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Mission Idea Sandbox.


[DE]Rebecca
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I think it's interesting that so many people are suggesting missions that cross between ships and space. Maybe it's time to consider restricting the procedural generation so that each level design actually fits within a ship and is shaped like one. IMO that would open up tons of other possibilities for missions and secondary objectives.

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Well, that's easy - Gears of War Horde Mode.

No object to protect, no air limits, no points to capture. 

Since we already have some defending buildings (rampart, sentry turrets, blunt) it's possible to remodel/make some additions to them.

There would be necessary few tweaks for powers (just in this mode) like -X% to power strenght etc. (because few good CC are able to carry this to hell)

Point reward system - each wave grants Y points that you can spend to build/upgrade new defends or empower yourself.

 

For everyone who don't know Gears of War Horde Mode: 4 players are thrown on map. They have just basic weapons at beginning. Each wave comes with new/stronger enemies. Players are getting points - they can buy (or upgrade) new buildings/mechs/weapons/traps between each wave. For every 10 waves there's boss battle - really, strong special enemy who can easily 1v1 any player.

http://gearsofwar.wikia.com/wiki/Horde_2.0 

 

Oh God, it's classic horde - no objective, no air limits, no points - just you and endless waves of scooms.

Death = mission ended

Edited by ArchixPL
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A while ago I had an idea for a deception rework though at some point it pretty much evolved into a completely new concept.

For more detail (including narration and schematics to some sample rooms):

Summary:

Tenno operatives have aquired an explosives manufacturing plant, unlocking new mission type.

Tenno are dropped into a mission with an unarmed explosive charge and are lead through regular level all the way to engine room. Once there explosive must be armed by plugging it into a console and using the reactor power, which starts the timer on the charge and opens the door.

Now Tenno have a limited time to get through security measures (more detailed in room schematics) with the explosive. The carrier cannot bullet jump (charge is dropped) and use abilities, the energy is also constantly drained by the unstable explosives' radiation. If the alarms are activated (by lasers, cameras or activated by alerted enemy) additional enemies spawn into the room making it more difficult to carry the charge.

Once delivered to the engine itself there is a 5 second countdown after which it explodes, destroying engine and finishing the mission, the Tenno are directed to extraction.

 

In case of an infested version engines could be replaced with a particularly large hive.

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Borrowing from the title:

Mission Type: Sandbox. (alternatively, Colony.)

Set in one of the colonies, with a number of regional goals that must be completed to thwart a crisis. Several concurrent goals on the same large map, and doing enough unlocks a dungeon and a boss.

Example: Grineer have attacked this colony; at point A, a defense against waves of Grineer assaulting colonists (Defense); at point B, a communication tower has been taken over (Interception); at point C, a convoy of refugees has been routed by the Grineer, and must be escorted to safety (Hijack); at point D, the government building has been overtaken, and leaders must be saved (Rescue); and so on. After completing five objectives, a fairly difficult Assassination mission opens up at point F, and completing that saves the colony. Optionally: the more open world missions done in the game, the less difficult the Assassination becomes.

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Escape Mode

One starts with no weapons or abilites in a jail cell. This time you got captured. Time to use your wits and fists.

The goal is to retrieve your weapons and abilities. Then leave no witnesses or survive till the drop ship comes.  

The weapons  and abilities would be in spy hack rooms. Seven to be exact. One for each weapon and ability.  

Each tennon can only hack one room. So only one item for each tenno. A primary, secondary, melee, or abilities (1), (2), (3), OR (4).

If any alarms go off during the mission all the rooms are locked down for the duration of the mission and enemies are on high alert.

Then one must find the backdoors to each spy hack room. A parkor  route.

When each tenno has retrieved an item the Lotus will tell you to leave no witnesses or survive till the drop ship is here.

The mission them turns in to an exterminate or 10 minute survival mission only no air support.

Upon completion one would get to choose a weapon or his/her warframe one bought to forma.  

Yet one can only choose to forma the weapon they retrieved or warframe if they hacked an ability room.  

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Since DE are looking at improving dark sectors in future updates, I figured I would go ahead and help with that with my new gametype.

Basically, void dark sectors would be introduced along with this game mode. Void dark sectors would work like a typical dark sector; clans fight over these nodes to gain control. However, once a rail has been deployed to this new, unknown section of the void, the corrupted aren't too happy about that and will start attacking the solar rail. On top of that, the void energy is very intense in these areas, so these rails will stop working after 4 hours no matter what. So, here is where the new gamemode comes in:

Solar Rail Defense (endless mission)

In these new dark sectors, players will have the choice of either defending the solar rail from the corrupted or doing the dark sector mission that would take place on a tower mission against corrupted enemies. If you play on the solar rail, hordes of elite corrupted troops will drop in on you via multiple fissures as well as through a large portal where the attacking tenno would normally spawn in a rail conflict. Players would have to defend the different sections of the solar rail that are blocked off by doors that the corrupted will want to shoot at. If they destroy the power core in the middle then you are forced to extract with what you have (you won't lose rewards, which encourages players to keep defending). Like normal defense, you will be prompted to leave after every 5 minutes, and you will get rewards on the same 5-10-15-20 minute reward rotation system.

Here's the catch:

The reward tables for doing the normal dark sector mission are significantly better (they will give some of the best rewards in the game) than the rewards you will get for defending the rail, which forces the clan leader of the rail to put out bounties for people to continue to defend the rail (this bounty will be added to your normal reward every rotation). The rail's defensive status will be shown as a percent (like the percent you see on fomorians when they attack). If no one defends the rail, that number will decrease to zero and the rail will be destroyed in an hour, as opposed to the 4 hours you could get out of the rail if you let it succumb to void energy rather than the corrupted. In relation to the new gamemode, the percent that is added to the rail by defending it is a linear function of the amount of time the player spent defending it.

Overall I think this would improve dark sectors and make them more dynamic and exciting as a whole. Also, I apologize for being verbose with this concept; I really wanted to get everything down.

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My english is not pretty good, but I will try anyway lol.

Game mode: Obliteration.

This is an endless game mode that wouldn't have any other objective that killing different type of enemies, but there are particular features that would make this game mode be really different to our usual survival or exterminate missions, which are the next ones:

1) There will be especial arenas set up for this game mode: The arenas we could see here are single rooms tilesets that are really big and have layers of verticality (as much as the game engine can handle). Also, the enemies would spawn health orbs, energy orbs and ammo more frequently based on the amounts of enemies the players may see here. Additionally, each map for this mode may have different parts that would let us take advantage from our mobility or the weapon we are using.

2)Arenas will have really dangerous enviromental hazzards: As some sorties, the arenas will have multiple forms of enviromental hazzards that will difficult the squad task of killing enemies. An example could be, as the arena has verticality, it could force squads to move between floors or areas inside the area by setting on fire the floor or the walls of 50% of the arena, or telegraphing powerful AoE attacks in some areas. This way players will have to adapt to any situation, that they may or not be prepared to face. 

3)Minibosses: Every a certain amount of enemies killed, a faction based Mini-boss will spawn buffing enemies as they are alive. This mini-boss won't be affected by CC or debuff abilities, and obviously damage abilities will way less effective against them. The point is to make balanced minibosses that don't instakill the player, unless the attack is extremelly telegraphed, but that also moves a lot or has some tactics to avoid damage or to separate squad to deal with them player by player. While the mini-boss is alive enemies will have 2 buffs that could be more slash damage, a % of CC resistance, more HP, more shields or shields, armor penetration, etc... Then, when the squad takes down the mini-boss, the squad will get one of these 2 buffs. The possible buffs are the next ones:

*Buffs for the Warframe Squad:

- x% more of melee damage.
- x% more of primary weapon damage.
- x% more of secondary weapon damage.
- x% more of damage abilities damage.
- x% more of  total armor.
- x% more of total shields.
- x% more of total HP.
- x% more of HP regeneration.
- x% of energy regeneration.
- x% of shield recharge speed.

- x% chance of status resistance.
- x% more of CC resistance.
- x% more of hostler and reload speed.
- x% more of movement speed.
- x% more of shield penetration (to any attack).
- x% more of armor penetratiion (to any attack).
- x% more of lifesteal (this will only affect enemies HP, and can be reduced by armor) *Armor penetration can counter the life steal reduction done by armor*


*Buffs for enemies:

- more shields (if they already have one).
- shields (to unshielded enemies)
- x% more CC resistance.
- more HP.
- x% more shield penetration.

- x% more of armor penetration.
- HP regeneration.
- faster shield regeneration.


Another Important thing is that enemies will start escalling after a mini-boss is killed.

*Arena functionality: The arena is made as a singular tileset map to keep all the squad together to make the action more fluid. And it's also really open because this would allow DE to add really big bosses like lephantis, Raptor, Jackal... and the map won't make their movement harder. 
The arena itself will have particular characteristics that will keep enemies spawning really fast and won't let tenno squads to camp on any place since the map and the spawns would be really dynamic. The characteristics are the next ones:

-Enemy spawns will be placed on the ceilling, the floor and in walls or directly teleported (like fissures). This way players can't camp inside the little roms that let enemies spawn to the main rooms.

-The arena won't have any type of tight corridors, or small rooms that let players safely camp while killing enemies that come from 2 directions. The point of this mode is to sorround them with enemies. 

-The arena won't have walls that can prevent players from falling outside the map. Imagine this as a type of tower that will allow you to see everything that it's outside, but it will have panels usually that will let players parkour if they have mastered the movement system enough.

-Every arena will have different sets of enviromental hazzards. These enviromental hazzards are pretty varied and could fit the faction your are fighting. Some little examples could be: 

a) electrified floors (mostly corpus): as you could imagine, you will fight as different zones get electrified heavily damaging players as they walk on that floor. This would be random but telegraphed to give players enought time to avoid getting electrified and move away.

b) radiation hazzard: same as sorites.

c) cold hazzard: this would work as sabotage missions.

And there could be many other more hazzard effects.

*How will the mission work?: As you know, this is planned to be a endless type mission, it means that you can play it until you don't want to play more, or until you can't (for varius reasons). But, this mode has a characteristic that separes it from other endless missions... it is that it won't let you rest (never) It will be continuos action, enemies will level up after minibosses get killed,  Minibosses spawn after a certain amount of killed enemies (there could be 5 mini-bosses at the same time). And all this happens without stopping the fight or asking if they want to extract or not. As enemies level up, the arena could also change a little bit to make things harder for the warframe; making `players use accurated parkour moves to avoid dying from hazzards, enemies or any other situation. 

The point of this game mode is to let player kill and survive in dangerous tilesets, letting them destroy hordes of enemies and then group up to take down powerful mini-bosses (that will incentive players to kill himI), and everything becomes harder (enemies, bosses, move around the map, surviving to hazzards, shoot enemies, etc...)
Then, when they can't deal with the enemies or die because they can't survive the hazzards or fall off the map, they can extract. That's why I made bosses drop buffs that last for the rest of the mission, so the enemy escalling don't let players behind too easily, but at the same time, players can feel that the difficulty increases. 

This game mode could obiously get some tweeks, but I think this could be really interesting, because this game mode doesn't only needs you to bring your best weapons, but also to have good map awareness, position yourself properly and move across the map with skill. 

I hope you guys at DE can read this, and like it (I can dream) lol. 
 

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17 hours ago, Rectalfier said:

Isn't this already a mission type, though?

It's not a mission type in the sense that the old "captured" had not been "designed" to be a challenge, but simply as a side gimmick.

Turning it into a mission means it can be scripted and balanced to be challenging. If you can't take super-optimized builds in and have power constraints, it normalizes power across the Frames. Think of it as PvP Conclave balancing, where all the team is closer to equal in power, so DE can tune enemies around that baseline.

In the original "mission" you get your own gear back, so if you had gone in with a Mirage and a Synoid Simulor, you go back to trivializing the mission the moment you get your normal gear back. In this concept here, you need to pick up weapon drops and have power constraints much harsher then "half damage to Grinner".

Think of it as a Tactical Alert where the "mutators" are applied to us instead of the enemies.

A lot of games have missions that strip players of the gear they had accumulated and make them try to survive on scraps for a while as a side challenge because by that stage in the game they might have all the armour and rocket launchers to boot, this would be similar, and DE could balance it better, as players are not min-maxed.

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On ‎8‎/‎25‎/‎2016 at 5:10 PM, AandOE said:

I miss the old 'defend this locked door while the Lotus hacks it', so why not a variant?

Lockdown Maze

Dialogue opener: "Tenno, the complex is on perma-lockdown, and I need you to get in to find out why. Your needed distraction is already in progress."

Mission style: Seemingly random, depending on the doors hacked open (via yourself or a Lotus-required one). A 'vital' door opened in one place will permanently close another further along, limiting paths. 'Non-vital' doors could be hacked open to reveal all green lockers, a bunch of containers, etc. Opening a door may reveal a sabotaged reactor, a dead hive node, or even a mini-boss of some sort, which would permanently alter the rest of the level. Some doors could have even more intricate hacking patterns and expansions than we already have.

Mission end: Depending on paths taken, it could result in sabotage caches, a derelict key room, multiple bosses, a ton of different syndicate death squads, an opposing specter group, a room full of John Prodmans, evil Clem Clones, a bunch of Simaris targets, etc.

Reasoning: To take the heat off of you, there's always some other Tenno around doing Survival, yeah? Now YOU get to be on the receiving end of that Tenno's assistance!

Additional dialogue options:

Tenno: "The others are counting on us." "Let's see if we can do this in five minutes."

Lotus: "Your hack just dropped life support for your distraction." "Keep up the good work." "Tenno, this door is locked from the other side. Give me a minute to hack it from here."

Ordis: "Operator, I've hacked the next door for you." "Operator! I'm detecting a VERY large group up ahead!"

Maroo: "Hey! Remember me while you're in there." (rare container spawns)

Darvo: "He he. This sounds fun, Tenno. Clem is on the way to help." (Clem spawns)

Friendly Syndicate: "XYZ squad is there to help you when needed." (friendly syndicate spawns)

Thoughts: I'm not sure how viable this next thought is, but what if doing this actually helped/rewarded a completely different group out there in the star chart? As in, for example, hacking life support in this mission actually dropped an extra capsule in someone else's game? In any case, it'd be neat, but not necessary. Just a little bit of interconnectedness like this makes the immersion greater. :3

Okay, so out of the ideas I've read on here, this has to be one of my favorites. A labyrinth-like game mode with lots of rooms holding anything from rare loot crates to suddenly juggernaut sounds like a lot of fun. It satisifies the need for variety a lot of people want, it appeals to the popular suggestion of a game mode where you're on the opposite side of a survival mode (isn't that kind of what the old Raid game mode was? Not sure, before my time), AND it allows other characters like Syndicates, Darvo, and Maroo to have even more of a presence felt in the game if the suggested ideas make it in. +1 from me. Here's hoping DE takes notice!

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Deception 2.0

It would start out like the old retired Deception. You know taking the Datamass to the console. After inserting the Datamass instead of being directed to extract Lotus would say that (insert faction name here) has updated their security and would direct you to 2 spy vaults. Here is where it gets interesting. Somebody has to stay at the console to protect it. If the alarms are set off it will play out like a defense mission around the console. There are no terminals to shut the alarms down. If the alarms are not set off somebody still has to stay as a trigger is set that randomly enemies one at a time spaced out will come into the console room and walk up to check the console. If one makes it to the console it will set off the spy vault alarms in both of the rooms and the console turns into a defense. To be clear though even if it starts as a defense in the console room due to the alarms the spy vault alarms only go off if a enemy makes it to the console. Now the spy vaults (not visible on the map until Datamass insertion) are unique in that they both have to be completed with in a minute of each other and are spaced out so far that no one person could do both them self, and like the console one alarm set off triggers the other. The highest star map planets for Corpus and Grineer will not accept Cyphers.

Basic break down is:

1. Reach the console to insert Datamass.

If undetected keep enemies from checking in on it. If detected it will be a defense.

2. 2 other Tenno synchronize to complete 2 spy vaults with in a minute of each other.

The alarms in these vaults are linked together.

3. Extract.

Warframe is lacking in missions that require this type of team play. Yes it requires a minimum of 3 players but that's the point of it being team based :)

Hope that all made sense been drinking.

Edited by blackheartstar_pc
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I think have man hunt missions where we take our kubrows or kavats and we drop on to a planet or ship with the one purpose of hunting a certain general or captian so kinda like a capture mission but we have to use our kavat or kubrow to find them.

So be it we need a new mod for our companion to make them able to sniff out the target.

And make it a good fight so say its a level 35 mission the target and his/her gurads will be 10-15 levels above the normal enemies on the level.

I mean this idea may need some tweaking but a HVT mission and they have some gurads and say if its on a ship the mission can break in to an archwing if they try to escape after there gurads are defeated.

 

 

 

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I miss open air Survivals so much. I had an idea.  
___
TL;DR  
Survival but with no life support, no revives, a timed activatable extraction tile, energy reduction, reward every 5 minutes, and endless Hordes of scaling enemies.  
___
Tenno, the <enemy> have deployed a mass disruption field / scrambling cloud at your current location. Maximum Energy is reduced, energy granting abilities and regen no longer provide energy, and orbs are extremely scarce.  
Its an Ambush. They're throwing everything at you.  
This is your chance to either wipe out as many <enemy> as you can or call Ordis to bring you back


The bulk of the mission is just you endlessly slaughtering nonstop hordes of enemies. You can only call Ordis from the extraction tile. And calling Ordis summons the Liset to the extraction tile... in 5 minutes time, which has a health bar similar to a defense mission. You can either walk up and press X to extract or defend the ship for a couple more minutes for more rewards.  
  
___
Fail conditions:  
Dying - There is no downed state  
Ship explodes - Not defending the Liset / Extracting soon enough.

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This one is a bit ambitious, but I think it could be done.

Mission: Siege

Mission Type: Endless

Goal: Successfully defend a colony under siege from Grineer/Corpus/Infested forces. 

Description: As the mission begins, the Lotus informs you that you have been sent to defend a colony under siege. You are tasked with defeating all enemies that touch down on the planet's surface before they are able to overrun the encampment.

Enemies will be dropped into the map by dropships of their appropriate faction. These dropships contain about 10-20 enemies each, can spawn in groups of 1-4, have their own shield/health/armor values and can be destroyed before releasing their payload--thus making the mission progress much faster. However, every so often, a strong, eximus or unique miniboss enemy will enter the field via drop pod (or teleporting in for Corpus/Spawn pod for Infestation). Lotus will announce this enemy's arrival on the field and they will be marked on the map.

As enemies touch down, they will begin to slowly take control of the planet and its resources; this will be visualized with a progress bar to the left of the HUD, with each enemy on the ground causing the bar to increase faster. When this bar hits 100%, the colony will be overrun and the mission will fail. Killing enemies on the ground, however, will cause the bar to recede back to 0% if the players can keep the ground clear long enough.

The Lotus will warn the players of enemy progress at 25, 50, 75, and 90%, with different lines for each.

"The (Grineer, Infested, Corpus) are starting to overrun the encampment." At 25%, for example. Or "This colony is almost completely overrun, you need to fight them back!" At 90%

To make things more difficult, there are a total of 3 different sectors that need to be defended (A, B, C). Dropships can and will attempt to touch down at these different sectors, so the Tenno must remain vigilant to map cues (blinking) and listen to the Lotus' warnings in order to reach the sector which is currently under siege. One or all sectors can and will be attacked at once, so the Tenno need to work together or a lone Tenno can prioritize their targets. 

Successful completion of a wave will lead to the Lotus announcing that the enemy forces have been driven back and a reward screen will then display. If the players choose to stay, she will announce that enemy reinforcements have arrived and the Tenno will continue to fight on for increasing rewards.

 

Special Mechanics: Defense with a twist; this game type is about staying mobile and vigilant, while also holding ground against an ever-increasing force of enemies. You are not alone, however, as the colony has defenses which will help turn the battle to your favor.

Each zone (A, B ,C) will have an automated anti-air defense turret to help weaken, or even defeat, incoming enemy dropships. Each one has a shield/health/armor value that scales with mission level. These turrets are powerful, but slow-firing. Enemy dropships WILL attempt to destroy them with their own on-board weaponry. Tenno cannot repair AA turrets by any means, however, if damaged enough, they will deactivate and begin to repair themselves.

A colonist NPC will alert the Tenno when a turret has been disabled and when it is able to be activated again (3 minute repair time). When a turret is ready to be activated, a player will have to go to a console next to the deactivated turret and activate it. 

The same colonist NPC will alert the Tenno to special ammo/health/energy drops that they have prepared for them.

"I got you guys some ammo!"

"You guys look hurt, we'll give you some supplies!"

And so on.

Repeatedly staying to defend the colony could cause the colonists to give the Tenno unique and temporary buffs for the mission, maybe? A defender bonus, perhaps. (More exp, more damage, take less damage, faster movement speed, etc)

Map Concepts:

NsUeavb.png

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Edited by xZetsumeix
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In the token of "Persuit" being "Archwing Capture" how about porting some of the other mission types? The following work exactly like the other version, just in a different environment.

Deceit: (Archwing Survival) In the middle of an orbital field, power the beacon to allow Tenno/Syndicate smuggling ships to pass by an enemy checkpoint.

Assault: (Warframe Rush) A capture target has been alerted to our presence due to insecure communications. Prevent them and relevant data from escaping the facility.

Flagship: (Archwing Assasinate) A key vessel of the enemy fleet has been located at drydock. Destroy it before it can be operational.

Escort: (Archwing Rescue) A Tenno/Syndicate smuggler has been captured at an enemy checkpoint. Save the vessel, and get it past the checkpoint.

and for Conclave....

KubFight: (Archwing Annihilation) 

Team KubFight: (Team Archwing Annihilation)

Both identical to their original variants... just in space.

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11 hours ago, (XB1)Black Mouse said:

Escape Mode

One starts with no weapons or abilites in a jail cell. This time you got captured. Time to use your wits and fists.

The goal is to retrieve your weapons and abilities. Then leave no witnesses or survive till the drop ship comes.  

The weapons  and abilities would be in spy hack rooms. Seven to be exact. One for each weapon and ability.  

Each tennon can only hack one room. So only one item for each tenno. A primary, secondary, melee, or abilities (1), (2), (3), OR (4).

If any alarms go off during the mission all the rooms are locked down for the duration of the mission and enemies are on high alert.

Then one must find the backdoors to each spy hack room. A parkor  route.

When each tenno has retrieved an item the Lotus will tell you to leave no witnesses or survive till the drop ship is here.

The mission them turns in to an exterminate or 10 minute survival mission only no air support.

Upon completion one would get to choose a weapon or his/her warframe one bought to forma.  

Yet one can only choose to forma the weapon they retrieved or warframe if they hacked an ability room.  

Sorry, but this mission is already present in game. All what you need to complete 5 invasion missions against Corpus and then try to be captured by Zanuka's ,,Hunter" variant...

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1 hour ago, xZetsumeix said:

This one is a bit ambitious, but I think it could be done.

Mission: Siege

Mission Type: Endless

Goal: Successfully defend a colony under siege from Grineer/Corpus/Infested forces. 

Description: As the mission beings, the Lotus informs you that you have been sent to defend a colony under siege. You are tasked with defeating all enemies that touch down on the planet's surface before they are able to overrun the encampment.

Enemies will be dropped into the map by dropships of their appropriate faction. These dropships contain about 10-20 enemies each, can spawn in groups of 1-4, have their own shield/health/armor values and can be destroyed before releasing their payload--thus making the mission progress much faster. However, every so often, a strong, eximus or unique miniboss enemy will enter the field via drop pod (or teleporting in for Corpus/Spawn pod for Infestation). Lotus will announce this enemy's arrival on the field and they will be marked on the map.

As enemies touch down, they will begin to slowly take control of the planet and its resources; this will be visualized with a progress bar to the left of the HUD, with each enemy on the ground causing the bar to increase faster. When this bar hits 100%, the colony will be overrun and the mission will fail. Killing enemies on the ground, however, will cause the bar to recede back to 0% if the players can keep the ground clear long enough.

The Lotus will warn the players of enemy progress at 25, 50, 75, and 90%, with different lines for each.

"The (Grineer, Infested, Corpus) are starting to overrun the encampment." At 25%, for example. Or "This colony is almost completely overrun, you need to fight them back!" At 90%

To make things more difficult, there are a total of 3 different sectors that need to be defended (A, B, C). Dropships can and will attempt to touch down at these different sectors, so the Tenno must remain vigilant to map cues (blinking) and listen to the Lotus' warnings in order to reach the sector which is currently under siege. One or all sectors can and will be attacked at once, so the Tenno need to work together or a lone Tenno can prioritize their targets. 

Successful completion of a wave will lead to the Lotus announcing that the enemy forces have been driven back and a reward screen will then display. If the players choose to stay, she will announce that enemy reinforcements have arrived and the Tenno will continue to fight on for increasing rewards.

 

Special Mechanics: Defense with a twist; this game type is about staying mobile and vigilant, while also holding ground against an ever-increasing force of enemies. You are not alone, however, as the colony has defenses which will help turn the battle to your favor.

Each zone (A, B ,C) will have an automated anti-air defense turret to help weaken, or even defeat, incoming enemy dropships. Each one has a shield/health/armor value that scales with mission level. These turrets are powerful, but slow-firing. Enemy dropships WILL attempt to destroy them with their own on-board weaponry. Tenno cannot repair AA turrets by any means, however, if damaged enough, they will deactivate and begin to repair themselves.

A colonist NPC will alert the Tenno when a turret has been disabled and when it is able to be activated again (3 minute repair time). When a turret is ready to be activated, a player will have to go to a console next to the deactivated turret and activate it. 

The same colonist NPC will alert the Tenno to special ammo/health/energy drops that they have prepared for them.

"I got you guys some ammo!"

"You guys look hurt, we'll give you some supplies!"

And so on.

Repeatedly staying to defend the colony could cause the colonists to give the Tenno unique and temporary buffs for the mission, maybe? A defender bonus, perhaps. (More exp, more damage, take less damage, faster movement speed, etc)

Very good idea, but this means that should be added some new planets (for example, Deimos and Titan) because on other planets, there is too many Grineer and Corpus settlements. But if you mean defending the (for example) Corpus Colony on Venus against the Grineer siege, adding the won't be needed...

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14 minutes ago, Sarge_Tarmus said:

Very good idea

Thanks! :D

12 minutes ago, Sarge_Tarmus said:

But if you mean defending the (for example) Corpus Colony on Venus against the Grineer siege, adding the won't be needed...

I was thinking more along the lines of the neutral/civilian colonies that we never get to see.

It would be nice to actually see/interact with the people we are helping! So yeah, a new tileset would probably have to be made. 

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15 hours ago, gnatters said:

Borrowing from the title:

Mission Type: Sandbox. (alternatively, Colony.)

Set in one of the colonies, with a number of regional goals that must be completed to thwart a crisis. Several concurrent goals on the same large map, and doing enough unlocks a dungeon and a boss.

Example: Grineer have attacked this colony; at point A, a defense against waves of Grineer assaulting colonists (Defense); at point B, a communication tower has been taken over (Interception); at point C, a convoy of refugees has been routed by the Grineer, and must be escorted to safety (Hijack); at point D, the government building has been overtaken, and leaders must be saved (Rescue); and so on. After completing five objectives, a fairly difficult Assassination mission opens up at point F, and completing that saves the colony. Optionally: the more open world missions done in the game, the less difficult the Assassination becomes.

I'd like to see a variation of Sandbox missions myself.

On the other hand - and I mean this respectfully - I think simply using a large area to host existing missions is a mistake. Its good you were going for something easily implemented. but simply adding extant mission types to a huge area we have to walk across to get there...its not going to fly with players. We are already desperately seeking something new to do; and as fun as this would be...this isnt it.

Sandbox missions needs to make use of the huge space they take place in. As opposed to that huge space simply being something we walk across, it needs to be a place. Maybe there are resource rich areas where we can call down and defend a fully charge Excavator while it mines for X minutes.

Maybe there are roving Grineer or Corpus or even mercenary bandit patrols looking to take advantage of colonists or resources, and we need to drive them off the areas they hold and retake those areas. 

Maybe there are control points we need to take and defend. Taking them could mean they are immune to attack for X minutes or hours, and while we control them, we receive bonuses on all other nodes on that planet. Or perhaps taking them means more enemies will spawn on the Sandbox tile set, looking to take those areas back from us. 

Whatever we do if we get big open Sandbox areas...I think the last thing we need, is yet another reason to run the exact same missions we already have. Good an idea as you have their - and there may be some space for mixing your idea in; not saying otherwise - what we really need, is NEW.

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2 hours ago, BlackCoMerc said:

I'd like to see a variation of Sandbox missions myself.

On the other hand - and I mean this respectfully - I think simply using a large area to host existing missions is a mistake. Its good you were going for something easily implemented. but simply adding extant mission types to a huge area we have to walk across to get there...its not going to fly with players. We are already desperately seeking something new to do; and as fun as this would be...this isnt it.

Sandbox missions needs to make use of the huge space they take place in. As opposed to that huge space simply being something we walk across, it needs to be a place. Maybe there are resource rich areas where we can call down and defend a fully charge Excavator while it mines for X minutes.

Maybe there are roving Grineer or Corpus or even mercenary bandit patrols looking to take advantage of colonists or resources, and we need to drive them off the areas they hold and retake those areas. 

Maybe there are control points we need to take and defend. Taking them could mean they are immune to attack for X minutes or hours, and while we control them, we receive bonuses on all other nodes on that planet. Or perhaps taking them means more enemies will spawn on the Sandbox tile set, looking to take those areas back from us. 

Whatever we do if we get big open Sandbox areas...I think the last thing we need, is yet another reason to run the exact same missions we already have. Good an idea as you have their - and there may be some space for mixing your idea in; not saying otherwise - what we really need, is NEW.

Oh, I definitely agree. Like you said, I was just trying to pitch something that'd be easier to implement. I like your ideas a lot, though.

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6 hours ago, xZetsumeix said:

This one is a bit ambitious, but I think it could be done.

Mission: Siege

Mission Type: Endless

Goal: Successfully defend a colony under siege from Grineer/Corpus/Infested forces. 

Description: As the mission beings, the Lotus informs you that you have been sent to defend a colony under siege. You are tasked with defeating all enemies that touch down on the planet's surface before they are able to overrun the encampment.

Enemies will be dropped into the map by dropships of their appropriate faction. These dropships contain about 10-20 enemies each, can spawn in groups of 1-4, have their own shield/health/armor values and can be destroyed before releasing their payload--thus making the mission progress much faster. However, every so often, a strong, eximus or unique miniboss enemy will enter the field via drop pod (or teleporting in for Corpus/Spawn pod for Infestation). Lotus will announce this enemy's arrival on the field and they will be marked on the map.

As enemies touch down, they will begin to slowly take control of the planet and its resources; this will be visualized with a progress bar to the left of the HUD, with each enemy on the ground causing the bar to increase faster. When this bar hits 100%, the colony will be overrun and the mission will fail. Killing enemies on the ground, however, will cause the bar to recede back to 0% if the players can keep the ground clear long enough.

The Lotus will warn the players of enemy progress at 25, 50, 75, and 90%, with different lines for each.

"The (Grineer, Infested, Corpus) are starting to overrun the encampment." At 25%, for example. Or "This colony is almost completely overrun, you need to fight them back!" At 90%

To make things more difficult, there are a total of 3 different sectors that need to be defended (A, B, C). Dropships can and will attempt to touch down at these different sectors, so the Tenno must remain vigilant to map cues (blinking) and listen to the Lotus' warnings in order to reach the sector which is currently under siege. One or all sectors can and will be attacked at once, so the Tenno need to work together or a lone Tenno can prioritize their targets. 

Successful completion of a wave will lead to the Lotus announcing that the enemy forces have been driven back and a reward screen will then display. If the players choose to stay, she will announce that enemy reinforcements have arrived and the Tenno will continue to fight on for increasing rewards.

 

Special Mechanics: Defense with a twist; this game type is about staying mobile and vigilant, while also holding ground against an ever-increasing force of enemies. You are not alone, however, as the colony has defenses which will help turn the battle to your favor.

Each zone (A, B ,C) will have an automated anti-air defense turret to help weaken, or even defeat, incoming enemy dropships. Each one has a shield/health/armor value that scales with mission level. These turrets are powerful, but slow-firing. Enemy dropships WILL attempt to destroy them with their own on-board weaponry. Tenno cannot repair AA turrets by any means, however, if damaged enough, they will deactivate and begin to repair themselves.

A colonist NPC will alert the Tenno when a turret has been disabled and when it is able to be activated again (3 minute repair time). When a turret is ready to be activated, a player will have to go to a console next to the deactivated turret and activate it. 

The same colonist NPC will alert the Tenno to special ammo/health/energy drops that they have prepared for them.

"I got you guys some ammo!"

"You guys look hurt, we'll give you some supplies!"

And so on.

Repeatedly staying to defend the colony could cause the colonists to give the Tenno unique and temporary buffs for the mission, maybe? A defender bonus, perhaps. (More exp, more damage, take less damage, faster movement speed, etc)

This is kind of like something I'd been thinking of. Possible addition/variant:

There could be a number of colonists attempting to escape into space via ships, to protect themselves while we secure their colony. As such, there could be a secondary objective of a hangar filled with ships. The ships will fill up over time with colonists while the enemies try to destroy them. Upon being filled, the ship would fly into space. Each ship that escapes can give a small reward, with larger rewards for allowing 75% and 100% of the ships to escape.

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3 minutes ago, gnatters said:

Oh, I definitely agree. Like you said, I was just trying to pitch something that'd be easier to implement. I like your ideas a lot, though.

Thanks for taking this so well. I really, really wasnt trying to down your ideas or attack you personally. And I even think its cool how you tried to tie the open areas to existing stuff for the sake of ease of development. I would even like to see things like this myself, in time.

At present though...we need something new. And I honestly dont even think one single mission type will do it, either. It needs to be something systemic. Something capable of delivering some game play variations. Something with staying power. 

Great ideas, though. Even if we took your suggestion...and just toss in enemy patrols roaming between the objective areas, that we have to deal with between reaching mission starting points...

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MISSION TITLE: Assault

MISSION OBJECTIVE: Board and destroy an enemy transport vessel within a given amount of time before it escapes.

MISSION MODE: Land/Archwing

Essentially, the mission would begin in the archwing mode, with Ordis dropping us off near the target ship. The ship, in this case, would be a rather large ship with a tileset of its own. As we approach the ship from archwing, the enemy would begin firing at us from their decks with powerful railguns and missile launchers. We would be able to return fire with our archwings and destroy the enemies and guns on the deck (it would be merge of archwing and land-based combat). Then, as we move to the deck's docking point, we can release our archwings and switch to land battle, as we push through hordes of enemies to find the ship's hyperjump core. There would be a time limit, say of like 4-5 minutes (or 9-10 minutes if the hordes are endless-style). If we succeed, we would have an additional 2-3 minutes to escape. If we don't succeed, or if we don't escape in that amount of time, we'd be blasted away (or something horrible would happen to us, now that we are stranded on the ship). 

I just want to see a gamemode where we can attack land targets from the air with an archwing. Titania's Razorwing ability just showed me how cool this can be, and this is something I've been thinking of for a long time even before The Silver Grove came out. And I love the idea of a mission where the sole purpose is to just destroy the enemy as fast as possible. (But please, don't make it like the Rush archwing mission...that one is just absurd. Maybe Assault could replace Rush in the future!).

Another idea:

MISSION TITLE: Deliverance

MISSION MODE: Land/Archwing

Essentially, this mission would involve the same order as the Assault mission, but the goal of the mission would be to 'deliver' a group of stranded operatives before they are overrun and slaughtered by the enemy. Personally, I think this one would be a bit cooler and more emotionally involved than Assault, which is why I think I'd rather see something like this being made. 

@xZetsumeix I think your idea is totally awesome, I would love to see something like it implemented as well! Maybe even more than Assault or Deliverance...the endless type of super-involved, large-scale, 8-player missions are something I'd love to see more of. 

Edited by Pocalypse
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12 hours ago, xZetsumeix said:

This one is a bit ambitious, but I think it could be done.

Mission: Siege

Mission Type: Endless

Goal: Successfully defend a colony under siege from Grineer/Corpus/Infested forces. 

Description: As the mission begins, the Lotus informs you that you have been sent to defend a colony under siege. You are tasked with defeating all enemies that touch down on the planet's surface before they are able to overrun the encampment.

Enemies will be dropped into the map by dropships of their appropriate faction. These dropships contain about 10-20 enemies each, can spawn in groups of 1-4, have their own shield/health/armor values and can be destroyed before releasing their payload--thus making the mission progress much faster. However, every so often, a strong, eximus or unique miniboss enemy will enter the field via drop pod (or teleporting in for Corpus/Spawn pod for Infestation). Lotus will announce this enemy's arrival on the field and they will be marked on the map.

As enemies touch down, they will begin to slowly take control of the planet and its resources; this will be visualized with a progress bar to the left of the HUD, with each enemy on the ground causing the bar to increase faster. When this bar hits 100%, the colony will be overrun and the mission will fail. Killing enemies on the ground, however, will cause the bar to recede back to 0% if the players can keep the ground clear long enough.

The Lotus will warn the players of enemy progress at 25, 50, 75, and 90%, with different lines for each.

"The (Grineer, Infested, Corpus) are starting to overrun the encampment." At 25%, for example. Or "This colony is almost completely overrun, you need to fight them back!" At 90%

To make things more difficult, there are a total of 3 different sectors that need to be defended (A, B, C). Dropships can and will attempt to touch down at these different sectors, so the Tenno must remain vigilant to map cues (blinking) and listen to the Lotus' warnings in order to reach the sector which is currently under siege. One or all sectors can and will be attacked at once, so the Tenno need to work together or a lone Tenno can prioritize their targets. 

Successful completion of a wave will lead to the Lotus announcing that the enemy forces have been driven back and a reward screen will then display. If the players choose to stay, she will announce that enemy reinforcements have arrived and the Tenno will continue to fight on for increasing rewards.

 

Special Mechanics: Defense with a twist; this game type is about staying mobile and vigilant, while also holding ground against an ever-increasing force of enemies. You are not alone, however, as the colony has defenses which will help turn the battle to your favor.

Each zone (A, B ,C) will have an automated anti-air defense turret to help weaken, or even defeat, incoming enemy dropships. Each one has a shield/health/armor value that scales with mission level. These turrets are powerful, but slow-firing. Enemy dropships WILL attempt to destroy them with their own on-board weaponry. Tenno cannot repair AA turrets by any means, however, if damaged enough, they will deactivate and begin to repair themselves.

A colonist NPC will alert the Tenno when a turret has been disabled and when it is able to be activated again (3 minute repair time). When a turret is ready to be activated, a player will have to go to a console next to the deactivated turret and activate it. 

The same colonist NPC will alert the Tenno to special ammo/health/energy drops that they have prepared for them.

"I got you guys some ammo!"

"You guys look hurt, we'll give you some supplies!"

And so on.

Repeatedly staying to defend the colony could cause the colonists to give the Tenno unique and temporary buffs for the mission, maybe? A defender bonus, perhaps. (More exp, more damage, take less damage, faster movement speed, etc)

I love this idea! It's very involved and large-scale. Perhaps it would be more suited to a raid-class mission or something, but I'd love to see something like this implemented into the game and not just limited to some Operation or Event. 

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One Ultimate mission mode....A mission which bring new conditions for every rotations or after some rotations....what could be these new conditions you may ask..so here is it

1.Low Gravity (would be fun )

2.Lower efficiency for all warframe abilities to make every tenno in the mission to adapt this new situation (i know there is energy reduction type of condition already but this one is supposed to be different )

3.Disabling 1 ability for all tenno in the missions. ( Quite Scary...now imagine ev has no ev in raids )

4.Disabling 1 weapons for all tenno.(disabled weapon can be random be it primary / secondry or melee)

5.Random Teleportation-At the begining of new rotation,all the members will be teleported to diiferent maps with different enemy types. (will be  interesting to see how corrosive build squad will be able to deal with corpus or vice versa ast high lvl ).

6.Jump from land mission to archwing mission (applicable only to endless mission like survival / interception but the rotation should not be rest,it shloud continue )

These new condition may be activated just for 1 or 2 min in the beginning of new rotation or for the whole rotation.

 

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