if its minibosses it increases the number of minibosses in the wave. Minibosses could be executioners, the two flying grineer from sabo, hyenas, acolytes, etc

Best case would probably be a standalone mission type that is always accessible like rathuum. Or both that and have it also be a normal mission type but have the standalone version offer unusual rewards that cant be reliably found anywhere else.

alternative loot: Various specters, bundles of restore pads, consumables, and maybe a small chance for a few different skins or color palettes or something. Could be a good way to get seasonal things like the valentine palette out of season. also maybe void traces and small amounts of ducats. also maybe have it have a very low chance for some rare mods. for instance like a 1% chance for things like crimson dervish, vengeful revenant, tempo royale, etc.

This would give the long time players a truly endless mode again, with incentives to actually play it, as well as it just being fun.

Would also give new players an easier and more fun way to get a few color palettes and some restore bundles and consumables and such when early game they might not have the resources to actually craft them.

With the RNG elements of the conditions, Factions, minibosses, rewards and everything else this would hopefully not get stale anytime soon to most players, especially when they dont want to run endless missions to get their 1000th control module, or 500th copy of vitality or equally useless mod or resource.

 

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I have quite a few ideas:

New Alert Type

Our solar system has an astroid belt in it. We could have various alerts there that are archwing in more open space and non archwing on larger asteroids. The asteroids could be any tileset since the asteroids could be diverse. The missions could have modifiers (since nightmare mode is gone), and also have some more end game like missions that are similar to the occasional challenge missions for the gift of the lotus (like the level 200-300 infested one, april fool's joke, melee only 9999 enemies, etc.)

Bosses

Nef Anyo is in the works of being reworked and i would also presume ambulas. We see in many trailers a bunch of corpus walkers coming out of the ceiling. The raptor rework was fantastic with the assembly line, something like that could be done for ambulas. Possibly a lot of ambulas unlatching like drones do from star wars ships.

Corpus could use another chairmen as a boss, most of their bosses are proxies.

We need a Dr. Tengus Grineer Boss, he is a very mysterious character and most people would want more on him.

Lephantis was a very nice infested boss that feels like a classic giant monster boss. We could add another giant monster infested boss that is more like a pterodactyl but very deformed. It could fly in a more open nest like arena. This could end up like a more Infested looking Ridley from Metroid.

Also another infested monster boss idea, a giant spider creature with the arena being it's web. This one could be lurking high up in the trees of earth or somewhere else.

Something more with Corrupted Vor. (As an additional note here: when the regulators become corrupted from the fissures, have corrupted vor's voice blast through them overriding whoever was previously speaking, as a flavor touch)

Wildlife

Dracos- A race of dragon-like creatures migrate into the system having 5 kinds: Toxin, Fire, Cold, Electricity, and Ancient. They would be much tougher wildlife that are bersa/juggernaut level. Each one would be located on a different unique tileset except the ancient. Toxin (poisoned by atmosphere) and Electricity (conducting atmosphere) could either go on the Corpus Gas City or Grineer Factory Tilesets. Fire would go on the hottest tileset we have which is the Grineer Settlement Tileset. Cold would go on the Corpus Ice Planet Tileset. They would each have some kind of more gaseous breath attack and a more liquid/solid breath attack along with physical claws (slash), tail (impact), and biting (piercing) attacks. They would also fly and possibly crash into the ground creating a shockwave. The Ancient Dragons would be very rare occurance on any of the tilesets the dragons could spawn on. They would be harder an have the attacks that each of the other dragons could do, some new ones, or both. You could also get something from the ancient dragons (possibly their heart) to use as DNA and have a variety of Draco companions to choose from (because who doesn't want a pet dragon, it's a wildlife companion that can fly and not hover over you like a sentinel). There could also be a quest with a more "Great Old One" type dragon. He/She would be kind at first asking for help (he/she can communicate with you somehow), but slowly gets taken over by the infested throughout the quest, you were trying to make a cure for him but in the end is too late. He could end up a substitute for the flying infested boss I described above

Missions

Nest- A rework for infested interceptions, let's face it, there is no reason for the infested to be transmitting data and especially hacking those consoles, they literally barf on them and they are hacked. The eris tileset got me thinking, the ship seems to be alive. There could be various breeding pods around the room that you have to capture which would have a fluid system fermenting the previous beings into infested. You are trying to keep the nutrient growth fluid lines from getting to them by keeping them severed and from regrowing by infested sacrificing themselves to the machine after they reach it. It doesn't have to be this way, but infested interceptions seriously need reworked.

Archwing Escort- Many people want and have suggested this one, you are escorting a ship through space keeping it defended against corpus/grineer.

Evacuation- Something that I have been wondering about is that in Vor's Prize we try to go to a citizen colony, but it has been overun by grineer and everyone is dead. What if there are more of those colonies, and what if we can evacuate them to safety. We are dropped in the mission and there is a large group of citizens we are trying to defend and escort out because the grineer are comiitting xenocide, infested plague is arriving, or the corpus are taking over (inevitably to force them to purchase overpriced things). The group of citizens could be around 10-20 people that you are trying to get to the evacuation area. The opposing faction however has the area besieged and you have to break through each layer through the gates/doors. The areas would be like a barracks with quite a few enemy spawn points. The gates themselves would have to be openned through some sort of puzzle, switches to find a press, etc. There could be some number of gates you need to get through that could be worked out during testing (3, 5, 7, 10, something).

Hold the Line- New Corpus/Grineer Invasion mission with that has multiple capture areas in a row, like different trenches on a battlefield using interception points to mark progress, and you are trying to push to the opposite faction's main tower. The last layer could have a field mini boss that is the commander of that battle: Lynx, Ven'kra Tel and Sprag, or some new ones that could become the faces of invasions.

Tomb- The end of the tomb (could be an Orokin Temple) lies a treasure, but it is a maze of cooperative puzzles to get there in a larger labyrinth. Could add a new mod set in like the drift or corrupted mods. The maze needs to have a variety of puzzles and the paths be put together with the current system of randomly generated tiles so that you can't memorize the way to the treasure. Also have dead ends. Probably corrupted sentry enemies. Could be done through another alert icon. Once you have the treasure, the tomb is booby trapped and you have to get out avoiding the many traps (also fits in with it being an alert since the tomb collapses after you do it).

Raids 2.0- That old mission type where you raided a ship or area until you found the items you needed. There would have to be a lot of tiles in these so it is not super easy. The faction could also be jamming incoming signals so you have to find extraction as well.

Scout- Another concept in the game that is underused is stealth, especially in the form presented in the mastery tests (they see you, you lose). Some form of this where you need to scout an area unseen, possibly with many warframe power jamming devices like larger versions of comba and scrambus helmets. A bare bones mission where you could almost be unarmed like when zenuka captures you.

Capture 2.0- Multiple targets splitting off in a few different directions.

More Trials- Corpus one involving Nef Anyo, possibly a land based infested one, an orokin one, and a sentient one.

Archwing Races for Conclave- I hope this happens soon

Relay Repair- This would be another type of archwing defense where the relays are trying to be rebuilt and you have to protect the many workers and equipment rebuilding them from oncoming attacks.

Stranded- Basically an archwing survival where oncoming factions are trying to intercept and capture you, could be at high speeds with lots of enemies.

Hijack- There just needs to be more of these, possibly some rare gas pipeline on the corpus gas planet and a toxin pipeline on grineer forest (earth), then another rover on the grineer settlement.

Breach- The basic idea is some kind of archwing and ground hybrid. You would have to figure out a way onto a ship, this could mean catching it or disabling it in someway, or flat out breaking a hole in it to get in. Then you would capture/rescue the target, sabotage the ship, and leave. This could be a planetary assault/defense type thing too. This would put archwings in a lower atmosphere, which would be cool to see a more overall area/environment of a planet through a bird's eye view.

Edited by viperfang4
a few more things to add that I thought of
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Faction Disruption

The lotus has received intelligence that a large force is getting prepared for an attack at your current location. Your job is to disrupt their plans as much as possible. To do this a number of objectives need to be completed with a new one given every time one is completed. Each objective ties in from the last. 

An example of this tie in is: The lotus' only information on the location is where some sensitive information is stored and it is your job to get it (mobile defence or spy). The data is then decoded but it will take time so you have to distract them (survival). The data shows that a general of the force is in your vicinity (capture).

The entire mission is done on only one map that isn't linear and has multiple paths to each room and paths traverse multiple floors. Paths can be opened or closed depending on what the current objective is and to stop Tenno being trapped all Tenno must return to a rendezvous point to receive their next objective.

The mission could either be endless with new objectives being spawned until the Tenno extract or be a non endless mission with an assassination on a mini-boss (like Sprag, Ven'Kra Tel or Lynx) or a sabotage to finish

Mission Type Integration Ideas

Capture - A general of the force is in your vicinity capture them for interrogation.

Spy - Data on the facility is stored in a data vault break in and retrieve the data

Mobile Defence - Same as spy or A section of the facility can be take of line by make it uninhabitable by hacking the life support mainframe. 

Survival - A distraction is needed while data decoding is completed or You have set of the alarms and must survive until a fellow operative turns them off.

Assassination - Leader of force is discovered, take them out.

Sabotage - The facility needs to be taken offline so destroy the power core or A terminal contains vital information for their cause, destroy it.

Defence -  A package needed for their plan has been located Defend it until it can be removed.

Exterminate - A Squadron of soldiers is headed your way, ensure none survive.

Interception - A key piece of information is being broadcast in your area intercept it.

Hijack - Data indicates that a crucial weapon for their attack is store nearby help remove it from the area. This can also be a game ending mission.

 

The fail states of this mission type are as follows:

  • Any objective was failed (non-endless)
  • First objective was failed (endless)
  • All Tenno die.

 

Final Notes

TL;DR = Basically just a mission in which a number of random objectives occur on the same map.
Also A pure stealth based mission type where the mission will only succeed if you complete the mission without being detected would be nice as well.

Edited by Adorian16
Incomplete sentence.
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On 8/25/2016 at 9:37 PM, [DE]Rebecca said:



If that's enough to get you thinking, the simple rules are to submit a single post with your idea:
This can not be a re-architecture of our system (i.e open world base building!).
This should be a goal oriented mission of the endless or non-endless variety.
This should be concise - the mission goals should be clear in a couple of paragraphs of writing.
This should be based off of your Warframe experience, and a reflection of what you think would fit.
This should be based off a 4 player mission.

 

If the mission would require implementation of... ''variant'' units from existing models. For example: syndicate versions etc. Would this be a bit too extensive/be ruled under re-architecture? It is a bit unclear for myself.

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Arena(better than Rhatuum)

This is a Rhatuum like endless arena but with rewards and it would work like this:

1)You are put in an "arena"(itt could be just a place which you cant escape and you are waiting for help)made by different factions(corpus,grineer,corupted,infested).

2)Some modifiers would spice the things up.For example :"jammed pistol"-you cant use your secondary;"jammed rifle"-you cant use your rifle;etc.

3)You fight 4 waves of faction specific enemies and the fifth wave is a mini boss,something simple like the old bosses(update 8 vor,tyl regor etc)or jackal,ambulas,lynx,J3,Phorid.

4)After the fiffth wave you recive an reward(endo,relics,mods,etc) and get the choice to continue fighting harder enemies or extract.

I suggest adding a token which could be sold for ducats and is rewarded in higher waves.

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Mission Mode: Commandeer

General Layout

1st Task: Reach a specialized vehicle.

2nd Task: Commandeer the specialized vehicle to be able to travel towards a certain hard to get/secret destination while defending against attackers. Destruction of the specialized vehicle results in mission failure. Fortunately, its shields and health regenerate.
The specialized vehicle can only be driven by 1 player, and by default, has A and D to rotate left or right, W and S to move forward or backward, and space to dash respectively. The vehicles should have characteristics like having boosters like Jat Kitty jets or tracks that like Comba skates.
Specialized vehicles that move in 3 dimensions will have the same controls as the old archwing system.
The specialized vehicle has a main weapon that can, by default, be controlled through mouse inputs. This is exclusive to the driver.
The specialized vehicle also has 3 additional turrets (with exceptions) that can be mounted by other players.

3rd Task: After arriving at the destination, annihilate the place by destroying well-protected equipment and whatever else the Lotus tells you.
Reasons for using the specialized vehicles will vary for each mission.

4th Task: Escape with the specialized vehicle while defending against attackers. Basically the last task turns to a mini-hijack mission.

Missions by Planets

Mercury: Vehicle = Grineer Mining Tank, Main Weapon = Digging Drills (melee, hold to continuously drill), Mounted Weapons = Grakaturrets
The Grineer Mining Tank is needed to dig into an underground Ferrite Refinery.

Venus: Vehicle = Corpus Patrol Tank, Main Weapon = Super Supra (ranged, hold to continuously fire, has a spool up), Mounted Weapons = Dera Turrets
The Corpus Patrol Tank is needed to gain security access into a shielded scanning gate of a Circuits Wafering Facility.

Earth: Vehicle = Grineer Cutting Tank, Main Weapon = Mega Miter, (ranged, click to fire a large sawblade) Mounted Weapons = Miter Turrets
The Grineer Cutting Tank is needed to cut through vegetation that covers a hidden Toxin Lab.

Lua: Vehicle = Sentient Lunar Rover, Main Weapon = Conculyst Crushers (melee, hold to spin the crushers around the rover), Mounted Weapons = Battalyst Orb Turrets
The Sentient Moon Rover, equipped with a damage adaptor, is needed to endure through a tunnel armed with different types of elemental weapons to get into an Orokin Vault.

Mars: Vehicle = Grineer Excavating Bulldozer, Main Weapon = Bulldozing Blade (melee, click to chop forward, hold to keep it there, and release to throw contents up and away), Mounted Weapons = Sobek Turrets
The Grineer Excavating Bulldozer is needed to get into a tomb housing an ancient artifact that is originally planned to be excavated by the Grineer and stolen by the Corpus.

Phobos: Vehicle = Same Grineer Excavating Bulldozer as in Mars
The Grineer Excavating Bulldozer is needed to bulldoze through ancient walls to bypass fortifications around a well-protected and magnetically shielded Rubedo Refinery.

Ceres: Vehicle = Grineer Amphibious Submarine, Main Weapon = Giga Gorgon (ranged, hold to continuously fire, has a spool up), Mounted Weapons = Hind Turrets
The Grineer Amphibious Submarine is needed to dive into and navigate through zero-visibility polluted waters to get into an underwater Alloy Plate Testing Facility.

Jupiter: Vehicle = Corpus Floating Tank, Main Weapon = Rapid Railgun (ranged, click to fire, semi auto unlike MOA version), Mounted Weapons = Flux Turrets
The Corpus Floating Tank is needed to building-hop throughout the gas city to reach a Fieldron Recharging and Recycling Facility.

Europa: Vehicle = Corpus Tunneling Train (automatic, cannot be driven), Main Weapon = None (boring machine is boring, pun intended), Mounted Weapons = Detron Turrets
The Corpus Tunneling Train needs to get hacked and reoriented to get into a well protected Control Module Assembly Line by boring through the ice.

Saturn: Vehicle = Grineer Scorching Tank, Main Weapon = Nightmare Napalm (ranged, click to fire, lasting heat aoe on impact) , Mounted Weapons = Ignis Turrets
The Grineer Scorching Tank is needed to melt through a blast door guarding an Augmentation Arsenal.

Uranus: Vehicle = Grineer Deep Submarine, Main Weapon = Marine Mines (stationary, click to set on current location), Mounted Weapons = Torpedo Tubes
The Grineer Deep Submarine is needed to access a forgotten Cloning Lab hidden in a deep sea trench.

Neptune: Vehicle = Corpus Stealth Tank, Main Weapon = Obliterating Opticor (ranged, hold to charge, release to fire), Mounted Weapons = Lankannons
The Corpus Stealth Tank is needed to dash through a vast and freezing tundra to reach a remote Engineering Lab with a highly strict immediate airspace. Sniping patrols and defenses will make the mission smooth, while prompting alarms will cause a lockdown and force players to breach through using the vehicle's weapons.

Pluto: Vehicle = Corpus Tyrant Ambulas, Main Weapon = Lightning Legs (melee, click for an electricity-induced and building-crushing stomp), Mounted Weapons = Amprex Coils
A collosal version of Ambulas was built after the destruction of its prototype. Players must commandeer the Tyrant Ambulas and destroy all Robotics Factories in the area.

Sedna: Vehicle = Grineer Imperial Tank, Main Weapon = Rocket Rampart (ranged, hold to continuously fire explosive rounds, overheats), Mounted Weapons = Ogris Launchers
The Grineer Imperial Tank is needed to dash through the Grineer fortress. There will be a high speed chase in which the homing rounds of the Ogris Launchers will be needed to down elusive units and the high damage and fire rate of the Rocket Rampart will be needed to destroy gates to reach and destroy a Detonite Chem Lab.

Eris: Vehicle = Infested Neuron Rail (limited to forward/backward movement), Main Weapon = Phoenix Phage (ranged, works like Phage), Mounted Weapons = Quill Glands
The Infested Neuron Rail will be commandeered using a psychosomatic virus developed by Alad V to travel through an Infested network leading to a monstrous hive. Side-effects of the virus will cause the neuron to suffer a fever and modify its immune systems to inflict heat and slash damage.

Void: Vehicle = Orokin Sentry Hovercraft, Main Weapon = Tera Thumper (aoe, click to activate on current location, high blast damage), Mounted Weapons = Laser Plates
The Orokin Sentry Hovercraft can be reached by dashing through a parkour room. Only with the hovercraft's void rift configuration match can the Tenno reach the hidden room housing a neural sentry enveloped in a void field. The Tera Thumper must then be used to simultaneously destroy all self-replicating sensors in the room.

Notes:
I have thoroughly considered the rules. I'm not sure if my ideas are  violating the re-architecturing rule, but I had this giant train of thought.
It might be argued that the complexity of the missions might be better suited for raids instead of regular missions.
I also considered every planet and its roles in the origin system, specifically paying attention to the details and lore based off the game itself.
I realize that this should be for 4 players, but I created the ideas as to not alienate solo players giving them control of driving and main weapons. These might pose problems though, like hogging the driver position.
Perhaps what I did is a rework of hijack? One of the things that crossed my mind is that we have vehicles, yet we don't really interact with them.
Any criticisms, corrections, and/or suggestions are welcome.

Edited by WarLawin
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On 8/30/2016 at 5:33 PM, Burnthesteak87 said:

nsfyH3e.jpg

■ In essential:

"You're in mission to take out a VIP. The fight won't be easy and you have chances to turn the tide by preventively sabotaging gear and eliminating the VIP's reinforcements and bodyguards. Like an Assassin."

"There are 3 to 4 objectives before you proceede to your real Target, which affects directly It."

"This way Tennos will build the boss encounter themselves taking their chances at weakening the Boss, taking him/her by surprise, acting preventively before the fight, sabotaging its gear, cutting its escape route, taking out its reinforcements and eventually taking responsibilities for their errors, resulting in a challenging and dynamic mission every time."

"If you have success in your preventive Sabotages, the boss will be weakened in a way or another (malfunctioning gear, boss weakened, no reinforcements, etc.) elseway the effects will be the opposite (boss enraged, empowered special gear, skills hitting harder or working differently, more reinforcements, etc.)"


► More details here:
■ Simulation: 

  Reveal hidden contents

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■ Original Thread:

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
► Many other Ideas:

  Reveal hidden contents

 

There's also space for:
► Sniper fight missions or bossfight: Sniper only, long range open areas with obstacles (take for example Grineer Asteroid rooms with big chasms dividing Tennos and enemies, carts being moving obstacles...), eventually a Boss stealthing and repositioning ala Grineer Manic..
► Excorting missions similar to HiJack missions ending up in a final defense.
► Refreshing Recovery mission.

 

 

Literally every boss fight should work like this as opposed to the overly tedious invulnerability gimmicks used now.

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Somatic infiltration:

 

OP here

 

The idea for this would be mid to late game content that would add in a PVE game mode that would work independently of your current inventory, relying on the players to use skill and teamwork in order to progress rather than bringing their best equipment.
 

Not that there is anything wrong with that, its just something to spice things up.

 

Sort of second dream spoilers kinda... I guess?

 

The missions basic template is that a non-tenno faction has found a rift that grants them access to a void tower that is either inaccessible or  that has a set time frame of accessibility due to the moving rift.However the tenno do not know the location of this rift so they must improvise a method to infiltrate the tower and keep the enemy at bay while other tenno find and stop the outside incursion.

 

Basically the mission would start with you taking control of a random "blank/dead" frame that is capable of being controlled now the tower has a weak point inside. The somatic link being the only way to get you into the place.

Spoiler

Updating this to maybe have you infiltrate as an operator and have to find a frame to possess and use.

Inside the tower you would begin very lightly armed, or unarmed completely and would have to search the map for equipment, other frames to either use instead, or copy the abilities of that would be scattered throughout the tower. the weapons and such would start of crummy, as would your frame" but they would level at much faster rates compared to your normal equipment. Either just becoming stronger on levels, or having some way to mod them with scavenged mods in the mission, still thinking on that.

 

The enemies would also start of spawning in small numbers, unaware you are there. These numbers will rise over time and have a chance to trigger "void" enemies appearing as a defense mechanism, forcing you to have to work fast to find what you need to survive before you get seen and overwhelmed by your enemies.

 

Your goal in the mission would typically be to locate the rift while fighting through the enemy with your scavenged equipment, then break through it. On the other side you would be presented with a few options. Destroy the rift, which would allow you to instantly extract, or protect the rift from the enemy, taking longer but offering greater rewards.

 

There could be other mission variants of course as this is just an idea, but I think it could be fun, random equipment and frames for the whole party essentially, followed up with having to make strategic decisions based around risk and reward game play.

 

As for the rewards, I haven't quite thought of that.

 

An idea helped along by a friend of mine is to include syndicates into this mission type, by using standing to purchase support for your infiltration.

The type of support and effectiveness would be affected by which syndicate you use and your ranking in said syndicate, for example, Perrin sequence would bribe a small group of the enemy to bring equipment into the rift and leave it as a dead drop for you, or Steel Meridian would send an advance guard to help you defend the rift or clear the path to extraction.

 

*edit* update in the spoiler section

 

Edited by Clazzeh
Added syndicate idea
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I just call this idea "Survival Plus" here and it's pretty simple:

In each 5 minute survival rotation a random, optional objective appears, this can be (based on the tile sets options):

  • capture a target
  • defend a console (like MobDef)
  • defend a target (like sortie defense)
  • rescue a target and bring it to a specific point (kind of like rescue, without the prison room)
  • run 1 excavator
  • assassinate a mini boss (like corrupted vor, zanuka etc.)
  • sabotage a machine/reactor
  • etc.

This could bring a new flavor to survivals and you as a team has to decide, if you have enough air support to go for it or just ignore it. You have to decide if you split your squad to do it and if you even have to bring a different line-up in your mission to get all the objectives at higher levels.

A side effect would be, that it would bring survival on the same level as defense/interception/excavation, where you usually get around 2 mission rewards out of 5 minutes. There could be either a separate drop table for the objectives or simply the same drop table from the rotation you are currently in.or working towards, so you have an additional AABC.

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Heist Mission

 

An operative would ask you to deliver or intercept in a out post all over the star map.

ex. You are to collect or have a chance to take polymer bundle from an enemy and deliver to an ally in the relay or maroon bazaar

Also able to intercept enemy cargo and submit it in relay or bazaar  or you can keep it for your self but you have to pay the operative in credits. 

Your rewards could be endo, affinity points, credits, ect ect.

and can also do missions for archwing .

 

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Escalation

Idea: Literally everything gets crazier and harder the longer you go.  Kind of a Raid, but less specific, kind like Survival but taken up to 11, or perhaps even 12.
Tenno infiltrate a ship.  Then they get a list of options:

  • Get epic loot.
  • Get information.
  • Blow up something important.
  • Kill someone important.
  • Kill a lot of unimportant someones.
  • Siege the bridge and try to take control of the ship.
  • Crash the ship into something important or the closest thing you can find.  Like another ship.
  • All of the above.  Possibly at the same time.

They'll have to deal increasing number and kinds of problems as their foes become increasingly more intent on evicting them, or consequences they brought on themselves, like:

  • Dealing with the guardians of the epic loot.
  • Having a hack-war with whoever is in charge of computer security.
  • Spontaneously combusting every ten seconds because you blew up the wrong important things and fuel is leaking into the air ducts.
  • Spontaneously getting magnetized once or twice due to screwing up a hack causing an EMP
  • Spontaneously getting electrified every now and then due to unstable generators surging the power points of the ship.
  • Spontaneously floating off because you blew up the artificial gravity generator.
  • Having to travel along the ceiling because one of your Tenno friends thought it'd be funny to reverse the gravity field.
  • Being shot out an airlock because someone pushed too many shiny buttons.  Or because the enemy REALLY wants to get rid of you.
  • Being shot out an airlock because there are 200 Grakatas aimed in your general direction because you killed someone important.
  • Being hunted by a Not-Zanuka or Not-Grustag-Three hit squad because you've killed too many unimportant people and the important people are annoyed.
  • Having to fly around in an Archwing or be redeployed by the Liset because you were shot out of an airlock for some reason.
  • Being hunted by a hit squad of fighters because you blew up something important on the outside of the ship with your Archwing.
  • Disarming a self-destruct because you stole control of the bridge.
  • Bailing out of the ship because you crashed it into another ship and everything is exploding.
  • Having to start over on the ship you crashed into, except everything's already at max alert and exploding and on fire and they're waiting for you.
  • Another ship coming to provide support because you've made THAT much a nuisance of yourselves.
  • Support being anything from sending in boatloads more troops or blatantly firing on the sections of ship you're in.
  • Superpowered Stalker or Sentient paying a visit because you've just blown up two and a half ships.
  • Running away from a superpowered Stalker/Sentient tearing the ship apart chasing you.
  • Find somewhere safe to hide because you've decided to crash the ship into the closest planet and they aren't letting you leave.
  • Fight off progressively more dangerous waves of Infested because you crashed on Eris.  While evading orbital shots from ships and potentially avoiding a super strong Stalker/Sentient.  Or a colossal Juggernaut.
  • Having to extract, because I have no idea how to amp this up further.

Or, you know, you could have a less exciting version that just keeps laying environmental effects similar to Hive, that are less obstructive than magnetic clouds and add progressively more random and crazier elements.  Like Eximus units on crack, or Executioners on loan.  Or five different countdowns for five different horrible things, like self destruct and new environmental effects you want to prevent by making a mad dash across half the level and hacking a console or three.

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I've had this idea for a while. And think it'd add a lot of spice too invasion missions / be a cool new game-mode. 

The idea
The idea revolves around being able to play as Corpus/Grineer troops. Being able too pick from a set of Grineer/Corpus troops, be it a stock lancer, up to something like a Commander. Of if you decided to be Corpus you could choose to be a Crewman up to something like a Nullifier?

If any of you have played anything of the sort of the old Star Wars battlefront, i'd envision it something similar to that. Perhaps maybe once certain points or a criteria is met, a hero of either Grineer or Corpus side is given to a deserving player to use for a short period of time.

Expansion of Ideas / How it'd fit into Lore 

The idea could be expanded upon, where depending on which allegiance you pledge to, you and a group of friends can eventually build ships reminiscent from tilesets from Grineer and Corpus spaceships. But this idea I realize is a bit farflung and not needed for the general game idea. (Although it would add fun possibilities for invasions)

Lore wise, I think it could be argued this could be another simulation perhaps from a whole new Cephelon that wishes to see the outcomes of battles between races in a myriad of different circumstance, wanting to see tenno take on roles of their enemies. Refining their abilities, getting inside the minds of their enemies, to better understand how to take them down.

 

If this idea takes off, and is a hit, and some other people actually see it as fun as I do in my head, I'll draw up some plans and more ideas and post them down below to better explain what I mean, or perhaps other people will have some better things to add to this idea that I'd love to see implemented.

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HOLDOUT:

A Tenno Cell is sent to investigate (something). When it turns out to be an enemy trap, the Tenno must hold out against waves of enemies whose sole purpose is to eliminate the Tenno until the Landing Zone is free and clear. Functionally similar to Defense (arena-style tile, waves of enemies, etc.), but the defense objective is the Tenno cell (AKA, YOU). Could have some mini-bosses with randomly generated names/loadouts/appearances every five waves.

(Optional)

Once the majority rules on extracting, a mad dash to the landing craft occurs, with straggling enemies in pursuit in a last-ditch effort to eliminate the Tenno. This is an all-or-nothing situation with a timer that could either be grounds for failure or having to endure another five waves (similar to data being purged in spy vaults).

 

Inspired by the Gears of War 3 Horde mode

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Hi everyone, first time posting here!.

I have an idea for a mission type, which involves greater emphasis on the game's parkour system - MONOLITH.

The aim of the mission would be to ascend a massive (Orokin/Sentient/whatever origin) Monolith, with many devious traps to dodge and enemies to kill along the way.

The Monolith would contain different segments(rooms) and various different challenges required to advance to the next segment.

This mission's purpose is to test a player's parkour skills, much like the orokin puzzle rooms, minus the sometimes unforgiving timer. This mode should also explore more vertical space than other missions (excluding archwing obviously).

Warframe mobility-centered powers might need to be disabled to prevent frames from cheesing the mission (cough cough, Titania, cough) - I realise this poses an issue with the mission design.

Ideas for traps:

  • An Orokin-style Death Laser (That can hurt Primes) that follows your frame's movement! - this would require you to continuously run to avoid incineration. Once you progress to the next vertical room, you will be safe from the laser.
  • Disappearing Platforms - This has been done in some mastery tests, even though you have a lot of time to move before the platform disappears. I am thinking along the lines of 1-2 seconds MAX before the platform disappears and you need to start the sequence over again
  • Low-Gravity rooms - where you need to avoid projectiles being shot at you. There could be a time limit imposed in this room, and after that you'd be able to continue.
  • Rotating rooms - Rooms which are constantly rotating and changing. This would require precise timing to navigate, with somewhat of a maze-type feeling to it. There could be openings that expand and contract rapidly, requiring you to perfectly time your bullet jumps to proceed further.
  • Bosses at specific segments of the monolith - Stalker could hold the key required to advance to floor 7, or the hyena pack each holding a fragment of the key to floor 12. The higher you go, the more challenging the boss (Maybe Lech Krill or Vey Hek should be omitted to save frustration :P).

These are but only a few of the challenges this Monolith could contain. Add in a timer to the entire Monolith for a hardcore challenge, or make this mission endless, with progressively harder rooms as you climb upwards.

I definitely enjoy the parkour aspect of warframe very much, and I feel like there needs to be a mission to test these skills to the limit. The Orokin puzzle rooms are great, don't get me wrong, however we need to take things to *a higher level* 

Edited by DethZarr
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My Endless Mission Concept

Name: Evasion

Type: Endless, Timer based

Mission: Upon entering the mission, 1 to 4 players will see a console that seems ready to be triggered as it would be seen in a survival.  After triggering the alarms though, Lotus informs the cell that -- dependent on the faction being faced -- an Assassin group is stalking them.  For the Grineer this would typically be the Grustag Three, and for the Corpus this would be the Zanuka Hunter, however, sometimes, this would be a Sentient Hunter of some sort, or the Shadow Stalker.  While the Stalker and his Acolytes could fill this roll on the Orokin tile sets, and they or the Sentients could also serve the purpose of the antagonists on the Infested mission type, I do feel each faction type should be given an Assassin set of their own. 

Lotus would inform the group that there's something different about those that stalk them this time, and that the assassin's will not be fought off as easily.  While in the mission the team would fight the standard enemy types and receive a reward every 5 minutes.  What's different is that every so often (interval of time undetermined) each Assassin group would send out scouts, a member of their faction that could require quite the effort to take out.  For Grineer, in my opinion, this would likely be the Executioners from Rathuum, however this might be Bombards, Heavy Gunners, and the new large enemy type that seems to guard the Twin Queens.  For Corpus this would be a group of Bursas, or possibly the "executioners" for the eventual Corpus version of "Rathuum".  For the Stalker this would be the Acolytes and for the Sentients it would be a collective of Sentient fighters.  The longer that the scouts are on the field the more a "Detection Meter" would fill, so if the team wants to stay without potentially being shoved out by an absurdly strong death mark assassin and their scouts they should jump on the scouts and wipe them out as fast as possible.  If the "Detection Meter" is filled then the assassin/assassin group will appear along with their scouts scaled with the difficulty of the mission and scaled with the amount of time that the team has been in the mission.  If the team manages to defeat the death mark assassins then the meter resets and they continue until they cannot as with most endless missions.

While I don't think the death mark assassin's should drop their rare ditems, perhaps playing into the late stages of the match type could offer some of those weapons or parts?  Hope my idea is appealing :]

***End of Player Submitted Concept***

 

On the Subject of Subject of Endless Missions

I feel like all endless missions should offer players the option to leave, even survival and excavation after a certain amount of time.  Perhaps players could head to extraction and leave after a certain amount of time by placing some kind of intractable console there that a player can press a prompt to summon their ship and leave. 

I also feel that Hijack and Rescue could be converted to endless mission types, adding multiple routes to hijack for players to escort cores or trams until they no longer can, and rescuing Tenno operatives from multiple prisons until they no longer can successfully escort them.  I believe that both endless and non endless types of these missions could still exist in tandem.  Yes this would require a small overhaul of those mission types and in particular how the rescue targets might work (they might require a shield of some sort, weaponry, and might have to walk themselves out at a particular pace to make the mission type closer to endless) but these both have assets already in place in the game, and could simply be improved upon, offering players more options in their mission types.

Edited by (PS4)chaos-SD
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Mission Type: Escort // Objective-based, Endless

Details:

An operative is deployed to investigate a situation on a specific node. They have special knowledge about the situation and special [skills/carrying data/other obligatory reason] that are necessary for the completion of their objective. What they don't have is firepower and the ability to stop an entire squadron of enemies.

Objectives contained within the mission would include:
Moving from point to point, defending the operative. They do not follow a player. They move on a set route and do everything they can to keep moving.
Upon reaching an objective they proceed to hack a console, search a cache, or repair something. This is time-based.
After finishing an objective, the team is given the opportunity to move on to the next objective or pull out of the mission and, "cut our losses."

At specific points during the objectives, the operative will ask the Tenno to help them, if possible. When hacking or repairing, it opens up the faction appropriate hacking minigame, if searching a cache another cache appears a short distance away and the player must break it open, grab an objective item out of it, and bring it to the operative. Successfully performing these tasks will reduce the time spent on each objective by 15 seconds. Opportunities to do these miniature tasks open up every 60 seconds and the window lasts for 30. If you are in the middle of performing it you are able to finish, but the operative informs you that they already finished the task they needed you to do.

Each objective lasts 4 minutes (plus travel time, ~5 minutes total) and gives the usual AABC rotation of rewards.

The operative cannot be given any weapons and must be protected during the entire situation. They can be revived if they go down, but objective progress is halted while they're down. The operative should be as resilient as a normal sortie defense target. Failure happens if the operative dies. 20 second bleedout timer.

 

 

The basic idea is to give an endless mission in the vein of Mobile Defense while giving it a slight twist and a way for the players to interact to increase the speed at which they win. There is also a bit more incentive to keep an eye on the health of the target, as neglecting to take care of them would cause the mission to take longer to complete.

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