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[DE]Rebecca

Mission Idea Sandbox.

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I shall put a placeholder here for my intense amount of ideas.

 

1. Better Archwing (Fomorian) Sabotage.

In this game mode, you must escort an Infiltrator Missile to take down the shields of the Balor Fomorian. This missile is completely impervious to damage, but the Grineer have developed specialized guided Interception Payloads to stop us. Protect the missiles until it reaches the Balor Fomorian's shields. 

 

The Missile will drain shields from any nearby Tenno to move. You must protect the Missile by shooting down guided Interception Payloads heading towards it. The payload is protected by 5 Support Dargyns and will remain invincible until all of the Support Dargyns are destoryed. If the Missile suffers too much damage, the mission fails. Once the shields are destroyed, you can enter the Fomorian and destroy the core.

 

This mission will also include Fomorian Zeplins, which fire Fomorian Lasers at any enemy trapped within its net.

 

2. Countdown. 

This is a Boss Rush game mode which limits players defeat different bosses to obtain keys used to unlock the following rooms, the final one being extract. The amount of bosses is according to the level difficulty. 

Boss 1: Melee

This boss cannot be taken down by any normal means, you must block against one melee attack from the boss to stagger it and open it to damage for a certain period. In occasion this boss requires blocks or attacks to be channeled. 

Boss 2: Explosives

Similar to the first boss, it cannot be damaged by regular means. This boss will throw grenades at players, requiring them to shoot the grenades to detonate them, exposing the boss to damage.

Boss 3: Drones

This boss will have multiple shield drones which make it impervious to damage, all of them must be taken down to remove damage resistance. This boss is also equipped with a sniper which charges similarly to a Ballista, requiring players to nimbly dodge the shots while taking down the shield drones. 

 

3. Vertical Hijack missions. 

Similar to the Jordas Verdict elevator stage, it would be amazing to see more of these kinds of maps for different factions, maybe needing to fuel them using power cells similar to excavators. This could even be made into an endless mission type by having players cycle back to the bottom to extract more objectives.

 

4. Zipline Lunaro

Imagine Lunaro, but with only Ziplines as the floor! I would imagine this map will make players focus more on passing and intercepting instead of rushing to each other's goals. 

 

5.  Fissures Assassination Target 

This target or  'Orokin boss' will spawn in endless Fissure type missions and will grant players additional Void traces upon defeating them, the higher the level, the more the traces or relics. The frequency of their spawns is every 2 drop rotations. 

 

6. Flood.

Similar to the old escalate or die games, this game mode requires the Tenno to climb up a set of obstacles, requiring them to shoot specific targets to open hatches or hack consoles to proceed upwards, all while trying to beat the ever rising level of toxic waste/magma below them!

 

7. Ship to Ship parkour.

Unlike regular missions, this mission type has players jumping from ship to ship, requiring them to sabotage each one by destroying shield generators, drones, defense turrets or assassinate the pilot within. These ships will be in constant motion and require exact timing from the player to land on them. Its more like an external sabotage mission. 

 

8. Ship Interception

In this endless game mode, players must defend and power a Signal Interceptor within hostile territory. This Interceptor requires 200 units of charge from power cells. After the signal is obtained the team must separate to two, one defending the Interceptor and one to attack the ship. The attackers will have to destroy several drones around the ship to lower it's shields, then one defender must hack the ship doors remotely to allow the attacking team to enter the ship. After entering, the attackers will have to either exterminate the crew, assassinate the captain or sabotage the ship core, then return to the Interceptor where this can be repeated. 

-probably more to come. 

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Hijack variants - Instead of just draining your shields, sometimes you instead need to find and supply power cores to the hijack target (either as drops or from predetermined locations).  Other times, you need to destroy routing stations and hack overrides.  One method bolsters the hijack target but sets the alarms to "emergency response" resulting in a Defense objective that is always moving towards extraction.  While some of these options would depend on tileset, this could be built like the modern Sabotage where your decisions decide the method, which you can use to choose the manner that best suits your team size/makeup.  

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Adjust the mini-objective(Use your 1st ability once) suitable with mission types.

Make Simaris/Baro a more complete quest with community objective, moddable Scanner/Refine Segment, rewarded with glyphs/consumables/DUCATS.

Making alert/sortie spy/sabotage basic/additional reward stack by reusing dead end and interact-able facilities/machines/trap.

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Lua Fortress Defense Mode

You and a group of 8-16 Tenno will man and defend a fortress against an onslaught of Sentient Battalyst & Conculyst(New Sentient Units can be added to this in the future), the fortress will have mounted weapons on top of a wall where the Sentient will attack to break in. There are resources within the fortress that can be used to repair the walls and the mounted turrets as well as adding automated specters and turrets around the fortress to fortify it. When a certain number of Sentient manage to break the walls and the inner wall to get into the center of the fortress where the resources are, the mission is a failure.

I figured this type can be an endless type.

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Sabotage, Survival, Exterminate, Spy, Hijack, Crossfire, Rescue, Hive (infested)Escavation,Interceprion, Mobile Defense and Defense  That is the bulk of th emissions that we have.   so with that in mind, what would be the chanses of adding Escort, Recovery, and Espinoage.
 
Each of the mission requires TEAM Effort.  Escort, both regular and Archwing, would compose of a team, to help relay an item, cargo or Personell to a waypoint, similar to the hijack mission, but the added flavor, of team members, protecting the target, while also disabling traps along the way.
 
Recovery Mission require the teams to go fetch an artifact or relic from out of enemy clutches, and deliver them to their rightful owners/ Relay Syndicates.  This mission Type would have teams gain access to the enemy warehouse, disable the security, take on upgraded modles of bosses (corpus mainly) and ensure that the item is not destroyed on the way out.
 

Espinoge, are quasi assinate mission, require perfect stealth, and are weapon specific.  these mission requires the teams to be more tactful and plan strategy.  This mission requires for the tenno to take out targets in stealthy form, in order  to progress through the mission, players would have to dodge thermal sensors that detect invisibility, deactivate them, and overwrite the security system, to get the necessary data or operative out.
 
The goal here is to use the warframe abilities and weapons in more thatn just point and shoot and 1 button press.

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Reconnaissance

Goal: The goal of this mission is to explore the entire map.

Details: As you progress through the tileset and reveal the entire minimap, a percentage bar will fill and  denote your progress. Upon revealing 50% you can extract, but you are awarded extra bonuses at 75% and 100% completion. The tileset may be somewhat trickier than normal to navigate, with more locked doors and secret passageways. There may also be caches hidden in the stage for extra incentive.

Many of us have discovered secret areas while playing - even in a tileset we've run literally hundreds of times. I think it would be a great idea to introduce a mission type that encourages exploration and will instill a deeper appreciation for the intricacies of these tilesets.

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I always wanted a Scavenger mission type.  Darvo or Maroo would offer these kinds of mission and it would be all about stealing cargo from the grineer and corpus.

It would start out as an Archwing mission. You would fight your way through the enemies defense and try to reach the enemy ship delivering cargo while escorting Darvo, Maroo or Clem. They would be flying a ship that will hold any cargo your team would steal.

After reaching the Cargo ship you infiltrate the ship abandoning your archwing. Your team must alternate between stealing cargo and fending off the enemy who will try to destroy your assets ship. If the asset or the assets ship is destroyed the mission would fail.

Once your team successfully steal the cargo you then return to space. The last part of the mission is to escort the cargo away. The mission is complete once they escapes.

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explosive/precious goods similar to the LORs bomb carry section however instead of a timer its linked to the bomb carriers health the goal is to make it to set points through out the map and remain in the zones for 45 seconds at a time without leaving the zone with the following stipulations

1 if the bomb carriers health hits zero its game over the team dies

2 bomb carrier cant use weapons but can use abilities

3 team must extract to claim rewards

4 rewards are given for each of the 3 zones per map completed

5 bomb carrier can be changed but bomb can only be dropped for 5 seconds before detonating 

6 no drop pads will effect player carrying bomb for the duration of him carrying the bomb

 

abit overboard maybe but I like the sounds of it

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26 minutes ago, [DE]Rebecca said:

We've added Trials, Quests, but when it comes to your standard Star Chart options there hasn't been a new member of the family lately.

I guess even DE hates archwing and forgot that they released 2 new mission types *sad face*.

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Endurance: Essentially survival, but w/o the air supply problem, and adding in the field boss spawning from Corpus defense and Lua survival/defense, where every 5 min 1 Manic/Bursa/Juggernaut/Sentient per player spawns in (excepting the juggernaut, only one of those at a time), all of which must be defeated for the timer (and rewards) to keep counting. Enemies continue to scale, and rewards scale along similar algorithms, meaning an 80 Endo cache at level 10 becomes a 200 Endo cache at 30, 500 Endo at 50, etc. and mods grow in rarity (actual rarity, not bronze/silver/gold, but more like serration, then life strike, then some uncommon stance). Relics also increase in rarity, starting at whatever is comparable for the base enemy level, and growing to be along the lines of 5x Axi V3 at level 100. Failure: if all Tenno are down simultaneously, or all revives are used (obviously).

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I'm going to start simple before I actually try to get more creative, but here's something I've been wanting.

Mission type: Exploration

Mission is endless. Objective is to reach the extraction. The map has about twice the number of tiles as the average Survival map. Enemies increase in level about half as quickly as in Survival. Affinity gain is decreased, perhaps to about a quarter of normal. Enemies spawn unalerted if alarms are not active.

Each mission has a chance of spawning one or more of spy vaults (exactly three at a time), mobile defense objectives (the few that don't require a datamass, such as Grineer Forest and the third objective of Grineer Asteroid), sabotage objectives, and sabotage caches (exactly three at a time). You could even bring back the old Spy 1.0 terminals. Completing optional objectives grant additional rewards at the end.

The point of the mission is essentially resource gathering or hunting for specific tiles (such as Kuria hunts or Silver Grove specters) or just kicking back and doing something a bit more leisurely (normally I use Exterminate for that, but it's a bit disappointing when I run out of enemies or have to backtrack for an enemy that somehow got missed).

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Horde Mode

Idea behind it - You fail to extract after an exterminate, and get trapped by an overwhelming number of enemy reinforcements. Resulting in you having to hold out until reinforcements arrive.

  • - Objective, and wave based endless mission.
  • - Each wave has the enemies randomized, so it can be all light units, all heavy units, a mix of both favoring one side, etc.
  • - If Heavy units are a majority, you get less of them spawned, and vice versa if its a light unit.

Basically, each unit is assigned a value, this value adds up to a cap of how many can spawn per wave. That cap is randomized between two high numbers.

An example would be.... Bombards and Nullifiers having a value of 15-20, to a value of 2 or 3 of a butcher, or prod crewman. With a theoretical cap of say... 400?

Objective part

  • - During each wave, you are given objectives, the objectives can range from just finishing the wave, capturing a target, MD, etc.
  • - You don't have to complete the objective, but completing it gives extra rewards.
  • - Ignoring the objective, or failing it will result in the tileset you are confined to getting smaller, or more closed off, with the way to open the area back up, being completing the objectives.

 

I can make a more detailed version later, but I will post different ideas as well.

Mission types I would want to see? Archwing to Foot combat missions, and more stealth based modes.

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1 stealth assacination (high level mission)
   kill the target unseen and get out with tons off baddys after u and a timer
alert before u kill the target will make the target run away small timer and mission fail
if u cant escape before the timer reach 0 mission fail

2 battleground
 drop buy liset fight ur way till u get too the core of a ship destroy it and use archwing too escape
(similar mod that we use too have in darksectors vs the specters and later vs the players few mini objectives till we get the main goal and then leave like racing archwing)
fail too escape the explosion mission fail

3 Lost artifact
remember raid missions and the old piramid thing  yea something like that but with element objectives some one take a heat weapon and a cold weapon  too open the dors and get the price or some kinda off puzzle too get in place like drift mods  
fail the puzzle 3 times mission fail(DE does soo cool puzzles why not create a mission type just for this)

4 endurance

a mix of defence and survivel u will have maps like survivel but enemys come at waves each 5 waves the enemy will spawn a mini-boss something like hyenas or juggy and somethin new for grinner
each wave have too be eleminated in X mins or mission failed

5 Mobile defence (rework)
we have too escort a NPC too 2 terminals let the dude hack the terminals and take him safe too the end
NPC dies mission fail   he will take like 60secs too hack the terminals

6 convoy (archwing only)
escort a big civilian ship thats being raided by grinners
ship is destroyed mission failed

7.... thinking i have a few more ideas but it requires new tilesets and lots of resorces from DE 

 

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Evacuation:

A colony is under attack and its up to you to keep the grineer/corpus/infested off their backs while they escape. Defend the colony entrance while a transport is loaded up with civilians, then escort the transport outside of the colony to an evac zone - whilst staving off the enemy attempts to destroy it. Every time that a transport is able to escape, the enemy ramp up their assault, and a random element will be in effect for the next two rounds, and would stack (drop pods deploying troops on top of you, orbital strikes, a boss showing up, radiation, Crossfire, etc ). Every time a transport gets away, your next reward is more valuable (AND ACCUMULATES AS YOU GO!). If a transport is destroyed, your reward progress goes down to the previous tier.

 

It essentially boils down to a large defense mission that infrequently switches to a hijack mission, then back to a defense mission -  Albeit with sortia effects to keep gameplay dynamic.

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Hmmm...

Maybe something like siege. Basically you'd have to break into a heavily fortified bunker/vault/etc. by disabling security, destroying defenses, and killing the area mini boss. And then stealing whatever's inside. The mission could include breakable walls, heavy machines, and numerous ways to get inside. This could also be an opportunity to introduce new environmental weapons and ways of dealing with enemies. For example, we could destroy a corridor to cut the enemy out, or kill a patrol with a falling ceiling.

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"Mutiny"

Grineer/Corpus biotech laboratories are gearing up for a new, advanced breed of servants that will cause irreparable harm to the ecology of every planet. They must believe their experiements have failed, so the tenno are tasked with sabotaging their systems to make it appear as if they miscalculated, ending in the destruction of those experiments without realizing it was due to outside influences.

--Assault a Grineer or Corpus laboratory compound by causing a massive feedback loop on their core systems (terminal hacking, or inserting a carriable node thing), sending captive Kubrows/Kavats into a crazed frenzy. Their release causes chaos everywhere, with the mission ending once all enemies have been exterminated.

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1 minute ago, bowiespoon said:

Evacuation:

A colony is under attack and its up to you to keep the grineer/corpus/infested off their backs while they escape. Defend the colony while a transport is loaded up with civilians, then escort the transport outside of the colony to an evac zone - whilst staving off the grineers attempts to destroy it. You have to escort the transport along a different route each time, and every time that a transport is able to escape, the enemy ramp up their assault, and a random element will be in effect for the next two rounds (drop pods deploying troops on top of you, orbital strikes, a boss showing up, radiation, Crossfire, etc ). Every time a transport gets away, your next reward is more valuable (AND ACCUMULATES AS YOU GO!). If a transport is destroyed, your reward progress goes down to the previous tier.

Upon extracting, you watch the grineer/corpus/infested overwhelm the colony.

like this dude but resorces mate u asking too much

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Resistance:

The mission starts out randomly with a mixture of 2 Spy and / or mobile defense spots (or maybe one after another?), where the player has to retrieve data.

The Data indicates that lesser Sentient (not to be confused with Sentient drones) from the Tau System are planing on performing a Void jump via a forgotten Solar rail, which the player will try to stop by entering the space with their Archwing (either like in Jordas fight or via a Landing Craft loading screen like in raids) to damage the Solar Rail.

(toned down) Sentient drones will now try to disrupt the player by encasing them in a force field (similar to the ones found in front of the Balor Fomorian) and hindering the player from damaging (not destroying) the Solar Rail, hindering the Sentient's arrival.

When encased, the player has to fight of a couple Sentient unites, but one of them won't attack, since it is charging the force field, although the behavior will still look like it will / does attack.

The Player now has to locate and destroy the force field Sentient drone to destroy the field, but not clearing the other Sentient drones may make the next entrapment a bit more difficult, as they will join the next force field, in case the player gets trapped again.

In case the Sentient does arrive, due to the player not damaging the Solar Rail fast enough, the Sentient will absorb the remaining drones to strengthen up from the Void jump, during this time the player now has the option to either, try to fight the lesser Sentient (comparable to Jordas i difficulty), as it currently is still vulnerable or to flee and therefore letting the Sentient grow in their numbers.

Notes: overall this would give the Sentient more presence, as currently the Sentient feels a little less threatening than they actually should feel like, especially with Hunhow's awakening.

I Imagine the whole thing to play out in a modified version of the asteroid field extermination tile set, which ends in an arena like area with the old Solar Rail being there. The player would try to navigate through / past the groups of Sentient drones, which are scattered around everywhere to reach the Solar Rail.

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Territorial Control:

There are five territories, and the mission begins in the middle territory.  Players will start out with a payload that they must defend.  The objective of the mission is to transfer the payload to the last enemy territory and detonate it.  If the Tenno successfully defend against a set number of waves (three would be a good number, I think), the payload advances, and they claim that territory.  However, the next location for the payload will be much less defensible, and its health and shield regeneration will take a hit, so the enemies will have an easier time destroying it.  If the Tenno fail to defend the payload, they must retreat one territory - but it is in a much more fortified position, and its health and shield regeneration increase.  The mission is completed when the payload is successfully defended in the last (least defensible) territory, and the Tenno make it to extraction before the bomb explodes.  But, if the enemy push the Tenno back to their last territory and destroy the payload, the mission fails.

Thank you for reading my idea, and thank you Rebecca for giving us this opportunity :)

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Deliver The Bomb

A single Tenno in a cell must carry a large bomb, while carrying the bomb, the lone Tenno is unable to attack and can only move very slowly, no parkour but regular jumping is allowed. The other Tenno must protect the bomb from being damaged as the Tenno carrying the bomb moves slowly to a lift to descend deeper into the center of an asteroid, ship, or planet, for this setting lets use an infested ship like the ones on Eris. Once the bomb is set down on the large lift, it will activate the next stage of the mission as it goes down deeper into the heart of the infested ship, from above enemies can jump down to attack the Tenno Cell and the bomb. There can be 5-10 floors that the lift can get stuck on where the Tenno are forced to leave the lift to hack 4 consoles or a control panels, sometimes a mix match of reactors that they must shoot and break too, once that is done the elevator will start moving again, however all 4 Tenno cannot leave to complete this objective either 1 or 3 of them must stay behind to protect the bomb from the still on coming rush of enemies while 1 or 3 goes out to hack the consoles, if they leave the bomb unguarded it will surely be destroyed and will result in a mission failure. Once the lift has reached the bottom floor one of the Tenno must pick up the bomb again and carry it to the objective location where they will then set it and activate it, then a timer of 5 minutes or 10 minutes will appear counting down, once that is done the room that they are in is locked down preventing any escape. A boss mob or multiple boss mobs will spawn to kill the Tenno and destroy the bomb which will lead to mission failure. The Tenno must defeat all the boss mobs before they are allowed to escape back up the lift to extraction. If they run out of time the bomb will detonate and it will be a mission failure.

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Here's my idea :

 Siege : " A mission you can complete in 3 parts : "DESTRUCTION ; RECOVERY ; ESCAPE"

"A squad of Tenno have to break in a reinforced vault with high security ; take whatever is in it ; and escape with the [thing]"

 In the first part : "DESTRUCTION" : 

In the entire map, the Tenno will need to deactivate / destroy the security system of the vault (cut off the electricity ; kill the barrier ...), they have the choice between destroying those system, or, they can use a datamass (similar to mobile defense) and "hack" the system to gain the control of it (block the ennemies with barriers or slowing their reaction).

In the second part : "RECOVERY" :

The Tenno can now go to the reinforced vault, blow the door away but it will take some time or, if they hacked the system, they can open the door and they have the opportunity to create a surprise attack.  They'll be received with high level ennemies & special units (an overwhelming force), the Tenno will have to take the [thing] ASAP.

In the final part : "ESCAPE" :

The ennemies don't want the Tenno to escape and they try to lock you up and condamn your extraction. (Traps, door being locked, lockdown, timer, special units used to slow you down). If you blew up the system before, the reaction of the ennemies will be slowed & less chances of getting lockdown or traps. In this part, you'll mostly use the movements of your warframe to extract ASAP ; if the timer runs out, you cannot extract anymore, annnnd you're dead.

This is a quick idea i got, i'll try to think of some things that can balance this concept.

TL;DR : Explode or Hack Security ; Break in the Vault & Steal whatever is in it ; "Run Boy Run"

And it's not a raid type mission, just a normal star chart mission

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32 minutes ago, Clem2-TheClemening said:

Multiple Objective missions

Many missions currently involve doing the same objective multiple times. Others are completed very fast. Why not have missions that merge these?

For example, start with a spy vault, move on to a mobile defense, and then sabotage the reactor on the way out. Or survive for 10 minutes while an operative reenables the life support, then capture a VIP and rescue a prisoner. 

This will be excellent for harder planets! They need more variety!

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I would like to see Excavation reversed....because it's weird that enemies bring power to you....

Tenno are assaulting Enemy mining positions. 

On infested missions, the excavtor has become a sort of lephantis type machine hybrid, and is digging into the earth to create breeding areas for the *infestion*(or something)

Battery carriers run to ressuply the excavators and you sabatoge their efforts.

You can shut down excation units through consoles, and take the cryotic from an extractor for your self by extracting with it to a nearby area after disabling enemy defenses

As enemies complete excavations, they become stronger, using better equipment, if they have gone through 5 unsuccesful excavations, their numbers increase exponentially. (or something)

If they have lost too many ressources (1000 cap possible) they will try to scrap excavation attempts, in which time you can extract, or try to keep this mission going by jamming enemy communication, etc....

New mission: Archwing/warframe.

You travel between ships, running between a corpus and grineer ship and fighting in space...I don't know if that counts as creativity

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A version of the survival mission where the only goal is to go as long as possible whitout dying. 

The reason I sometimes hate endless missions is because I either have to protect something that isn't me or hope that enough life support will drop from enemies.

So basically:

  • Endless mission where enemies come in waves, but wihtout the players having to worry about life support or defending an objective
  • The level of the enemies should be increasing, like in any endless missions
  • Enemies start from only one faction, but as time goes, other factions could join as well, all aggressive towards the players, but not to the other factions
  • After a set number of waves (ex 5), a random boss will attack the players. If defeated, it will drop a reward (not neccesary from it's drop table, but maybe a special droptable for the mission). Multiple bosses could spawn at higher waves.
  • If a player goes into bleedout, he could still be revived by other players, but if he dies, that's the end for him in this mission.

Other things could be added as well, to make it more interesting, like timed modifiers, but these are the most important ones. For me, at least. 

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