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Mission Idea Sandbox.


[DE]Rebecca
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How about a Corpus related Vendor who gig is Arch-wing Races. Think Rush mission type meets Index, your team vs NPC races,  Can even be corpus related that tries to cheat.....  do like 3 varied levels of races that you can repeat Daily or weekly with sortie rewards table....

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Counter Ambush alert

 

Mission type: Alert

(Note: Contains Stalker and one or two of the acolytes as a boss but probably without their usual loot tables)

Description: Stalker's movements have been detected and it gives the player a chance to intercept and disrupt his plans and trigger a Stalker assassination attempt . If you destroy the cloaking devise Ordis has detected then it will reveal Stalker resting while being guarded by one or two of his acolytes. This triggers full alarms and they attack.

Purpose: Stalker can be tedious for players who are leveling gear to deal with because of his requirements for 4 different types of damage. It's easy to run out of ammo if you didn't bring a weapon that is overpowered for the mission with that restriction in place. This will allow players more freedom and fun if they can clear out Stalker assassination attempts and it could be a fun fight with Stalker teaming up with his Acolytes.

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Why not make a defense mission where we are defending a Kuva siphon, our own Tenno Kuva siphon. The missions where we have to go out and destroy the Grineer Kuva siphons get stale fast, specially when you've already done 100+ missions to re-roll really crappy rivens for very unused weapons. have it so when can stay for as long as we want and where we are against the sentiants or maybe the infested.

i'd love to be able to get Kuva as a drop from enemies on the Kuva asteroid tileset but i guess DE thought that would make us spend less time on their game so, i hope this idea goes through. I'm so tired of the Grineer Kuva siphon missions.

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6 hours ago, CaptainAjax said:

Why not make a defense mission where we are defending a Kuva siphon, our own Tenno Kuva siphon. The missions where we have to go out and destroy the Grineer Kuva siphons get stale fast, specially when you've already done 100+ missions to re-roll really crappy rivens for very unused weapons. have it so when can stay for as long as we want and where we are against the sentiants or maybe the infested.

i'd love to be able to get Kuva as a drop from enemies on the Kuva asteroid tileset but i guess DE thought that would make us spend less time on their game so, i hope this idea goes through. I'm so tired of the Grineer Kuva siphon missions.

I thaught of sth similar, in the kuva fortress with a kuva carrier, which spawns in each kuva fortress mission but disappears after one minute or so. And the carrier spawning in survival every 5 minutes (like sentients) it rewards a random gold mod and a random number of kuva.

 

Its just like treasure goblins in diablo

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How about like the outer edge of the solar system like in the kuiper belt or oort cloud where you do missions like what we have but the only enemies are sentients? Like capture would be where you have to scan it like a simaris target without traps, exterminate would nullify focus or operator use, rescue would have those blue scanner things that activate the alarm on seeing you, survival would give you all sentients but each kill would restore 10% life support and spawn no more than 5 at a time, and the other mission types would be the same

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On ‎4‎/‎20‎/‎2017 at 10:56 AM, zfenty said:

I have a simple idea I think would be fun. A second sortie you wont know where or the conditions affecting the mission until you join. It will encourage people to create well balanced parties so they can face whatever enemy type may come. By nature of not knowing and the continual changing of the mission it will be en-game, fun and extremely challenging. 

 

Agreed entirely. The ability to know what you're heading into and prepare specifically for it (is great) but makes most of the challenge being ready for that set of conditions (this type of enemy @ x difficulty, with these weapons, etc etc. If you had no real idea what was on the way the squads would be entirely different.

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Conditional Bosses.

They have their own node, their own map, and can only be played per times their conditional goal has been reached.

Make them long, drawn out fights with unique rewards that can only be attained by defeating said boss, even a table of rewards.

By long i mean Four Tenno for Two to Four hours. Two hours with rivens, four hours without.

The conditions must be an achievement in and of themselves, not something that can be farmed out in four or five hours of playing.

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With the addition of the Nox enemy on Earth, perhaps several nodes with different rooms(rather than what appears in the normal tileset) can be added to each planet that lead to progressively higher and higher level missions and would be unlocked as you go through the system. Like for example you beat the bosses on Jupiter and Ceres and you unlock the higher level areas for Earth, Venus, and Mercury and unlock even higher levels when you reach somewhere like Pluto. Sort of how you accept more of the void the further in the map you go.

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Every planet has a starting level, right? How about the opportunity to set the level manually once you have played all nodes there? But setting the level allows you not to decrease it below starting level. But you could increase for example earths level to 300 or what so ever, that would make these planets and missions more interesting for veteran players. These harder missions could increase the dropchance of random enemies to drop their rare loot.

 

Update: for preventing exploits and exp caves, you can only use that feature, when you have lvl 30 gear with you. or you will only get the exp you would have recieved in the normal mission

 

Edited by KingBeneathTheMountain
balancing and exploit preventation
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Archwing Survival(-ish thing)
{
There is to little Archwing content in my opinion (and I really love Archwing, sadly it is rather hard to find teammates) and I'd really like to see an endless Archwing mission that does not require me to stay near one place or jump between few, I'd really love to just indulge in mass slaughter in space...
}

Treasure Hunt
{
Mission heavily reliant on Parkour, with many riddles, traps maybe a maze along the way(preferably with some kind of jamming that disables the map) and some sweet loot at the end. The tenno would have to get in (avoiding the traps and solving puzzles/riddles etc) to the "Treasure room" loot whatever there is (which would cause the security to kick in) and get out (again with the jamming, traps but people would really kill(as well as I) if the riddles were to be mandatory in leaving)
There could be several optional rooms with riddles/challenges that would unlock additional rewards (maybe recovering "keys" that grant access to additional loot?).
The loot would have to be carried out (somewhat similar to Derelict Vaults, with debuffs on the warframe(s) that are carrying it (kinda like datamasses + Reduced:{Efficiency;Movement Speed;Shield Regen;...} Each Tenno could Carry one "loot pack" (by default there would be one and others would have to be acessed via "keys" from optional challenges rooms).
the more packs the better the loot, but more difficult to get away(more enemies, stronger enemies, some additional traps, environmental hazards etc.)
}

Tail missions:
{Crossfire mission where tenno have to follow their target unnoticed by him/her or his/her allies while preventing the other faction from disposing of tailed target.
}

Recon/Exploration:
{
Remember those huge maps from early Operation Cryotic Front? Bring them back with this mission type (several people before posted it) together with hidden caches, and maybe increased spawn chance for rare/reinforced containers for additional incentive to play those missions?
}

//On a side note: Do you plan to add any more Oddities to the game?

Edited by Drejzer
MOAR IDEAZ!
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On ‎7‎/‎1‎/‎2017 at 3:59 PM, Drejzer said:

Archwing Survival(-ish thing)
{
There is to little Archwing content in my opinion (and I really love Archwing, sadly it is rather hard to find teammates) and I'd really like to see an endless Archwing mission that does not require me to stay near one place or jump between few, I'd really love to just indulge in mass slaughter in space...
}

 

^ and arch spy.

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data extraction:Archwing

function: survival

goal: survive while ordis hacks into the system and gather data.

intervals: every 5 minute

extraction available: after first interval

 

description: basically like survival mode on earth, but in space and with good reason. you need to hack into the system to gather intel on the fomorian and kuva activities. so you infiltrate large ships on a survival mode with 4 player where you distract the ships by attacking them head on with archwing and having them send out as many enemies at you as possible so ordis can hack the system without gathering too much attention. after every interval, ordis will gather a bit of information in the form of warframe XP and some additional random stuff.

 

what players have to do:

1> not get killed

2> keep the enemy's attention

 

how players will keep enemy attention:

killing enemies quickly.

 

basically the more enemies you kill, the quicker the next batch spawn so after an hour or so enemies spawn almost instantly and are super tough to kill.

 

 

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15 hours ago, graodon said:

data extraction:Archwing

function: survival

goal: survive while ordis hacks into the system and gather data.

intervals: every 5 minute

extraction available: after first interval

 

description: basically like survival mode on earth, but in space and with good reason. you need to hack into the system to gather intel on the fomorian and kuva activities. so you infiltrate large ships on a survival mode with 4 player where you distract the ships by attacking them head on with archwing and having them send out as many enemies at you as possible so ordis can hack the system without gathering too much attention. after every interval, ordis will gather a bit of information in the form of warframe XP and some additional random stuff.

 

what players have to do:

1> not get killed

2> keep the enemy's attention

 

how players will keep enemy attention:

killing enemies quickly.

 

basically the more enemies you kill, the quicker the next batch spawn so after an hour or so enemies spawn almost instantly and are super tough to kill.

 

 

I like that idea, maybe hacking providing the next target for an area to attack or move to (in waypoint form) could play into it somehow. Cool stuff.

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2 hours ago, OH_GOD_NOTTHISGUY said:

I wonder if the devs are even paying attention to this 

Or have they straight up forgotten about this thread 

Since it's almost a year now since the thread was first started 

And we've received nothing of this sort

 

I think they still pay attention to it, even if they don't respond. Defection/Evacuation was pretty similar to one of the player concepts here for instance! I think its a shame we aren't getting feedback on the ideas but maybe the thread can be considered something of a repository of neat player mission ideas to pull from in the future.

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Veritable monster Hunter for warframe

Perhaps a limiting factor in damage or what can be taken in akin to conclave or rathuum to stop one shotting beasts.

Last year at pax aus Rebecca and Steve spoke about larger maps being prototyped.

A culture of hunting great beasts as referenced in the cernos prime flavour text could certainly have an interesting translation in missions.

Weapons, armour, sigils and mods could all drop from such titanic creatures - allow crafting similar to that of mh as it does kinda match up with how wf has its crafting system.

Such things could translate to other factions.

- grineer genetic monstrosities

- corpus mechanized titans

- infested war evolutions

Such things could be seen a beasts to be taken down in an old manner of hunting creatures as the cernos prime spoke about

Just a few thoughts

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VIP Exterminate

This is primarily a reason to give sniper rifles and actual marksmanship a role again while bringing a slight return to the old play style and challenge to the game.

You have one VIP in a very LARGE and mostly open tile You as the player are only able to occupy the high ridge line of the tile and must assassinate an clear the tile of all the units with out being caught. Any units that see a dead body or see a unit get killed will pull the old school Warframe ai move of bolting to the nearest terminal and hitting the alarm. If they can successfully hit the big red button that is the alarm, mission is failed. Each "wave" in this case would actually be VIP's with intel packages being transported. If the transport manages to pick them up as well, mission failed.

This would be by design an endless mission type. Each "wave" in this case would get progressively bigger and heavier units with additional VIP units. The level would need to be populated with a far greater amount of alarms and the other units wound need to be sweeping the area for intruders after they land and are waiting for the pickup. Presumably, sniper rifle noise issues would need to be given a bit of a pass due to arguments of ambient noise and wind to drown out the firing, but still could be workable with out it.

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7 hours ago, Cortanis said:

VIP Exterminate

This is primarily a reason to give sniper rifles and actual marksmanship a role again while bringing a slight return to the old play style and challenge to the game.

You have one VIP in a very LARGE and mostly open tile You as the player are only able to occupy the high ridge line of the tile and must assassinate an clear the tile of all the units with out being caught. Any units that see a dead body or see a unit get killed will pull the old school Warframe ai move of bolting to the nearest terminal and hitting the alarm. If they can successfully hit the big red button that is the alarm, mission is failed. Each "wave" in this case would actually be VIP's with intel packages being transported. If the transport manages to pick them up as well, mission failed.

This would be by design an endless mission type. Each "wave" in this case would get progressively bigger and heavier units with additional VIP units. The level would need to be populated with a far greater amount of alarms and the other units wound need to be sweeping the area for intruders after they land and are waiting for the pickup. Presumably, sniper rifle noise issues would need to be given a bit of a pass due to arguments of ambient noise and wind to drown out the firing, but still could be workable with out it.

I like the idea of having to use long range and marksmanship, but maybe you should consider adding a melee/ close range component, like a real assassination mission, where you have to take out enemies that are occupying a certain vantage point to get a good position of taking out the VIP. 

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Plains of Eidolon open world Building War pvp.

This should be it's own PoE instance. You know, like there are PvE servers and PvP servers.

The point of this is to protect a building from being cut up. One side tries to stop it while the other is trying to cut it up.

Being open would it should be persistent and only end when the requirements are met.

The one that want to cut up the building must reach 50% desctruction before other side destroys your equipment. With testing you guys determine the number of equipment or the percentage of building destruction.

So the side thats for the cutting has to escort the big cutter machines to the building and defend it so it doesnt get destroyed.

Each side has it's own town that has new Open World PvP mods and stuff like that.

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After watching tennocon online (so wish I could of been there) got me thinking about the way the missions are run in general. I love the hole new thing of a open world to walk round and discover but that then got me thinking about everywhere else would it not be cool to have a same open area to land in that you can harvest and find new stuff and then enter the head of the ship or building you going to do your run in. I think it would give a hole new dynamic to every mission. I don't know if such a thing is possible but I think it would be cool. 

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I know I'm talking about something large but this is an insane idea, which I personally think will be very interesting.

We get this stalker thing from the start of the game but we really didn't know why the stalker stalk tennos, and after watching a video in which a player can actually play AS the stalker on Tenncon I got this crazy idea. There are many parts in this idea and I will list them down one by one.

1. A quest about the stalker, why he tracks down tennos and tries to kill them, this may involve a lot of orokin history and stories pretty much like the story of Hunhow.

2. Two different death marks for Stalker AND Shadow Stalker after a tenno finishes the Second Dream quest. This will come in use in ideas below. The death mark of stalker can be obtained in a different way such as killing the Shadow Stalker.

3. A new mission type: Terminate (or whatever). Players who have finished the said quest can play this mission, in which the tenno will play AS the Stalker and hunt down a specific tenno marked by an assassination marker. He may be able to choose the mission he wants to invade, or he may be forced to invade a random mission. The warframe and gear of the Stalker will be fixed just like the AI Stalker in game. The mission ends in either the target is killed, or the Stalker is forced to flee. Only players who have finished the Second Dream and has a death mark of the Stalker can be targeted by the tenno played Stalker, and the mission can have a cooldown like 48 hours or even a week, or other cooldown methods like crafting a key to "Stalker Fortress" will cost 12 hours and cannot be rushed. Therefore tennos don't get chased by the Stalker all the time. (This mission can have a similar way to start like Helping Clem, and Hunting for Ayatan Treasures, which means you have to talk to an NPC in a relay or anywhere to start this mission.)

4. A standing system for terminate missions. Terminate missions give little or no reward themselves, but they will offer standing points to a new system (Stalk Points, for example), and can exchange for some dark things, may be Umbra warframes, weapons (just think of Umbra variants of weapons, that will be really cool), decorations, stalker skin(lol), and so on. Finishing a terminate mission, whether success or not, will offer Stalk Points, and a successful mission will make more Stalk Points (pretty much like the conclave standing).

I know this is totally insane but personally I think this will be goddamned cool if it can really be added to the game one day.

Also many tennos have complained about the original Stalker doesn't appear after the Second Dream quest, making it very hard to complete codex scans of the original stalker, this may help solve this problem

Edited by lysinelai
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Operation: Dead Zone

Backstory:  An outpost was created on the outskirts of the Plains.  It is a mineral rich area, and the surrounding area decided to build an outpost to claim their territory, and keep it safe while they mine.  However, neither the outpost, or the miners have checked in for over a day.  Someone is needed to go out, and check on the outpost and find out why they haven't responded, or what happened.

Mission:  Go to the outpost.  An area surrounded by walls, with a couple entrances.  Once you arrive, dead bodies are everywhere.  However, when checking in the building in the back, you find some civilian survivors.  Just as they are telling you what happened, you hear that awful scream you've heard a million times.  The Infected.  The door to the building closes, and you're now on a defense mission, to hold the outpost until the Infected stop, or reinforcements arrive (Reinforcements would be cooler).

Basically, a defense mission with some story attached to it, and in the open world.  With slight starship troopers reference.  After so many rounds, reinforcements will come, and take the civilians away in a ship.  However, the player is free to try and keep holding the Outpost to help the area (Aka, continues to be endless).

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