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Mission Idea Sandbox.


[DE]Rebecca
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Infiltration (Dungeon Crawl):

Players begin on the first level or outer perimeter of an enemy installation. All enemies are level appropriate. The mission is either an Exterminate or Sabotage. 

Once completed, players can extract. Or, they can choose to tackle the next level of the installation. If players continue, enemies get very slightly tougher, and rewards - including mission XP and Credits - increase for the next portion of the mission. 

When players complete the second tier of the mission, they have the option to face a third tear. Enemies will grow tougher still, and this tier will include the assassination of a VIP (but not a named boss). Players must complete the Exterminate/Sabotage objective and assassinate the VIP, if they choose to proceed with the third tier of the mission. 

 

Special Features:

All Dungeon Crawl (Infiltration) missions will feature some special mechanics:

-Loot Caches: These will spawn on all tiers, from 1-3 caches. These are special caches. They will drop ayatan stars, void traces, rare mods on par with the mission tier and other useful loot. No common crafting resources here. Any time a cache spawns, the Lotus will notify the player.

-Optional Objectives: Missions will have a random chance of spawning optional objectives. These can be any of the following:

 -Defense: Guard an objective for 5-10 waves prior to the next tier

 -Mobile Defense: 1-3 Terminals. Possibility of an Orokin Relic defense to conclude. At least one terminal has to be successfully defended to succeed. Bonus XP for each terminal defended.

 -Survival: Distract the enemies for 10 minutes while other operatives locate a way deeper into enemy territory. This mission will reward Rot A at 5 mins, Rot B at 10 minutes. Completing the next tier of the mission will reward a bonus Rot C reward, if the Survival was also successful.

 

-Mission Modifiers: Missions can be modified by players, with up to X modifiers per mission:

-Players have -50% energy. +10% XP. +5% Chance of Ayatan treasures.

-Enemies deal +25% Damage. +10% XP, +10% Credit rewards.

-No Orb drops (health or energy): +10% XP and Credits.

-No Self Revives (only another player can revive you): +20% XP and Credits.

-No Shields: +20% XP and Credits. +10% Chance of Ayatan treasures

-Enemies take 25% less damage: +20% XP and Credits

-Powers have diminishing returns: +25% XP and Credits. +10% chance of Ayatan treasures.

 

So...thoughts on dungeon crawls in Warframe? I Would love to see repeatable missions that let us craft our own experiences, to a degree, and offer additional rewards in exchange for doing so.

 

 

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Barro's treasure hunt:

Barro asks some help from tenno to find treasures in void. Mission type is endles.

Mission has initial phase(walk to position Barro marked on map, Barro follows you).

First pase of repeatable(Barro runs away healed and invincible and asks you to distract enemies): 5 min of survival(where mobs rus to you from everywhere nonstop but no life support needed) where you must kill some number of enemies, if kill more than setted (105/100 for example) additinal counts will be converted to ducats 5additional enemies=1ducat

After first phase there is small(15-20%) chance to get cosmetics or beakon or booster from barro's stock.

Secod phase: Protect Barro from a huge amount of heavies that will follow him to your location for 5 min.

After finishing second phase you have 50% cahnce to get one mod or weapon from barro's stock or 10*mob lvl  ducats.

Each cycle number and level of enemies grow as Barro annoys them more and more.

If you succes 10 cycles(in a row in one mission) you will be granted special arcane that will protect you from magnetic procs(only procs, not damage) and null fields(at max level full protection granted). 

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Can't really read the rest of the thread, most pages are returning 404 errors, so IDK if this has been suggested yet...

I feel that, for "space ninjas", we do too much run-and-gun.  I like sniper rifles and such but it feels like most of the sniper rifles get outclassed by mid-range guns, and there's really no chance to actually use them as a sniping tool as opposed to an upfront combat tool. Granted, you can toss a silencing mod on them and use them for Stealth, but with their tight accuracy and longer reloads they get outshone by most other weapons.

Myself, I'd like to see a few mission offerings that aren't so front-line oriented and actually employ the "ninja" of space ninja. 

 

Mission Idea:
Assassination 2.0 / Distance protection

Details:
Perhaps a mission requiring long-distance guns where you and your fellow Tenno stealth your way to choice stake-out points along cliffs or atop tall buildings, the ultimate target(s) being certain individuals that blend in with the crowd.  On your trek to the lookouts, you have to listen in on conversations or hack consoles to unlock small tidbits of data that help pinpoint who the target is.  Once the target(s) are dead you have to escape without being caught, getting stuck in a lockdown results in a mission failure.

Alternatively, a remote escort mission could be viable where you have to protect an operative from a distance.  We keep hearing about operatives in other parts of the level (especially when running Survivals) but we never actually see them or get to directly assist in the data/item retrieval.  As a sniper-rifle oriented challenge I'd want to see some levels where you can watch the operative from a distance and have to pick off enemies in their vicinity or toggle distractions to keep enemies away from them.  Perhaps this could be a way to tease certain future elements/lore pieces by giving us distant glimpses of something the operative locates that isn't exactly what we were told we'd be helping them get to?

I just feel there's potential for diversity in this game and utilization of weapons that are otherwise just mastery fodder.  I like mah sniper rifles. :c

 

Mission Idea:
Treasure Hunt 2.0

Details:
We have Maroo's mission, but I'd like to see a weekly/biweekly mission requiring stealth where your goal is not killing everything in sight, but breaking into rooms and digging up a sizeable number of caches with valuable resources in them.  Basically a way to try and boost your resources periodically and change up the front-line dependency of the game.  Caches that have a good chance of dropping stacks of Oxium or larger amounts of Neural Sensors or other rare, hard-to-get resources that otherwise require spamming bosses.  Being seen runs the risk of vaulted cache rooms being sealed off and lost for the mission.

I can see this being an additional option for Darvo's Clem missions where you try to nab multiple shipments for Darvo, or perhaps Maroo or Baro ki'Teer missions as well.  Might also be a good chance at lore/sneak peek drops and/or Tenno agility exercise.

Perhaps such missions could take place inside enemy vaults where they keep store of valuable items or confiscations or "state" secrets?

My inspiration for this comes from simpler collection games like Spyro the Dragon, where the fun was more in exploring and collecting.

 

Mission Idea:
Exploration/Foraging

Details:
With the rise in regional animals, I kind of want to see a mission type where you're asked to investigate faunal disturbances in the area, or seek out a particular specimen sort of like Simaris's Sanctuary target capturing. 

Alternatively, perhaps a more open level featuring traps and hazards as opposed to enemy presence, while you and your teammates try to locate a fallen ship, resource outcrop, hidden treasure rumors, lost data logs or something that someone needs verification of location?

I think it'd be cool to explore more of the world/universe itself.
Myself, I'd probably really enjoy an open random-generated level you can explore, such as trudging through the deserts on Ceres and coming across old abandoned towns or meeting huge hostile desert fauna, or exploring the bottom of the seas on Uranus or walking through the forests on Earth (maybe huge trees you can climb here and there?).  Somewhere to just walk around and see the planet itself and potentially explore old ruins or settlements. 

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Composite missions
Played on relatively large terrain maps or two larger areas connected by a long thinner lane of area:
#1 First location : 5 wave of defending a group of npc's (settlers, tenno hostages,grineer deserters, syndicate associates)

Ťransition to second location by archwing, over terrain like mountains or water where travel by foot is not possible or effective. During transition part the Tenno have to fight against both air and ground units.

#2 Second Location: Exterminate the base or outpost of the opposing, invading faction.

Final Phase at second location is a Assassination, boss fight similar or same enemies as in Orokin Void sabotage missions, Ballista duo for grineer or Jackal like corpus proxy or similar difficulty special enemy.

 

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Does the stars and distant planets amaze you? How they dance as you watch within your chair, feeling almighty and blessed, a spoiled child like you has no place within the stars. Longing for the gentle caress of your mother's arms will turn into a memory, slowly disappearing from your mind. But hey! I know a place where the likes of you would fit, come join me and stay forever.

Ordis: "Operator, there's an incoming anomaly! Prepare yourself!"

 

LABYRINTH MISSION

The Labyrinth Mission are random and challenging missions that may occur when starting a normal mission (Doesn't occur with Raids, Endless, Syndicate, Fissures, Derelict, etc missions). The first hint that the player is dragged to a Labyrinth Mission is the inverted Orbiter Ships during the login screen as well as the unusual background (usually clouds or space) featuring a sickly gray colored fog alongside Ordis' Message.

Unique to this type of mission is that there is no Abort Mission Button in the player's menu (although you can Alt+F4, but why would you do that?) and the Mini-Map / Map is not present.

 

OBJECTIVE

Labyrinth Missions are straightforward, find the Extraction Point.

 

WHAT'S THE TWIST?

Labyrinth Missions is nearly devoid of life, your usual Grineer, Corpus, Infested or Corrupted won't spawn. Each room will now require all players to be in it in order to progress further (unlocking the doors) and there are specific rooms which will spawn a Warframe Specter that the player or group must face. 

 

WARFRAME SPECTER

Warframe Specters spawned in Labyrinth have random setup, complete with Primary, Secondary and Melee, but the worst of all, they are also able to perform Focus Ability, releasing a ghastly specter of an Operator to cause harm and chaos to the players. They will utilize their abilities to the fullest in an attempt to destroy the player or group.

Fret not though, you'll have ample time to prepare before the specter spawns as each has their own unique cue upon entering their room. These are purely visual or audial and is designed to alert the players of the type of specter.

  • Ash - A gray fog starts creeping on the floor.
  • Atlas - The room will start to shake.
  • Banshee - The sound will become muffled, similar to the effects of Invisibility and Silence.
  • Chroma - An audible roar will be heard.
  • Ember - Pillars of fire will erupt from the floor.
  • Equinox - A ray of light will shine above with the entire room going dark.
  • Excalibur - A brilliant sword will pierce the ground from above.
  • Frost - Snowflakes will rush around the room, similar to the effects of being inside Snow Globe.
  • Hydroid - The floor will start to flood, similar to Hydroid's Undertow except filling the entire room.
  • Inaros - Sandstorm will occur in the entire room.
  • Ivara - Ziplines will suddenly shoot out all around the room. This can be used by both players and Ivara Specter.
  • Limbo - Players will enter the state of Banish briefly.
  • Loki - The players will see specters of themselves in the room before it disappears.
  • Mag - Players will be dragged towards a certain point of the room briefly.
  • Mesa - Mesa's Energy Lasso (Shooting Gallery) will be present in the room.
  • Mirage - Mirage's Prism will be present on the above the room.
  • Nekros - Shadows of the Dead of a random faction will be present in the room before it disappears. Nekros Specter will always summon the same faction shown in the cue when using Shadows of the Dead.
  • Nezha - An orbiting ring is present in the room, similar to Nezha's Warding Halo.
  • Nyx - Players will see their allies under the visual affects of Mind Control. If there's only one player, the figure of Nyx's Mind Control will be present.
  • Oberon - The floor is covered with Hallowed Ground before briefly disappearing.
  • Rhino - Fragments on the floor will briefly float in mid-air (Rhino Stomp's effects).
  • Saryn - Toxic clouds will fill the room before disappearing.
  • Titania - Razor Butterflies are present in the room.
  • Trinity - A downed specter is present in the room.
  • Valkyr - A loud audible warcry will be heard.
  • Vauban - The room is covered by a single large Bastille.
  • Volt - The Speed Coil (used as a pick-up in one version of Volt's Speed) is present in the room.
  • Wukong - A clump of cloud is present above the room.
  • Zephyr - A whirling tornado is present in the room.

 

REWARDS

I honestly have not thought of the rewards yet, but I'll leave it to you guys, perhaps it can be another Warframe? (the cause of the Labyrinth maybe?) A piece of lore tied to a specific Warframe? Items? Caches? Relics? I'm open for suggestions.

 

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Security escorts mission.

A single warframe is equipped  with key and is proc. With hobble, bleed, sheild or energy drain. The frame key allows for the only route to the exit, all other warframe maps are jammed. All other frames must escort frame to mission.

Edited by (PS4)MARXIANapparel
details further Mechanics
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I did not know about this thread at the time I posted my Void Stealth ideas here:

Not sure if it would be even eligible considering the terms of OP, as my idea is more like a rework than a new mission type. But it was suggested to me to drop this here too.

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On 9/29/2016 at 3:42 AM, Harowing said:

LABYRINTH MISSION

The Labyrinth Mission are random and challenging missions that may occur when starting a normal mission (Doesn't occur with Raids, Endless, Syndicate, Fissures, Derelict, etc missions). The first hint that the player is dragged to a Labyrinth Mission is the inverted Orbiter Ships during the login screen as well as the unusual background (usually clouds or space) featuring a sickly gray colored fog alongside Ordis' Message.

Unique to this type of mission is that there is no Abort Mission Button in the player's menu (although you can Alt+F4, but why would you do that?) and the Mini-Map / Map is not present.

OBJECTIVE

Labyrinth Missions are straightforward, find the Extraction Point.

WHAT'S THE TWIST?

Labyrinth Missions is nearly devoid of life, your usual Grineer, Corpus, Infested or Corrupted won't spawn. Each room will now require all players to be in it in order to progress further (unlocking the doors) and there are specific rooms which will spawn a Warframe Specter that the player or group must face. 

I like this idea. Make the paths claustrophobic as to limit parkour, throw in some traps, and perhaps add in some creepy atmospheres and jump scares (like have some deathworm come out and eat u through a wall) and it'd be a nice horror game twist.

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Subtle Missions : a too-side  map, 2 Tennos on one side, 2 Tennos on the other,they are separated but they must complete the objectif of their side in order to help the second group to move forward, objectifs can be  killing a mini-boss, defend an objectif or steal the highly garded code in order to open the final door to complete the filan objectif witch is a boss, an infiltration mission or capture. 

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Exterminates: An enemy vessel/base has been sabotaged/destroyed/raided/blown out of the sky.

You are the clean up crew.

You must make sure reinforcements do not arrive to find any survivors or hear of what has happened, if this does occur, you must make it to extraction, or stay to try to eradicate as many enemies as possible, you will be attacked with overwhelming force. Survival on steroids. A single death at this point results in mission failure.

Exterminations should vary. Right now its like shooting fish in a barrel.

Enemies (grineer and corpus) are trying to send out a broadcast for help infested are callimg out to the hive and corrupted are trying to open void fissures. this will be like an interception mission, except that you can stop the broadcast by shutting down power, hacking into systems, etc. Your main goal is to search out and destroy this room, which will be heavily defended. Alerted enemies fall back, leaving groups behind to try to stall the tenno, erecting baracades, powering up faulty ship defense systems, taking last stands. 

Unalerted enemies will become alerted if...(unfinished thought)

The enemes will have set up traps, and will generally all centrlize in one part of the map the longer the mission goes, building up defenses. 

The whole point of an exterminate will be to eliminate a stranded group of survivors before they get help.

The room can be infiltrated many ways, just like spy, but there will be traps in some places too.

Deception: this mission type requires you to take a pizza from the lotus, deliver it to the enemy, and then head back to your liset. Nothing special whatsoever.

New deception: big idea.

Deception missions will be how you single out where an event target is. 

*Nerd moment* this will be like the episode where katara and zuko snuck into a fire nation watch tower to get the location of the southern raiders

Deception missions will be displayed as ships around the planets (possibly or something else) and will have an option of being either archwing or not (or just be both). When you have reaced the navigation console, it will display the location of the next ship, and you can select where you wish to send the current ship you are on, which will then spawn a special confict mission(grineer/corpus) a single infested invasion mission if you were on an infested ship(infested/all), or something eles(not complete)

Nightmare missions: accesible by activating dialogue with your operator, or putting them to sleep, (or something), these missions will require somwthing to be unlocked, and will be percieved limitations on your frame coupled with percieved enhancements of enemy capabilities, possibly to your choosing if done in simulation, amd not for reward. In these missions, you might have more than 4 revives.

Sentients : i personally believe occulysts should be able to be killed. When one is killed, all will know. They will converge on the area, and then spread out, even latching onto walls high up to wait for the attacker to appear. Battalysts should be toned, no more insta death beams or explosions. The battalysts we have now should be assassin hit squads. The new battalysts would still have aquired immunities, diminishing returns, and would spawn in groups of six or eight. Sentient missions other than on the moon would be fun.

Capture

allow the target to be affected by powers, but have reduced effective ness. nullifier bubbles, energy steal auras are not what i mean though. Make the capture target important. Maybe a mini boss, and give them coumters to warframe abilities. Explain with what technology they are being synthesized...

Mission complaints:

Instant mission failure is not fun, reduce the penalties, make it always an option if possible to keep trying. Spy missions should not penalize you for running with randoms.

Requiring everyone to stand at extraction to leave in mission types where it is impratical yo expect everyone to want totleave at the same time (survival/extraction, etc) should be reevaluated...(please stop it).

Infinite missions, where enemies spawn based on how many tenno are present, do not spawn enough enemies for solo players. Might sound weird, but if you could somehow set how many "stars" your worth (gta reference) at the beginning of survivals, that might help...Aka. Difficulty slider is needed complaint.

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Save The Operator
- 2nd Dream must be completed to unlock this.
- this is a random mission change as long as you have a another tenno with you upon entering the mission.
- on the cgi an AA gun hit your Landing Craft ( random tenno ) and the tenno pod got jettisoned out of the craft.. Other Landing Craft were forced to eject the player in a random locations in map to stay away from the AA barrage
- In this mode the VIP consist of the warframe carrying the operator in non operable mode ( walking slow ) . Lotus has arrange an extraction point away from the AA.
- Other player should rush to aid the VIP while facing a lot of resistance. The VIP can use his laser to defend himself ( but is toned down )
- The VIP cannot regain health but have improved armor and health.
- The VIP have a limited way to fight back but cannot interact on object such as hacking consoles.
- Once the team meet up they must continue on with the protecting the VIP. While the faction try to stop you.
- Random events can still happen like Stalker Appearing and Syndicates sending their forces at you.
- Bosses can appear as you near the objective point.

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Cull

I was thinking this would be a nice way to adapt Exterminate into an Endless mode. Enemies don't stop spawning when you fill the kill-counter. Instead, Extraction opens up, and the kill counter resets, with a higher target to beat. Each time you fill up the counter, you get a reward, and the spawning level of your enemies increases.

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Prison Break Mission

Must have minimum 2 person squad. Essentialy a Capture mission, but multiple targets based upon number of squadmembers. Two member squad means 2 targets, three means 3 targets, so on.

Crash Landing

"Tenno your archwing has taken serious damage you must land immediatly and look for a way to fix it". This could start with just a cinimatic, or as an archwing exterminate. Then have you either end up on a ship or planet to gather components to fix archwing. Probably would be best as part of a storyarc.

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STRONGHOLD MISSION

A mission with the potential of a 4-man or 8-man Mission that combines Dungeon-Crawler Mechanic and Warframe's fast-paced gameplay. Main goal for this mission is for players to navigate through this dungeon-maze of a mission and reach the Boss/Final Map Node to escape. Players have the option to leave if they find the final node or they can venture to other undiscovered nodes for greater ending rewards.

 

This concept is still being worked on in the Fan Concept Sandbox version and it has received a great amount of support. I believe this concept can bring back the veteran players that have been reportedly leaving the game due to lack of feeling no challenge in the game.

 

LINK TO THE FEEDBACK THREAD: HERE

 

LINK TO THE SANDBOX FAN CONCEPT THREAD: HERE

 

LINK TO THE REDDIT VERSION OF THIS THREAD: HERE

 

I'd like to thank all of those that have given me support and a special shoutout to @shpelley , @[DE]Draice, and many for the support

 

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I hope this is not fall in the re-architecutre of a current system. If so, then it can be a new alert type.

Resource alerts 2.0: If a resource alert pops up then we would receive a message from Lotus, like: "Tenno, we have intercepted a singal of valuable cargo" -Increased Plastid Carapace spawn

This resource alert overhaul would increase the amount of specific resource containers in mission rather than just give you a flat amount of resource. This would encourage players to explore the map. For example if it's an Orokin Cell alert then more Orokin Cell Arrays will spawn on the map, you just have to find them.

This system could apply to all resource which has its own model and resource crate.

As for the others which didn't got a resource create and model, alerts for those resources could be Salvage missions where you have to find one crate (marked on map) which contains it and then finish your orginal mission (like Fissure missions). As for Defense and Interceptions it could remain the same.

Edited by Doxorn
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On ‎25‎/‎08‎/‎2016 at 5:37 PM, [DE]Rebecca said:

Tenno!

We gather in the forums today with an open thread with a single purpose: collect ideas for Mission types.

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

What about the devs to create new scenarios and maps instead of being repeating the same places?

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in short: some kind of space jump/parcouring from point a to b (like on infested tiles at start/end) (you dont have archwing for these!!!!)

vague concept explanation: kinda love the "outside" in the infested tiles,where you start out in space. but have no archwing and are in your warframe. would like to see more of that. the idea is to start out in a ship (maybe you have a data extraction or maybe one defense point like in a mobile defense, so you have a goal to move to a point). after a while lotus messages you,that the enemy ship your in was hit 8some kind of screen moving a bit to left and right when the explosion/hit comes in would be awesome here). she hasnt found an extract point yet (missiontyp could develop into a kind of survival at this point too), due to to debris floating around. your mission can still be succesfull or maybe at this point it turns into a different mission,where you just have to extract (dont know,that why just an idea ^^). so you reach a point at the ship where you are outide, the air is runing out (which would make the following jumping around a bit timer based). so the outside you basicly be the ship really broken off at where you stand. there are some smaller and larger debris parts floating around. you can jump to them to get around. maybe the enemy tries to lock you out at this point meaning when the last player reaches the door it locks all of you outside to create a kind of urgency. so now your outside and lotus has eiter already found an extraction spot at a still intact part of the ship or the dataroom/defense room or console where you have to go is still  intact and floating around in space in the debris. which means you have to move through the debris in space. if you miss a jump. you would basicly fall in the direction you choosen to jump and it would reset you after a time. some bit a low gravity would be cool, but not needed in my eyes. so you jump to the debris your air is slowly runing out. so in between there are maybe rooms still intact,where you can "get air". this would still be easy for veteran players and certain warframes. so maybe ading a still intact room where you have to full fill a task as the group (defense point, maybe a new spyroom,that looks half broken,but still has a riddle, capture target or a hostage which is now trapped). if a hostage you could make the players get his gear first maybe.so you have to run to 2 points to save him/her. so yeah you would jump through space,maybe some new enemy types or old ones sometimes in the way. but the fun of this mission for me would be the jumping around in space. for the map you basiclly would have some starting point like the infested tileset end. and then a maybe tube like path out of debris parts floating free, which lead to your missionpoints. another option would be to have you move outside the ship, something a bit like the extraction point on the archwing tube tileset, where you have some kind of solid ship hull on one side and space with debris parts on the other. for the end point you could enter back in a functioning part of the ship where lotus can extract you.

possible mission goal: as pointed out above it could go into different dircetions.

- space survival: you get locked out, there are no "save rooms". some space enemys come to kill you, during this time lotus search for intact parts of the ship to extract you. you try to survive. maybe some unkillable boss enemy spaceship type would be cool, which chases you and you have to hide/stay out of his deadly fire,during this time. and yes your air/shield runs out during that,since you are in space. no one was saying easy mission here XD when lotus finds the extract point you it gets marked on your map and you run there. this would not be an endless mission, since lotus markes the extr after the time is up.

- botched rescue: starts out as a "normal" resuce. drop in search hostage and go. in your route ship gets hit -> open space tileset. the hostage is traped in a room in space, at this point it could be air is running out for the hostage -> timer based running mission, or you could just have to get some air tank/space gear etc for the hostage to get him to extraction. which means visiting another room,where the space walking gear is located. or lotus drops a space suit, which you have to pick up. run there, go to hostage, tkae them with you, go to extract.

- mission abort/find extract: start out as any mission type, which is not defense or intercept. on the way to your goal, ship gets hit. the mission is aborted at this point and lotus just wants you to be save and get you out. lotus can't find an extraction point. your goal is to find an intact extraction spot. at this your group has to find an extract point yourself. would not be marked on map at first of course. after a player spots it the marker woudl appear. so would be some kinda of treasure hunt element here. the debris outside would have to be dense enough for this to make sense. so you would not spot the point just form the starting point outside. these extractions would look like the normal ones in missions, but missing the back wall where the ship/ships (dont know the lore so not sure here) dock and where you would normaly see the imprint of the persons and your warframe getting in its position at the endscreen. could be a bit damaged too, and since the back wall is missing, would be in space. so you would have to wait for the ship to dock. which could be a short defense till it docks (timer to docking, then endscreen or short cinematic like theescort mission end). or you could actually have a ship flying and docking there and you have to kill enemys to keep its hp alive till it docks (some sort of escort like stile). either way, you fight in space for like 1-2minutes. =)

- ambush: you drop in an old destroyed space station to intercept a convoy moving through the debris field nearby (this would explain the no archwing part,since you need to be undetected, no archwing = smaller = less detetion, or something like that^^). so you drop inside and move outside. it would an outpost like thing, so you would have a few guards on the way. the goal is to not be detected on the way to the intercept point. otherwise mission fail. so moving forward in the ship stealthy. outside you would have no guards and the players would have to move to a certain area. then a small convoy would spawn. it would move slowly through the debris field. (the level would be like two T shaped debris fields, where the convoy is moving in between, so players can jump over the convoys route and would be able to move on both side of it). to start the convoy there could be a console point with guards. signaling the convoy the debris field is save to cross, dont know, but would be a cool mechanic to start the convoy section. so the convoy moves through the debris field. if the players get detected, it moves faster then before. so you would have less time. but the start of the convoy should reset the alarm. so it starts out slow. the convoy would either have some room/tresor thing you have to break in or person inside you have to resue. would be some kind of space train maybe. some guards would be outside and inside. to have a fear of being spoted. so your group could just rush them or hide a bit and snipe/eliminte them. you would need some time on the convoy to hack the console to free hostage/extract data etc. so it would not just be kill all done thing. the "driver" chamber would be offlimits. so the convoy would keep moving through the debris field anyway. faster if detected,since the "driver" would want to get out there. the mission moves on if you have the thing from the convoy (hostage/data), then lotus would mark the extr point on the other side of the debris field (hence the double T shape map form). if you group doesn't manged to get the stuff from the convoy if would be accomponied by some larger escort ships there, which would blow you up if they spot you. and just "save" the convoy so to speak. so you would fail.

thx for reading

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Ship rescue

[Enemyfaction] has boarded our supply vessel. Provide cover for rescue team during the recovery.

A)Prevent enemy from sabotage of ship. (MD counter running in start and enemy already near objective or timed extermination)

B)Escort engineer to sabotage site (Hero escort while enemy reinforcements pour in)

C)Assist engineer on repair of ship (Dual Defend hero and objective. Optional:collect spares around ship to speedup repair)

Prize: selectable room for collecting resources or credits. Mission itself would provide only minor credit reward.

4 separate areas, one for each player, to pick either resources or credits. with one way entrace and exit. All ends to joint extract area.

Or plain adaptation of relic reward screen, having two options. Resources or credits.

Added Anti-idle/leech measures: One have to be near objective on each stage of the mission to qualify for selecting end reward.

Void trace discovery

Stock of void traces has been found in enemy territory. Base mission type with added void traces to container drop tables. Mission would contain more or less hidden cache(s) of traces. (cache numbers shown in UI, and reward amounts randomized based found at end of mission. 1 -> 5-25 2-> 25-50 3->50-100....). Finding cache would reward finding player with traces immediately and all in squad at end of mission.

Caches would become visible/accessible only after mission objective(s) is completed. If completion would require extract, then partial success is only required. Exterminate, half of required amount enemy killed would trigger. Mechanism to prevent discarding main objective(potential fail in mission) in favour of the search of caches. On endless type of missions smallish trace cache on each interval instead normal drop tables. Bias on this mission type is on container searching.

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Endless fissure Concept In Depth

Table of content
-Base Concept
-End game
-Corruption
-Survival Vs Defense/intercept
-Traces
-Maintaining Variety
-TLDR
-Close

-BASE CONCEPT-
Make it so void always has selectable fissures, you may always bring 4 relic types (example: AXI N1, V2, A1 and S2 of each you have 10 and 5 of them are radiant) and at the rotations one of your relics will be randomly selected to be filled with reactant.

 This makes a full old school loot table. 3 common drops in a relic X 4 tenno = 12 commons for that mission assuming they are all different relics. 1 rare per relic X 4 tenno= 4 rares, like in the old key system. 

in rotation A you may only get the high percentage items (with the team selection) non radiant relics are prioritized. 

Rotation B, either the common/uncommon can be selected and only on rot C can the rares come up (so can the commons) , and game will prioritize radiant relics for that treasure pause. If you don't have anymore radiants, it'll do another relic from your pool.

This adds more emphasis on Mastery Rank, make it mean something beside trade numbers or locked weapons.  

-END GAME-
So long as you have relics this will keep looping and youll have to keep filling your relics with reactant at every new rotation, old reactant that fell disappears. Reactant gets more and more rare to drop making you have to exponentially kill more enemies to fill reactant. When you get to super high rounds it would be rarer than argon so there is always challenge. Farm frames can not increase drop chance. Reactants shouldn't get this way till at least LV 250-300 enemies to make that the "end game" bar, if you still count "endless" as "end game" but whatevs.

 Not getting all 10 means your reward wont be accessible and you cant select something during treasure pause.  Perhaps add a 4 strike system where if you cant get the reactant 4 times in a row you are forced to auto extract or insta fail, making the matches tense and a gamble like the old days while still incorporating new systems.

-CORRUPTION-
Getting corrupted would make endless way more fun. Maybe add new corruption like amped companions, reviving sentinels or pets if they died. Or perhaps evasion corruption where your frame's feet glow and you get +50% parkour and -25% enemy accuracy. Or add something to an existing power up. Example: infinite ammo corruption also gets converted to finisher damage. 

-SURV VS DEF/INTC?-

For survival i still would like the treasure option system. Im sure the Devs could make the game pause for 10 seconds and freeze for relic selection, maybe you heal/are invincible during this and for 5 seconds afterwards adding a period to readjust. This way defense isn't better than survival due to this choice. Or alternatively have all tenno report to ship at 5 min marks to get reward but i think this would stop the flow more than a universal pause. Playing solo yields no pause, lotus just shows you what you got- like old void. 

-TRACES-
For void traces, there should be very little that come with each rotation, no more than 12 (AXI only) no less than 5 Or going as low as 3-6(Lith). So staying for say 4 rotations may net you guaranteed 35-60 traces in an AXI and about 16 in a Lith so there is a challenge incentive to long runs to radiant more for those rotation C rewards on your next long run. 

-VARIETY-

Its very important that this gameplay shows up ANY time an "endless mission" pops up on the star chart. That way we are still getting the variety of tile sets that specters of the rail provided. So if an endless fissure showed up on say Earth, new players who don't have the void yet can get into the groove and any intermediates (like myself) to vet players are not getting bored of the void's gold and white halls 

-TLDR-
•Y'all select 4 relics.
•Every rotation pick reward from a 4  pool. 
•Radiants used on C
•Reactant resets, less spawn per rotation, end game gets nigh impossible for reactant.
•Keep going till you cant take it anymore, or run out of relics.
•on more than just void map
•Git Gud, Git reactant, Git Corrupted, Git Primes, Good Game!


-Closing-
•Thought of while watching iFlynn on youtube. He's gud, subscribe.

•Id appreciate all comments in ways to improve this, please share or adapt it. If there are gaps, ask and please don't hate without suggesting better.

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Just wanted to toss in some more general ideas, and sum up what I've seen on this thread:

There seems to be a consensus that players want

- More complex missions with multiple stages. Sorties are a start, but just stringing 3 simple missions together doesn't really do the trick.

- More interactive elements in the levels. Again, Sabotage 2.0 and the Lua puzzle rooms have already been going into that direction, but more of it would be nice.

- A better integration of (mini-)bosses into normal gameplay. How about a mini-boss showing up every 10 waves of defence/10 minutes of survival? We have the Grineer Executioners and soon there will the the Corpus Index champions, so why limit them to the Arena mode?

If you put all of this together, then I think it's clear that players are tired of simplistic missions that can just be rushed. Rescue, for example, could be made into a very interesting mode if you would really have to fight your way through an enemy compound with several points where you'd have to stop and defend the VIP while you open a gate or lower a drawbridge or whatever, with a mini-boss just before the extraction point. So putting more obstacles into the players' way would actually be a good thing.

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