Jump to content
Dante Unbound: Share Bug Reports and Feedback Here! ×

Mission Idea Sandbox.


[DE]Rebecca
 Share

Recommended Posts

Mission Type: Scuttle (Seize and Loot)

I think it's about time the Tenno take on the ships that command all others in the fleets of Corpus Carriers and Grineer Galleons. This was an idea that me and a classmate were discussing could be a great addition to the mission types.

Every fleet needs to have a flagship. Compared to the rest, the commanding officer on the flagship is willing to do anything to make it out alive. This is essentially another kind of assassination. But the added time pressure will be something that caters to the players that bull-rush.

 

The Mode: Conceived as a medium difficulty mission, the Tenno are to breach into a flagship by the hangar. From there, they will make their way towards the command room where commanders are waiting for them. However, as they progress; the commander decides to scuttle the ship. One by one, in a 15-30 second interval, the ship will begin to eject compartments, in attempt to get rid of the Tenno, even if it means sacrificing their own men. Once opening the door to the command center, the Tenno will be faced by the commander and several firing squads ready to unleash bullet hell upon the intruders.

 

The Goal: Defeating the firing squads and the commander will prompt mission completion now that the ship has been conquered. Now, why players should rush the mission is that perhaps rare loot, mods, drops can be obtained depending how much is left of the ship.

 

Players can have multiple options in making their way through the ship being scuttled, be it finding another route, parkouring/aimgliding across, and if a player is drifting into space for 10 seconds, he/she will be provided their Archwing from Ordis. It be awesome and amusing to see things like if your enemies are in the compartment with you, they start ragdolling and maybe being sucked out as you attempt to escape the ejected, decompressing compartments of the ship.

 

Lemme know your thoughts on this mission type, and ways to make it better or more exciting.

Here is a link to a video courtesy of Halo that has a rough idea of what it looks like.

 

Edited by RavingRoman
Link to comment
Share on other sites

Endo Collection (The glowy stuff flowing through the white treelike objects in the void, let's assume it is endo)

Vast amounts of endo are flowing through the area, it is your goal to collect as much as possible. At the start of the mission and after every X minutes mission loot (endo) spawns in one of at least 5 locations on the map. Picking these up will earn you mission rewards (like endo, appropriately). However, you are not the only one who is after this loot. Enemies will send a carrier after the endo to pick it up. If he gets there first he will gather the endo; he will have to be taken down to gather the endo, because after the next drop spawns he will head for extraction and leave with the loot. After he is taken down or gets away, the cycle repeats.

At the same time, there is an elite squad of enemy units on the map that escort the carrier when he has endo. On the other hand, the squad will hunt you down if there is no carrier with endo. These units are tough as nails and even tougher to kill (e.g. a phalanx formation of souped up shield lancers, or a bunch of infested behemoths without the instakill spikes). If members do get killed, they respawn and regroup. Important is that these enemies drop no significant loot and are best avoided.

So essentially tenno have to evade the commando squad while waiting for endo to spawn. When endo spawns, it is a race to see who gets there first, the tenno or the carrier and his commando escorts. If the tenno win, they simply have to survive until the next round; if the enemies win, the tenno have to assasinate the carrier amidst his escorts and steal the endo. (for maximum effect, they should not be permanently alerted and tenno could thus be able to stealthily operate).

 

Endo can be swapped out with whatever phat loot is convenient for mission objective.

Link to comment
Share on other sites

Hijack 2.0

I don't know if this counts as a re-architecture, so I will post it anyway. Hijacking for resources, parts and so forth has been an important mission for the Tenno and whomever else may need such equipment and resources. However, it should expand to more things such as tanks and mechs. I've made posts about them with links to the thread

Mode:  Instead of the Tenno already escorting the tank or mech to the destination, they must first acquire it. It will be just like the archwing pursuit mission but the Tenno will be running for a tank or mech. They will have to damage it up to a certain point then one player will have to pilot it to the extraction point while the rest of the squad will protect him.

Goal: Hijack a tank or mech belonging to the enemy faction and escape with it. Designs can help with different themed superweapons from Grineer and Corpus Factions

Links to the idea of mechs:

 

Link to comment
Share on other sites

Low-altitude Archwing

This mission comes in two possible variants, assaulting a planetside grineer train or a large corpus ship in space. Tenno spawn in behind the target and the goal is, of course, to destroy it. The target is armed with a liberal amount of anti-air guns and disruptors that disable afterburners (the thing that makes archwings go super-fast) in order to prevent tenno from zooming past. The key is to advance close to the surface/ship, where it is easier to dodge the gunfire. Starting from the back, wagons, ship compartments, aa guns and disruptors have to be blown up to advance to the front, where the engine can be destroyed.

Alongside the above, lesser enemies and traps (think concussive mines) are also deployed in an attempt to slow the tenno. Any tenno that falls behind outside the area where the action is happening will have his afterburners available, due to being outside the area of non-destroyed disruptors. This allows him to catch up quickly. If tenno fall even further behind, ordis will order the liset to grab the tenno and archwing and drops him off closer to the action. Enemies getting left behind simply get despawned and replaced by fresh ones from the front.

This high-octane action requires a fresh tileset that continues endlessly (subtly let it loop back on itself, or despawn parts of the map) until destruction is assured. Parts of the map could be train tunnels, asteroid fields and assorted scenery. In addition, a miniboss encounter could be deployed on the train/ship for more explosions. Timed mode is also a possibility, assuring a minimum number of explosions per minute.

Link to comment
Share on other sites

Raid 2.0

Reach the enemy cargo bay and claim what is theirs! They know you're coming and will try to stop you!

This is a endless mission type where you need to reach a special cargo bay. No timers, no additional objectives, no waypoints.

The first challenge is finding the cargo bay. Without a waypoint you need to search for it. (The cargo bay will be a newly designed room for every tileset.)

The second challenge is fighting off the resistance. The mission will always be in alerted state and more enemies will spawn the closer you're to the cargo bay.

The third challenge is opening the cargo bay. The door will be locked and you must open it by hacking a console in front of it three times. (Like in the mastery test.)

When the entire cell is inside the cargo bay the door will close and seal itself. (AFKs will not count. They will be killed and can respawn inside the cargo bay.) Then everyone gets a screen with their reward (like in Defense) and can choose to raid the next cargo bay or extract. (Rewards will stack.) When choosing the next cargo bay another door on the other side of the cargo bay will unlock and the search starts again... with enemies of higher level and/ or more variety. (Inside the cargo bay will be some lockers and containers to restock.)

Link to comment
Share on other sites

Whatifs of Silmaris

"What if we put 4 Embers against an army of maniacs?"
"What if we put 4 Hydroids against an 3 Vay Heks at the same time?"

What if... a question that envolves lots of discussions, including Cephalons. Simulations, is a kind of mission given by Cephalon Silmaris. In his quest for knowledge about species, and unnable to sinthesize tenno, he uses the trials to gather information.

Daily/weekly challenges of a random warframe vs survival without air suply, Tenno need to survive the challenge to feed Silmaris daily question of "What If"

- Daily Quest
- Restricted to the chosen daily frame
- Enemy types restricted to the chosen daily
- Optional: restricted weapons

Rewards: Silmaris Reputation and Endo!
-----------------------------------------------------------------------------------------------
Horde

- Daily quest
- Survival without air
- Overhelming ammount of enemies with lowered xp/loot change for balance
- Optional: conditions like sorties
- Like this:
HZvk7T.gif

-----------------------------------------------------------------------------------------------
Crossing

- We need to get from point A to point B
- Tile sets mostly aligned to be a straight-ish line
- It rains enemies!
- To avoid farming, rooms are blocked out/purged/bombarded after we pass through them, becoming inavaliable

-----------------------------------------------------------------------------------------------
Mobilie Defense 3.14

- Works like excavation, we carry lotus pen drive, defend, get reward, repeat until wanting to extract

Link to comment
Share on other sites

I have two ideas for the least-used mode in the game; Archwing. In order they are 'Evacuation' and 'Demolition'.

EVACUATION
Evacuation is very simple in premise; you (or another team) went in, got the job done, stole the datamass, captured the target, rescued the ally. But while making their way to extraction, something went wrong. Now, with no way to get to your Liset, you have to literally jump out of the enemy warship and survive while making your way to a rendesvous point with Ordis. During that time, you will be attacked by everything; Terrain (asteroid fields, closing doors or collapsing structures, mines, even Elemental Hazards), enemy units (increasing exponentially in numbers and levels and coming from all directions, rather than spawning in one place all together) even the very ship's point-defense weaponry (lasers, turrets, etc, only with actual accuracy this time, 'cause I don't think any Fomorian ever actually hit me, even though I never bothered dodging). To give a limit to possible exploitation for Affinity, provide a time limit to extraction (say 10min for a run that would, without enemies, take 1-2min). After that time has passed, to justify the failure, you are attacked by a Massive Energy Cannon Of Doom that they just needed that long to calibrate on firing on such small aircraft (a weapon usually aimed at cities probably can't track a fast-moving fighter, but can easily 1-shot it).

DEMOLITION

Remember a game called Battlefront? Remember when, in some space missions, you won by systematically breaking down the enemy starship? This. In essense; your team is tasked with systematically tearing down an enemy ship, subsystem by subsystem; communication arrays, point defence, shields, engines, generators etc etc etc. Your job is done when enough (or all) such systems are destroyed so that another enemy team can go in and secure whatever objective. Of course, Team A is not connected to Team B and it's more of a justification on how squads of Tenno manage to get inside massive Galleons and Monoliths without getting detected or said ship making Jumps to different places; another team has already disabled the ship. To make this more challenging, attacking individual subsystems won't be something done just by 'hitting that red glowy spot'; instead, much like Kela de Thaym's fight, we'd have to first damage structural weakpoints to reveal the actual subsystem -all the while being swarmed by fighter craft and point-defence weapons trying to kill us. For the funzies; this can be adapted (with some work) to even land structures; same type of targets (or almost), old Archwing system (4 directions rather than 6) and some huge, sprawling maps for us to go crazy in.

Both these modes, aside from being for Archwing, which few people unfortunately play, are a bit of a deviation from the standard mission form; killing everything in sight. Evacuation in particular means the exact opposite from that, while in Demolition, it just rewards you with nothing.

Thank you for your consideration.

Link to comment
Share on other sites

As much as I'd like to post a bunch of things, the problem that comes back to haunt me is that we have currently a lot of power - too much in fact - in our hands, that you could use to trivialize quite a lot of mission concepts, so one of my ones that make that a lot harder is an older idea.

Captured:

The entire team has allowed their Warframes to be taken, as it was the only way into a hardened facility. The Warframes have had their weapons removed, and have been tagged and boxed (for sale to Alad V?) with a device to interfere/shut down with our power levels (like the G3 bolts). An inside agent re-established the Somatic Links to the Tenno, and we deal with the mission at hand in a similar vein to when we are captured by the G3, but as team. Maybe the attached device can't be detached completely or has a lingering effect on the Warframes as extra "balance".

The mission itself can have a main class like Spy or Exterminate or even have set objectives, the "primary" theme here is that the team needs to do it constrained by the mission location itself. Weapons need to be taken off enemy units or found in lockers, open combat will be far more dangerous, and not being revived could kill the Somatic Link again, ie "one life".

With missions kept short-ish, people will not mind extra difficulty or even wipes, and the mission difficulty can be "tuned" a lot better, allowing for non-respawning enemies, and more careful navigation through the (pre-set and pre-seeded?) tile map, and would make every combat far more involving then the usual Trackmania spray-and-pray.

Link to comment
Share on other sites

Watched:

A mission can be inhabited by a creature known as the Watcher, an ancient Sentient/Warframe hybrid canine-creature formed from the internal pressure due to the oversealing of Void Fissures. The creature is completely invincible, and will instantly kill any player that comes into contact with it. When it spawns, ALL of the lights will go out in the area, and a very large percentage of the enemies will vanish and immediately run.

The players will lose all of their weapons, and their HUD will vanish except for the exit waypoint. The lights will return, although very dimly, and the Watcher will spawn. From this point forwards, if the player wishes to stay alive, they will have to sneak. Sneaking can be performed with crouching and moving, and sliding will be replaced with a slow, quiet walk. Any sounds the players make, enemies make, or the environment make will attract the Watcher - of course, the Watcher is, ironically, blind. Think Alien: Isolation. Additionally, Watcher is capable of lying in wait for a target to approach the area. Watcher is also capable of moving at lightspeed through vents. (cont. later)

Players will be able to loot the area for disgustingly amazing benefits that vary with the distance of the Watcher or the time that they have survived. Rewards can range from a few Endo to maybe even fully-created Prime Parts. As time goes on, the Watcher will also become more aware and knowledgeable of its' surroundings.  Watcher also murders enemies found within its' hunt, but does not kill Sentients. Corpus enemies and Grineer enemies will never attack the player, but will make quite the scene to attract the Watcher to kill the Tenno. When detected, the Watcher will immediately drop from the nearest applicable location and assault. Infested enemies do not run or hide, but instead will be slaughtered as the Watcher runs through them like a steamroller as they are not intelligent enough to fight back against it. Corrupted enemies will ALL immediately die as the Neural Sentry shuts down in defense.

Using parkour around the Watcher will instantly initiate pursuit, as the technology in the Watcher allows it to recognize Warframe energy residue. It will be EXTREMELY proficient at parkour, even able to launch itself across the ravine in the Earth tilesets with ease (note: will not spawn on Earth - additionally, if Watcher spawns on a map with an outdoors segment, add an Orokin Moon-brace and black holograph over the sky) to pursue its targets.

If a player is even touched by the Watcher, they will be immediately killed and sent back to their Liset with the rewards that they acquired during their trek. Watcher's 'kill' would be some sort of animation similar to the Zanuka's pinning and then the complete melting of the Warframe.

Watcher will speak in the voice of a young child at first, reminiscent of the voices in the Sands of Inaros quest. This will decrease in how common it speaks as time goes on to make players less aware of its' presence. If players exit the area, Watcher will despawn and respawn in a valid area with a spawning animation where Watcher opens up a Void Fissure and crawls out of it, both of which being silent.

Watcher is also capable of marking waypoints and imitating players in chat and possibly voice.. Watcher can mark areas and suggest to players that they move there for treasure or locate treasure and tell players not to go to a certain area. If possible, Watcher could possibly notice a player's pitch in voice chat, and then imitate it audibly if they are in the same room to other players.

Finally, if all players wish to gain an extremely amazing reward or possibly even DOUBLE their acquired treasure, all players must meet up at Extraction without being currently chased by Watcher. If Watcher meets the player at extraction, then a Watcher will replace the boss in the next Assassinate mission they launch with a special cutscene to show it. Ordis will also react nervously to the Watcher's presence, stating that there is 'some... thing... hiding around this ship.'

Rarely, Watcher can appear with an unsettling amount of bones in him...

If any of you'd like some lore on the Watcher, feel free to let me know.

 

Edited by Rectalfier
added faction run info
Link to comment
Share on other sites

I skimmed the thread and someone already posted an idea similar to mine earlier in the thread but I suppose that's only good because it shows there is interest in that kind of gameplay. Please don't get discouraged by my post count (or the length of this post for that matter, I'm sorry, it grew a bit out of control), I am a longtime player so I'd like to think I know what I'm talking about at least a little bit, I just don't really post on the forums.

Anyway, I'd like to see a mission type that has a gameplay focus on speedrunning, parkour and clearing obstacles. There is a little bit of "race against the clock" in Warframe but it's generally supplemental to the main objectives. The sole exception is located in archwing and while I'm grateful for that mission, I'd like an opportunity to flex the same muscle on the ground.

I take heavy inspiration from spy missions. Basically, this new mission type would be an attempt to do for speedrunning what spy did for stealth. The basic idea is that you're recovering data on the location of the rewards (like in spy) but this time the data is so well protected that you can't avoid tripping the alarms. On your run back to extraction, the enemies set up security checkpoints as a countermeasure and want to wipe your data with an EMP weapon which takes some time to charge. This means you have an opportunity to run past their checkpoints before they are charged up.

 

MISSION FLOW: I'm now going to try and describe the mission in more detail. I'll also add Lotus quotes to show that the basic mission ideas aren't complicated and you can guide the player the same way current missions do.

So, players drop down into the mission and are told to retrieve the mission objective, a data cache.

Lotus: Deep inside this facility/ship lies intel on valuable suplies. I need you to retrieve that data.

Players proceed to the objective marker and at the objective pick up the data. You could just reuse the good old datamass, or make a new object for it or just have the player acquire the data like they do in soy, where they obtain the data but it's not actually visible. That's simply up to the devs to decide what the best implementation would be. After picking up the objective, all hell breaks loose, alarms start ringing everywhere and the player must hurry to extraction.

Lotus: Tenno, RUN! You need to get to extraction, right now. The enemy is willing to sacrifice their data as long as it's out of our hands. They're charging up a security checkpoint to wipe your data device, hurry.

To spice up the run back, the players will also encounter capacitors along the way. Destroying these capacitors gives them extra time on the clock so it becomes a balancing act where you need to gauge your ability to locate and destroy these things fast enough or outrun the timer. The Lotus would give you a hint as soon as you see the first capacitor, similarly to how you get a hint about personal life support capsules in survival when you first see them.

Lotus: I am getting an energy reading near you, it must be a capacitor charging up the checkpoint. Destroy it to give yourself some leeway but don't waste too much time.

The rest is simple, timer is ticking down, reach the checkpoint before the timer runs out. If you do, you succeed and secure yourself one of the rewards.

Lotus: Good job, the security was unable to respond to your incursion in time but don't let up, there are two more checkpoints in your way.

Same deal with the next two checkpoints. If the timer does run out, the checkpoint door will have a big fancy flashing laser over it and you'll have to bite the bullet and pass through it. This will zap you, maybe knock you down, and most importantly, it will delete one of your data entries, therefore slashing one of your rewards at the end of the mission.

Lotus: Oh no, the security checkpoint is at full power! You'll have to pass through regardless. Your frame can withstand it but the data we collected will suffer.

After the third checkpoint, you're home free and you'll have three, two or one discovered reward as you leave, just like in a spy mission.

Lotus: The data we collected will lead us to valuable resources. Good work, Tenno.

If, on the other hand, you messed up and all three checkpoints zapped you, it's game over.

Lotus: All the data is gone, Tenno, mission failed.

 

MAP GENERATION: I should also mention the map generation. The objective-based missions generally boil down to A-B-C - start at A, go to objective B and do your thing, then run off to extraction at C. I believe it would be best to change that formula a bit for this mission type. My proposal is A-B-A - start at A, go to objective B and retrieve the data, then backtrack the way you came to extract at A or near it. Knowing the track you'll be running is pretty essential in speedrunning and having players run through it first at a relative leisure gives them the knowledge they'll need on the timed run back. Sure, you could argue the players often already know the tiles by heart but I think it wouldn't be that hard to tweak the map generator to put insertion and extraction point next to one another and I believe it would greatly enhance the experience.

 

TIME: You guys already did the corpus archwing rush where the map generator has to accommodate for a timer so that tech could presumably be reused. I think somewhere around 2 minutes per checkpoint is good, double that and add a bit for the first run through - people probably won't rush through the first section as fast because there is not as much pressure the first time. You end up with about 12-14 minutes, which is somewhere around the time of a longer exterminate mission. If you want to pad out the mission a bit more, the portion where you pick up the data could be more complicated than just picking it up.

 

ASSETS: Two big things - capacitors and the retrieved data. As discussed, there is several approaches to take with the data. The capacitors, similarly, could reuse old art or have new assets created for them.

A note on these capacitors - gameplay-wise they're based on a similar mechanic from the archwing corpus rush, just in reverse. In AW Rush, there are freeze mines that slow you down. You might consider simply reusing those instead of the capacitors and while it is certainly an option, I strongly believe the capacitor idea would feel better. Consider, would you rather have an impossibly low initial timer that you then increase by efficiently dispatching enemy devices or would you rather have a very generous initial timer but then get bogged down by freeze rays mid-mission? Both achieve the same effect but one feels like it rewards your achievements, the other feels like it's an extra punishment for mistakes and causes frustration.

 

MAPS: I believe all the tilesets should work for this mission type. Since the premise is similar to spy missions and all tilesets/factions feature spy missions, there's no reason they couldn't feature this mission type as well.

The checkpoints themselves could either be entirely new tiles or just repurposed regular tiles, either way works and it's just up to how much time the development team would have.

Then there is the room with the data and once again, that could be its own, unique tile or it could just use repurposed old tiles. On that note, I would like to bring up some old memories. Those who played a long time ago, when void was introduced, may remember raid, an old retired mission type. The one on void, specifically, had a unique tile with a giant pyramid that you scaled to reach the artifact that was the objective of the mission. I found an old video and included it in the spoiler below to jog your memory. When you get to implementing that next mission type you're planning, I beg you, please please please reintroduce that old tile, I loved it and wish I could see it again.

Spoiler

If the embed isn't working properly, it's at around 7 minutes in.

Watching this also reminded me of a few more old places. Corpus ships used to have a fairly large tile for capture targets with a small cabin up top that was overlooking the whole place. Grineer galleon used to have this nice room with several floors and a bunch of catwalks. There were some more retired tiles but these three are the ones that really stuck in my mind and I fondly remember them (well, maybe not so fondly in the case of that galleon tile, navigating that place was a nightmare because the waypoint marker in there had some serious issues). I seriously would love to revisit those places again so please consider bringing them back in some fashion.

 

REWARD STRUCTURE: Same as spy, could even be the same tables. Perhaps the sabotage caches could make an appearance as well, adding another layer of decision-making - is it worth the risk to stop and open the cache or should I keep running?

 

MULTIPLAYER CONSIDERATION: Question is whether everyone gets their own personal cache of data (and therefore everyone needs to get out quickly) or if there will be one carrier. I don't know how technically feasible it is to have people extract from the same mission with different end of mission rewards but if it's possible, then everyone can get their own data. If it's not, there would have to be only one carrier. Others would in that case have to mainly focus on clearing the way for him and helping by destroying the capacitors. If there were to be only one carrier, the biggest responsibility of the mission lies on him and he can mess up the mission for the whole squad so that's something to look out for. Then again, I've been drawing parallels to spy all the time and this issue of one player having the ability to sabotage his squad is present in spy as well.

 

BALANCE: This is really up to the devs but I feel the time limits should probably be balanced somewhere around a normal 1.0 speed frame, maybe a normal speed frame with rush installed at most. If it's balanced around all the possible speed effects stacked on top of each other, it would just be frustrating for the slower frames.

Ultimately, it's normal that frames have an advantage in certain missions. Vauban or Frost are fantastic in defense but not so much in this speedrun. Nezha or Volt, on the other hand, will naturally be well suited for this mission and I think that's perfectly fine, no need to punish the others just because they and some others are extra fast.

Edited by BarneyRubble
video embed
Link to comment
Share on other sites

Warframe Game mode - Cover Fire

Sniper rifles as primary only - Tenno point of view is at a distance.
One to four players - progressive, stage based game mode.
Mode starts after the completion of the ceres junction (when the vulkar blueprint is aquired).
This game mode can apply to the greneer, corpus and infested.

Tenno sniper specialists are needed to help cover fellow (NPC) tenno in order to liberate the captive colonists. The colonists can be interchangeable with Tenno in cryostasis or anything of value.

Tenno snipers are required to take out specific marked units that appear at random. Take out weak points in the marked units armor (seen clearly through the sniper rifles scope) in order to destroy the unit. Helmet, chest, face... ect., similar to sanctuary target marks. Other enemies can be killed but the marked units must be destroyed in order to advance to the next stage. Also take out enemy sniper units scattered throughout the landscape to protect yourself.

NPC Tenno can be seen fighting mobs in the distance and protecting the colonists/Tenno in cryostasis during the evacuation.

Make your way across the outer landscape to marked vantage point(s) assisting your fellow Tenno by providing cover until all colonists/Tenno in cryostasis have been evacuated. As the battle moves, you move with it. The lotus will prompt the snipers to move to the next vantage point(s) after a stage has been completed. Crates with ammo can be found along the way if needed. Save X number of colonists in order to trigger the prompt to extract.

Infested maps would have fire hazards. burning structures would spawn hydroid and frost to help with the hazards. Take out water tower type structures in order to assist Frost and Hydroid with the fires while taking out the marked infested units and flying infested that make their way from the battle to your location.

In order to extract, the Tenno sniper(s) must run, jump and climb over and under obstacles to avoid hazards as the area burns/crumbles down around them (similar to the end of every Uncharted game). Crumble meaning an air strike by Greneer or Courpus that levels the area as you try to extract. Fire destroying the area would apply to an infested map.


I chose a game mode based on the sniper rifle because of a conversation I had with someone in the forums this evening. Snipers are obviously under used because the current game modes do not support the the use of them. I mentioned to him that I thought it would be useful if the sniper scope doubled as a scanner which could make scanning for Kavats or plants somewhat simpler. I like the idea of scanning and shooting without having to switch. But it also gave me the idea for this game mode.

example:
qZhRXWV.jpg
 

Edited by War-Zone
Link to comment
Share on other sites

9 hours ago, DSpite said:

The entire team has allowed their Warframes to be taken, as it was the only way into a hardened facility. The Warframes have had their weapons removed, and have been tagged and boxed (for sale to Alad V?) with a device to interfere/shut down with our power levels (like the G3 bolts). An inside agent re-established the Somatic Links to the Tenno, and we deal with the mission at hand in a similar vein to when we are captured by the G3, but as team. Maybe the attached device can't be detached completely or has a lingering effect on the Warframes as extra "balance".

The mission itself can have a main class like Spy or Exterminate or even have set objectives, the "primary" theme here is that the team needs to do it constrained by the mission location itself. Weapons need to be taken off enemy units or found in lockers, open combat will be far more dangerous, and not being revived could kill the Somatic Link again, ie "one life".

 

Isn't this already a mission type, though?

Link to comment
Share on other sites

Warframe Down!!!!

 

You crash land. Your weapon are gone, and your landing craft is gone. Your only way back to your ship in orbit is to find a new one.

What this would entail, game play wise?

>mission would be a random encounter, like the stalker, only the mission it self is the encounter.
>each planet would have its own chance for it happening.
>running the same mission over an over would incress it.
>running missions of the same planet would also incress it, button at the same rate as only doing one.
>Mission alarms, if on at the end of the mission, would also add to it.
>Completely New drop ship (or skins) would be acquired as part of the mission reward, with each planet having a differnt skin/ship to get. 

Missions would happen in three parts.

1. Finding your gear.
2. Finding the new drop pod to escape in.
3. Finding parts to repair/finish it, as it would be hosed in a engineering bay of some sort.

Link to comment
Share on other sites

6 minutes ago, Rectalfier said:

Isn't this already a mission type, though?

Yeah, very similar to a recovery mission, when the Zanuka Hunter takes you captive... I've never played that mode myself... Zanuka Hunter goes down pretty fast.

Link to comment
Share on other sites

Just now, War-Zone said:

Yeah, very similar to a recovery mission, when the Zanuka Hunter takes you captive... I've never played that mode myself... Zanuka Hunter goes down pretty fast.

A-actually, it... um... It's exactly what you described.

Link to comment
Share on other sites

SEIZE

In this game mode first the players must go take out a strong group of enemies carrying supplies. After taking out the enemies a timer will start and it will be like a defense. The players would have to protect the supplies because the enemy would rather have the supplies destroyed than letting the tenno get them. After surviving for the set amount of time it would transition into an exterminate like mission with another timer. If the players kill all the enemies before the timer runs out then they will be directed back to the supplies to ping the location to their ship. If the timer runs out before all the enemies are killed then there will be 4 towers that block communication with your ship destroying these towers will allow the player to go back to the supplies and ping the location. After pinging the location extraction becomes available.

Link to comment
Share on other sites

This is probably going to be tricky, but I'd really like to see a combined indoor/Archwing mission.

Trying to keep this relatively short, so here are just a few ideas how this could work:

  • Mission progression would be something akin to Spy/Sabotage, i.e. get from start to designated points and perform some actions, but with a twist.
  • As for a reason to do it, let's call it Infiltrate. Goals:
    • Disable alert/defensive systems
    • Make your way to a special tile
    • Place a listening device/beacon in that tile
    • Meet up & move to exit
  • At the start, the team splits up into two groups, one Archwing (Sharkwing), one stays indoors
  • Archwing team is concerned with fighting regular Archwing enemies and disabling alert systems
  • Indoor team gets bonus rewards for being stealthy (shared with all on mission success), so it pays to wait for the Archwing team to clear the way
  • Indoor team can also optionally access some consoles to e.g. jam Corpus Archwing drones or turrets, to enable the Archwing team to progress faster
    • This is meant to prevent one team having to constantly wait for the other to clear the way
  • After completing the objective, the team meets up again (could be indoors or outdoors) and fights their way to the exit
  • Solo players would have to:
    • do the Archwing part first - maybe make it faster by placing a teleporter somewhere, instead of having to backtrack to the start
    • try to brute force their way to the goal, but this would forfeit the bonus rewards
  • As an option, it could be impossible to even reach the designated tile without the Archwing team reaching their goal:
    • In the underwater tileset this could be a shaft that goes upwards which has to be filled with water
    • On a ship, it could be a locked down room for which a ventilation system access would have to be opened from the outside
    • On the asteroid tileset, this could be a docking connection to an otherwise separated asteroid which has to be initiated from the outside
Edited by Kontrollo
Link to comment
Share on other sites

On 8/25/2016 at 7:43 PM, Endless_Destruction said:


-snip-

 

So I know I made a few suggestions earlier (above comment), but doing some more thinking, here is another I have come up with. Again, forgive the whimsical name.

"I DEMAND TRIAL BY COMBAT!" - Tyrion Lannister

This is a way to escape the hatred of syndicates. You willingly turn yourself over to a syndicate for whom you have negative standing. They charge you with various crimes, and offer you a chance to redeem yourself, and teleport you into a custom tileset based on the syndicate. Every syndicate has their own twist on their "race's" tileset, ex. Steel Meridian has altered Grineer tiles, Perrin Sequence has altered Corpus tiles, New Loka has altered Earth tiles. You enter this mission, which uses these unique tiles, and enter the judgement of the syndicate, and to gain standing, you face a wave based survival against boosted hit-squads with unique composition (they are not all the same enemy type). Each syndicate has their own version of trial by combat, believing that blood washes out dishonor. As a reward, you gain wave based rewards, and a certain amount of positive standing every 5 waves. You do not lose negative standing with any syndicate using this method, and you cannot perform this mission with a syndicate you have positive standing with.

Link to comment
Share on other sites

Mission Type: Mayhem

This would be the endgame mission, an absolute chaotic meds full of goodies and enemies. Basically, it's a mission that has ALL factions, and multiple bosses spawning from those factions, even specters would spawn! It's going to be similar to a crossfire, everyone is fighting each other, but the primary focus will be the Tenno. Why is everyone going balls to wall crazy? Because of the high density of valuable rewards in the area. 

Now what is the objective? Everything. The highly unstable location will force us into different mission rotations, all going very fast. Survive for three minutes, defend this reactor for 5 waves, escort/hijack a resource train/terminal to the next point, fly via archwing to the next ship or location, eliminate boss enemies in the vicinity, of course the grounds for failure would have to be modified so that players can bring a greater variety of frames (doesn't mean easier, but failing an objective won't fail the whole mission, just that rotation). And why would we do this? Because of delicious rewards. Because of how quick these rotations go by, there will be a high density of rewards equal to the effort. Relic packs, high endo gains, and maybe even any RANDOM prime part, including vaulted ones! If you do not desire vaulted primes, perhaps vaulted relics or something else entirely. Or maybe even some type of modifier or reward that has random values, something to keep players to try for more. Maybe even have traces drop here, or high focus gain.

4 man cell would be almost mandatory, this needs to be difficult. And to prevent easy cheesing (without an over abundance of nullifiers) I suggest a new enemy or stationary destroyable "generator" that dampens crowd control effectiveness by a certain percentage, have them spawn every now and then and force the players to seek and destroy them.

Link to comment
Share on other sites

What about ,,BOARDING" mission? But in this mission Tenno should side with Corpus/Grineer. The enemy ship  has attacked the Friendly ship and damaged it's engines/reactor/shield generators/all of them of them. Players must assault the enemy ship and steal the working cooling cells/shield generator engines and then get to the lower levels of friendly ship and turn on (by hacking the consoles) the engineer drones needed to fix dameged parts of ship. When they reach they destination (I will call this repair site) players need to protect them from enemy fire. If they do all of this succesfully, they'll need to go to extraction point.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...