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[DE]Rebecca

Mission Idea Sandbox.

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Trial / Mission type : Speedrun
 

Description : The Idea here is that you have a mission that you must complete in a given amount of time.

Example : This is basically how I came-up with the idea. Just for fun, with a fellow Tenno, we decided to make a contest on who would be the fastest to clear

Spoiler

Lua - Pavlov

So we ended-up recording our runs. The outcome was fun. You can click on the links provided in the Spoiler to get an idea.

Disclaimer : (Also, since it's in spoiler, and you don't have "cleared" the solar map, this may containt spoilers.)

Spoiler

Video 01
Video 02
Video 03 (An other Tenno got interested in the process, and sent us this)

"But, isn't it supposed to be a request thread for a 4-Tenno missions ?"
- Yes it is.

Intelligence : Basically, you start the mission just like a survival (solving a cypher), and you have a given amount of time to complete the mission (Spy, Exterminate, Capture, Sabotage). Obviously, Defense, Survival, Interception, Hijack, Mobile Defense, can't really be "speedrunned" ... Or can it ?

This is just a wild idea. I think this could improve and somewhat help the Tennos to move around better : mimicking the other players, optimise their path, thinking about which Warframe is the most efficient for a given speedrun, use mods that are most of the time left behind, ...

I hope you like the base of the idea.
Cheers ! o/

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Longish time player, first time poster (Greetings, fellow tenno!)

Essentially this is the other side of Survival missions, where you play as the 'Lone Tenno Operative raiding the ship for supplies'. Since the focus of the thread is co-op missions, let's assume that this isn't a new, solo-only mission type.

The assumption is there is another, different squad of Tenno elsewhere in the same node, but in a different section of the base/ship, causing a ruckus to buy your team time, so life support is not an element in this mission type - going with the assumption that Corpus/Grineer have the ability to cut off life support to individual areas of their bases/ships.

Your team's objective is to locate valuable supplies and remove them from the premises for divvying up later. To achieve this, you must first locate the goods. This is done by hacking a particular terminal on the tileset (marked by the red target waypoint). When the console is hacked, the location of a valuable stash of supplies is marked on your map (the red waypoint changes to this new location). You then go to the newly-marked location, and there is a terminal next to a locker (or a new locker with a terminal on it, or a locked locker gets unlocked, with some new color sign to indicate it's the one you're looking for). You hack/open the locker, and voila, your first stash is unlocked. It can be just your normal rotation A reward, or maybe there are a few items in it, and there are several, and you get to choose one. Perhaps a change in circumstances occurs depending on which reward you choose (maybe a nightmare mission effect gets put into place, maybe the distraction team decide to extract and the next round of the mission requires life support, so survival mode is added, maybe the enemy is alerted of your presence and sends a bursa or two to investigate)

At this point, Lotus informs you that you can extract, or you can locate the next stash. The waypoint marker then moves to a different terminal elsewhere on the map, and you repeat the process. Starting with the second stash, perhaps new complications arise - the first terminal you hack doesn't have all the info you need, so instead of sending you to the stash it sends you to a second terminal with the rest of the info, or perhaps the info is spread across several different terminals, and your team needs to split up, and so forth.

 

Stealth is preferred in this mission, since alerted enemies will sound the alarms. Alarms in this mission type are a little different:

First alarm: Enemies alerted to your teams presence (same as first alarm in most missions now)

Second alarm: Life support shutdown. This works the same as when you run out of life support in regular survival missions. Your shields start depleting, and when they run out your health starts getting depleted. There are no life support capsules in this mission, so keeping alarms off is tantamount for your survival. In order to reverse this, you need to hack a specific console, selected at random from around the map. Move fast, Tenno!

Third alarm: Lockdown is triggered, same as with second alarms in other missions. Hack a panel to cancel lockdown, but life support remains off until you reach the correct panel.

Additionally, for each time the alarm is triggered, enemy level will increase by a large margin (10 levels, for example), or the data containing the location of the stash gets encrypted, so you have to hack an additional console before the location of the stash is revealed, or other such complications that reduce farming efficiency

 

Perma-stealth frames might make this way too easy to farm, so perhaps there need to be ways to trip up the Lokis and Ivaras a little. Maybe all the doorways that can have them have timed lasergates that strip invisibility or drain energy or trigger alarms, so players have to time their movement through doorways to avoid the lasers. Maybe there are special sentry NPCs that see through invisibility and have the ability to trigger alarms without needing to interact with a terminal.

 

 

 

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Hello Everyone,
I have made multiple ideas of missions and posted them on this thread, I hope DE saw them, and if so, then I guess I'll have to try harder for a good idea, but one of the things I was actually interested with was in the meantime of getting a new mission type, perhaps we can get a new mission mode. With the Plain of Eidolon coming out, there's a whole new world of opportunities for this game coming, literally and figuratively lol

One of the things that I saw was that the enemies get harder as we stray farther from Cetus, and when the Eidolon comes out. I don't know how far you're going to scale the enemy level, but one thing I was always asking for was a mission that has a more intense scaling. This is for us endurance runners that just love the thrill of fighting enemies that reach insane levels. Unfortunately, i cannot play long enough to find a mission that would let me fight those kind of enemies because of time constraints of real life. From videos, I've seen that the longest a survival mission can go is 10 hours. I would like a mission that can get the enemies of those levels in a MUCH shorter time span. I can think of many things to tie this to. Perhaps as a mission mode, purely for fun, or maybe integrated as nightmare modes, or maybe, even a mission mode for farming focus lens to tie into the new focus changes and get those pesky lens out of the sortie reward table. Whatever it is, I would like a mission that pushed the levels of warframe off the charts, almost like the special tennocon mission that came out last year. I had so much fun with that one.

That way, us endurance runners that love the thrill of high level enemies, don't have to skip dinner to fit the time to reach those enemy levels. I understand not much of the community will enjoy this as it would be way out of their comfort zone and some won't be able to handle it, but I know quite a few people that would really enjoy this, a lot even on these forums. I personally do, but unfortunately, my playtime span cannot extend long enough to reach those levels, thus I'm unable to do what really drives me in this game. Please consider it DE, even if it was just a single event, or just a mission node option. I would like to at least be able to have a moment where I can fight the enemies that I've done so much math on.

Thank you,
Chris

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Mission Type: Battlefleet (working title)

Phase 1: Archwing battle. Objective battle your way to and breech an enemy capital ship.

Phase 2: Player choice. Either set reactor to blow (like in sabotage) for easier but less rewards, OR take over ship and bring it under your control (harder, better rewards).

Phase 3. Dependent on Phase 2. Either escape before reactor blows, OR return to space and battle fighters while your capital ship engages and destroys enemy capital ships.

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20 hours ago, BalicBlackthorn said:

Mission Type: Battlefleet (working title)

Phase 1: Archwing battle. Objective battle your way to and breech an enemy capital ship.

Phase 2: Player choice. Either set reactor to blow (like in sabotage) for easier but less rewards, OR take over ship and bring it under your control (harder, better rewards).

Phase 3. Dependent on Phase 2. Either escape before reactor blows, OR return to space and battle fighters while your capital ship engages and destroys enemy capital ships.

It could be even turned into an endless mission: After either escaping from the explosion or escorting the ship to safety, the players could be given choice to call it quits and extract or search for another ship! 
While we are still in the space: I'd really love to see @[DE]Steve's prototype to be implemented into the game...

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Mission Type: Overload

Description: A Grineer/Corpus Cloning machine has gone haywire. 3 Stages see you trying to fend off an increasing amount of enemies, due to the fact that the cloning machine is picking up speed and spitting out enemies quicker and quicker. Each stage is locked off by a goal, shut down the power circuit to the machine. and close the section off. ( leading to the outside.)

Stage 1: Enter the facility. Fight your way to the power and lockdown consoles for area one.

Stage 2: Enter the Testing area. Fighting an increasing and harder number of enemies. Again find secure and shut down consoles.

Stage 3: Enter the Cloning laboratory. This is where this get really hectic, stronger, faster enemies coming at you. Fight your way to the main hall where you find the Cloning machine has finally failed, but with it's last output clone, you find an amalgamation of clones all fused into one huge hulking beast. With several unique abilities. ( Tbd ) During this fight there are 3 stages. Ist stage fight till about 50% health, the creature uses first ability. Rejuvenation, the creature heals itself back to 75% health. During this stage, the team are required to turn on one of the security measure to help with the fight. Stage 2 the Beast with become slightly tougher hardening it's Carapace ( ability 2 ? ) Hence the help from the security measure. Take boss down to 25% health, we go into Rejuvenation stage. Boss regains health to 50%.  Again, bring online another security measure. the last part of the fight is a race against the clock, the beasts final ability, is a Viral self destruction. It will destroy you and the base with a possible leak to the outside. But to make matter worse, you also need to find the time to use the lockdown console and the last security console.  In which order you do this will be choice. Will it affect the outcome ?

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Mission Type:  Heist (Or... Hijack 2.0)

Description:  A kuva silo has been discovered, and it's high time the Tenno drained it.  Grab an inactive siphon, fill it, then launch it into space for pick up.  Get paid.

Process: 

Step 1: Kuva siphons will spawn in a dispenser attached to a kuva silo.

Step 2: The player will activate a console which will dispense kuva into the siphon.  For example purposes, 50 kuva per activation, up to a maximum of 500 kuva.  Or perhaps holding "use" will quickly load kuva into it and the player merely needs let go to stop.

Step 3: Once filled to desired capacity, the player will tether to the siphon (set to "follow" as though a spectre, rescue target, syndicate ally, etc.)  The player will drag the siphon to a launch chute/cannon and load it for export.  The delivery point ships out the siphons in intervals, but can be prematurely activated if the player or players are ready.  Multiple siphons can be dragged to the delivery point, but only one at a time per player.

So that players know which siphon is theirs, it should be waypointed and maybe color according to the warframe's color scheme?  The PoE mining tools show this is a thing that can happen.

Rewards:  Rewards are not doled out on an ABC rotation, but on a per-shipment value basis.  >=50 kuva would be A list rewards, >=200 B list rewards, >=400 C list rewards.  The number of players in the mission scales up the amount of kuva required per reward tier.  Enemy level scales with the total amount of kuva shipped, like how excavation scales on the amount of cryotic gathered that mission.  The kuva take with each successful shipment is split between all players at extraction.  Player one delivers 400 kuva, player two delivers 100, both get 250 when they extract. 

"It's payday, Tenno." 

...Or perhaps, "Guys, go get the siphon!"

Additional Challenges: 

Kuva interrupts transference and disrupts Warframe powers.  Large quantities of unrefined kuva emit an aura.  The siphon will emit a radial sphere of interference that will dampen Warframe powers when cast from within, and act as a LoS check when cast from without.  Dampening by means of reducing power strength, range, duration, and efficiency.  More kuva loaded into a siphon means an even greater dampening effect.  As the siphon will only move within a set distance of the Warframe or Tenno, higher quantities can easily force a player or players to accept their (warframe's) powers and stats being downright crippled to steal a big enough haul for a tier C reward.

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Light Out: similar to a capture mission, but you need to track down a powerfull entity on a inclosed area (a ship or similar environnement) while the power is down ( almost pitch black, at the exaption of our flashlight, enemy's flashlight, a few emergency lights,etc...). the entity would be hostile to both side, move around the map, and attack enemies in sight while trying to stay stealthy. the entity could also be affected by multiple subsytem activated by player or enemies onbord, such as an emergency ventilation, fire alarm, etc. mission completion would be when the entity is either driven off or killed.

the entity could also be randomized for each mission, having a different would also give a bit of suspence for each mission. It could be a elite manic assassin, a new hyena prototype, a mutalist hyena, a group of elite shocktrooper from the oposing faction, etc

this mission type would give a nice challenge to player, while giving a little horrific vibe. 

Spoiler

muU3iE8.jpg

 

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12 hours ago, kerozen666 said:

Light Out: similar to a capture mission, but you need to track down a powerfull entity on a inclosed area (a ship or similar environnement) while the power is down ( almost pitch black, at the exaption of our flashlight, enemy's flashlight, a few emergency lights,etc...). the entity would be hostile to both side, move around the map, and attack enemies in sight while trying to stay stealthy. the entity could also be affected by multiple subsytem activated by player or enemies onbord, such as an emergency ventilation, fire alarm, etc. mission completion would be when the entity is either driven off or killed.

the entity could also be randomized for each mission, having a different would also give a bit of suspence for each mission. It could be a elite manic assassin, a new hyena prototype, a mutalist hyena, a group of elite shocktrooper from the oposing faction, etc

this mission type would give a nice challenge to player, while giving a little horrific vibe. 

  Reveal hidden contents

muU3iE8.jpg

 

Sounds like It calls for a new Infested Enemies (Or infested Capture, with unique target)

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This thread is endless so if this has already been suggested, my bad yo. 

Now that we have archwing in the open world area on the Plains o' Eidolon I think it's a perfect opportunity to indulge (those of us that remember) nostalgia in some good ole' pod racing.

I think it would be perfect as a community event, or a standard option on the plains in general. 

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I can just suggest what i did suggest so many years ago where i do remember that Steve nodded to it and chuckled "liking" the idea of it.
So i guess i "repost" it
Maybe someone already came up with something similar and posted it here. If so i am sorry.

Tenacity Survival/Defense/Interception:

Well to be sure it isn't much different from any other survival mission or so.
It is more of a thing you can activate to test yourself and maybe even see how far you can go. Maybe even getting a bigger reward at the end if you did good.

What "Tenacity" should mean here is simply put a mode where all of your mods on everything are stripped of. Leaving you with your bare Warframe and Weapon itself.
This does not mean now you are helpless against your Enemies. Those are starting off at level 1 too. So you pretty much stand there like a new player with his MK-1 Braton which still does good at the tutorial.

What happens during the mode tho is that every single mod you collect gets installed to your Warframe and Weapon during the mission. Surely unranked but here is the deal. It stacks. Meaning that if you get 2 serration mods you get a serration at rank 1 installed. 
Leaving you eventually with enough damage to face tougher opponents where we are starting to explain them now.
Those enemies always get rerolled to a higher and tougher level to be able to compete with you as you progress through the survival or defense.

Like this you surely can get quite "OP" yourself should you pick up millions of serration mods or so the like. So either enemies do get this high of level then that you get one shot should you fail to get some mods that buff your frame survivability or every mod will have a soft cap or a hard cap. Meaning after 100 serratons it starts to fall of wi th every other one or simply can't get any higher.

In the stream where i wrote about the idea it was surely nearly impossible to read the whole chat message.
Even if i do believe i did indeed posted a thread of this idea once... maybe i either forgot to really post it or it just did not get received this well.

Surely things can be improved on this idea. The basics tho should be solid enough to make a game mode that lets people get kinda happy about every mod they get and not just let them say... "Oh hey... another split chamber.." instead. "Oh yeah! Nice! Now finally a split chamber for double the damage!".

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This is not exactly a mission type per say, more like a game mode. But I would like a side activity that doesnt revolve around our frames.

What I am thinking is a mode that utilizes the already existing invasion system, but allows us to take control of a unit of choice from the involved factions and attempt to fullfill the missions that way. With a few caveats. Spy missions would be exceptionally difficult given the limited mobility of faction units, so they could be unavailable in this mode.

I think this would be interesting and could potentially be fun with a full squad. And there could be unit specific rewards, for example, finishing the mission as a heavy gunner or a nox would yield different rewards than finishing as say a butcher or a prodman.

Mission rewards could include the usual rewards, or mode specific cosmetics to apply to ourselves, or even faction specific operator cosmetics.

Just tossing it out there, this is unlikely to float, but hey, I wouldnt pass the chance to be able to emote "Tenno Skuum" repeatedly.

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I did not read the whole thread, but I logged into the fora to look for a suggestion forum, and found this.

ARCHWING RACING:

I feel it would be really cool to race other players inside archwing stations. The feeling when you zoom through lasers and between powerlines are amazing. It would be like playing an awesome version of Wipeout. This would be a competition, or a race against time, whatever works. Maybe one of both. 

PvE mode with time trials. Bronze, Silver, Gold and Platinum rewards. 

"PvP" Racing, where it is the first to reach the end of a course. I'd suggest not allowing weapons or abilities in these missions. 

 

You could also add new barriers, like the insta death flickering laser grids from singleplayer missions. Or mechanics similar to treasure vaults, only in space. Otherwise, I think it would be pretty cool with just the basic narrow winding tubes with electricity and fire. :)

 

Thank you for allowing us to post our ideas. :D

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Not an idea for a new mission type per say but when can we expect higher tier Spy missions?

 

Right now it is impossible to get AXI relics from Spy. I personally really like to farm my relics in Spy missions, sadly AXI are in other mission types.

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15 hours ago, Jaw-5 said:

I did not read the whole thread, but I logged into the fora to look for a suggestion forum, and found this.

ARCHWING RACING:

I feel it would be really cool to race other players inside archwing stations. The feeling when you zoom through lasers and between powerlines are amazing. It would be like playing an awesome version of Wipeout. This would be a competition, or a race against time, whatever works. Maybe one of both. 

PvE mode with time trials. Bronze, Silver, Gold and Platinum rewards. 

"PvP" Racing, where it is the first to reach the end of a course. I'd suggest not allowing weapons or abilities in these missions. 

 

You could also add new barriers, like the insta death flickering laser grids from singleplayer missions. Or mechanics similar to treasure vaults, only in space. Otherwise, I think it would be pretty cool with just the basic narrow winding tubes with electricity and fire. :)

 

Thank you for allowing us to post our ideas. :D

I agree entirely, out in the plains would be awesome too.

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Hacker Mobile Defense

You will be required to carry a data mass to a terminal, much like regular mobile defense.

Once the data mass in inserted, the terminal will be opened for hack.
Depending on difficulty and level of mission, players will be required to hack 20 consecutive terminal hacks.

It will be mostly easy hacks, but on higher level it progressively got harder
players will not fail the hacking should the timer run out. Just need to re-do

On alert missions a single fail would reset the hack attempts back to the first 
but the consecutive requirement would lessen the hacks down to 10 instead of 20

However long the mission last is entirely up to the hacking speed of the player going through the hacking attempts.

CIPHERS will not be usable against the hacking terminal.

The Terminal will still have limited health, meaning now the other 3 players need to provide protection for the 1 player hacking.

 

If Alarm has been triggered during hacking, terminal will initiate self destruct

that has a 2 minute timer that forces player to speed up the hacking.

Failure to fully hack the terminal the data mass would be thrown out, and players will need to 
search another terminal to hack.

There would be 5 - 6 terminals, and a minimum of 3 successful hacks is required to complete objective.

 

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Three Block War

This has been suggested sometime back, kind of similar to Assault mission on Kuva Fortress.

Mission 1 - Airborne Mobile Defense (Archwing Exterminate, Excavation, Mobile Defense)
The objective is to obtain enemy coordinates and location data
before initiating an assault. But if this is so easy it wouldn't be suggested.

Enemy base is too heavily fortified, direct drop is disabled due to enemy's anti-air capabilities.
Archwing attack on enemy base to disable enemy radar station and anti-air guns is necessary.

Once the objective is completed players will need to go to the drop zone and proceed on foot.

Lotus will drop an "excavator" that unlocks to the data mass, players will need to defend the "excavator"
for a period of time before the data mass drops.

Once the data mass is dropped player will proceed with the mobile defense mission.
Mission would reveal enemy location. Extraction to mission 2


Mission 2 - Sabotage (Deception, Sabotage, Exterminate)
backstory - in mission 1 enemy base location (objective Bravo) is confirmed, along with their defenses (objective Alpha)
you need to infiltrate their defense (Alpha) to sabotage their artillery and aiming it to their own base (Bravo)

Players start with a data mass that is suppose to sabotage enemy computer system, 
you will need to deliver it to a terminal (deception)

Once delivered, the enemy artillery gun will be reconfigured to shoot their own base.
The bombardment sequence will begin, there will be ammunition spawned that player need to carry it from
the ammo bay to load it into the gun for it to fire (much like fuel cell and coolant)

Players will need to do defense for 5 waves of enemies until artillery strike is done on enemy base.

After which players will be required to destroy the gun (sabotage) as well as destroy the base's reactor (sabotage)
Upon completion of above mentioned, you are required to exterminate all remaining enemies.
Extraction to mission 3

Mission 3 - Infiltration Assassination (Exterminate, Spy, Assassination, Defection, Hijack)

Enemy base (objective Bravo) has their perimeter defense destroyed, but there is a commander who 
is hold up in the bunker.

Players would be required to neutralize the base's remainder guards (exterminate) ,
and gain access to the bunker by hacking a terminal that is placed in a data vault (spy)

Upon completion of opening of bunker, the boss will initial self-destruct count down, 
players will need to assassinate the boss under the count down limit
to get the key to stop the countdown sequence.

After the boss is killed Lotus will instruct you that a VIP that hold vital information
for the enemies is defecting, you will need to find and escort the VIP to evacuation zone.

The VIP cannot bullet jump or any speed movements, extraction will not be open unless the VIP
is present at the extraction point.

Player will hijack enemy Vehicle in which escorting the vehicle and VIP to extraction
while under enemy attack.
 



 

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One of the arguments i made in my recent "retouch the mastery system" post is that in most of the gameplay, the high-level skills you learn from the Mastery Tests arent necessarily needed ingame. Sure being a parkour genie is fun, but ive completed countless missions by just sprinting and shooting (with sonicor).

My suggestion is that there should be a couple new missions and mission designs added to really challenge the player to improve on certain skills:

-Spy mission that involves several people all hacking an entire room full of terminals before a timer runs out. This would definitely be a Corpus-focused mission, with alot of security cameras and lasergates and Bursa that spawn every time an alarm is triggered. Making it through the mission with fewer alarms triggered will make the security consoles at the end less difficult to hack. Ciphers should be disabled for this mission.

-An extermination mission consisting of scaling a vertical cliff-face (fighting while climbing and walljumping) This one was inspired by a scene from Star Wars the Clone Wars Episode 21: Scaling The Cliff. In it, a huge army of Clones is forced to climb a completely vertical cliff to reach the base at the top. Ziplines and wallclimbing tanks are used in the show, but Warframes should be able to just walljump their way to the top. The cliff should be extremely high but its surface should be pretty smooth, so as to prevent collision issues. As far as wall-based enemies, these might have to be completely re-engineered from scratch. I suggest making Grineer soldiers that walk around with ziplines, or at the very least a bunch of jetpack troopers. 

-A boss that prevents players from touching the ground at all. This should be an Infested boss swimming in some sort of toxic pool. Falling results in instadeath. Players would be forced to rely on riplines, midair hovering, and mad parkour skills to stay alive as the boss sprays acid at the walls and attempts to grab players with tentacles.

-Killing a squad of Grineer suicide bombers before they detonate (might be a little offensive, but the idea would be fun) 

-Enemies that will parry spam-melees, forcing you to use complex combos.

 

Share your ideas below!

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There are many nice ideas here, but keep in mind:

If the reward isn't worth it, it won't be played!
I play Defection, Hijack and Infested Salvage (for example) only if I have to, to get a reward.

Anyway, that's what in my mind:


Sabotage-like
Bring explosives to 3-4 point's in an enemy vessel. There's a chance for the enemy to defuse these. The chance is higher the more rumble you make. 
One can flee to Landingcraft or Archwing. You can extract if at least one explodes. If all are defused it turns into exterminate.

Rescue-like
Something like Mastery Test 19.
Maybe rescue SpaceMom's Kubrow.

Escort
Escorting an operator through enemy terrain.
Maybe endless, getting deeper and deeper into enemies terrain.

Recovery-like
You get caught on purpose, to steal from your enemy.

Escape
The ship is burning down room by room and you have to reach extraction fast enough.
You can also add caches.

Endless-MobileDefense-Survival
Combination of Survival & Mobile Defense.
It starts like survival, but from time to time you can/have to go to a specific console and extract data.

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I'd prefer to see the faster mission types added as random secondary objectives to the existing Primary objective. Raid, Deception, Capture, Spy (single vault) and Rescue are good options for more dynamic game play that benefits squad coordination.

But the biggest thing that needs to be addressed is introducing Trial Mechanics to other parts of the game that make them easier to learn and reference. They don't need to be Missions by themselves but extra incentives for exploring like Parkour Rooms and Lua Principle Challenges.
 -Special doors that use pressure plates., one or two. (more reason to use your operator)
 -Charging special payloads with warframe energy.
 -Exposing sabotage targets through multiple terminals.

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Oh man, one post is so hard, last time I felt inspired to share some mission ideas for Archwing, I made a whole thread for it...

Its archived now, so not much chance of updating it with all the cool Archwing stuff DE thankfully added, since there aren't any replies allowed any more. But suffice it to say, Archwing racing that I upvoted a few posts up, it was definitely in this, among other things.

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I have 2 idea off the top of my head:

An advanced extermination mission. You start off with the standard "kill X units" requirement. But as soon as you finish the requirement you get a alert that a special VIP has arrived on the map and it's perfect opportunity to take them down. This opens a pathway to a boss room, and a random boss of that faction, or maybe the bounty hunter for that faction(G3, Zanuka Hunter). You fight them, kill them, then extract.

Another Idea came up while playing POE. Using the existing base locations create a mission where you harvest supply drops from the grineer bases. You go to a base location and observe it for the right moment to strike. Periodically units will come into the base to drop off items they have collected around the area(minerals, animal parts, fish, etc). Periodically they request a supply drop, and a ship comes down to pick up the mats the grineer collected and drops off supplies they need. When this happens you can attack the base and disable the drop ship; harvesting all the mats. But when you do this you trigger an alert. This alert causes the grineer units from the surrounding bases to increase in quantity and level and begin rushing towards the base you are occupying. When they get to the base they will attempt to call down a re-enforcement drop to attempt to take over the base. You then have to fight off waves of units for a set period of time before they fall back. When this happens the units again increase in quantity and difficulty and will attempt to mount another assault after a cooldown/buildup phase. This keeps happening until eventually you will be overrun or be forced to leave the base. Now what you can do is, move onto another base and repeat the process. Every time the grineer reclaim a base the alert level goes away, but the starting level of all remaining units are now higher and more units will  be spawned on all the bases. The key benefit to continuing dong this is the higher the mobs, the more mats they collect. You can do this process as many times but eventually the mob levels would be so high you'd have to leave the map.

Alternatively you could allow this to escalate to a boss level event. Even incorporate the Eidolon to create an advanced version of this mission. Using the existing eidolon mechanics, you could lure and trap the eidolon at one of the bases and force the grineer to attack it. Then keep it there and create a significant amount of losses to the grineer units. You could use the same mechanics from the Juggernaut, if you manage to kill a certain number of grineer in a certain amount of time you trigger a final escalation. In desperation, a random grineer boss is summoned to the surface to handle the eidolon personally. When they arrive the player can make a choice, either help the grineer boss kill the eidolon or help the eidolon kill the boss. If you chose either of those options it works out like a regular boss or eidolon fight and you receive the standard reward for either unit.  But you can chose to go for the ultimate prize, killing BOTH the eidolon and the boss at the same time. If you chose this route the boss will try and break your hold on the eidolon, and if they succeed then you are only faced with a regular boss battle. There might also be a chance to let the boss escape as well, and have the eidolon do it.  If you win this battle and take down the boss and the eidolon, then you get to pick a specific drop from that bosses loot table plus the eidolon drops, on top of the mission reward.

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While I have enjoyed playing this game for a few years now I had one experience I really enjoyed and I would like to start off by saying ‘Thank you DE for such an Event in this game.’

I remember many years ago I was playing a real time strategy games like SC were many units rushed against a base or target and while I enjoyed watching these battles I always wanted to go down into the action and fight them as a single ‘badass unit’ and operation Plague Star gave me the chance of doing this. 

I remember being semi intoxicated one night as Operation Plague Star started but after I got the means to make the vials to increase the difficulty I placed all of them into the mix with no clue what would happen and was gob smacked at sea of screaming infected that were trying to kill me, even my Ice Chroma was taking a beating as I had the most fun I’ve had to date in Warframe. 

While I was fighting against these bosses I wondered if the DE had plans for open world style fights like this, Eris or other worlds as a Lone Tenno or a four man team or even an eight man raid would work as a group attempting to fend off a massive invasion of Infected that are trying to reach a downed civilian ship or base giving players their time to shine as a Bad &#!. The ideas of what lay in the future really got me excited. 

Stage One - Ship would be under attack from infected until as the Tenno would clear the ship out as it crashes down.

Stage Two - Tenno would have to fend over thousands of infected units rushes the downed ship the people inside attempt to prevent the ship from overloading and exploding. If the infected Units get past the Tenno the civilians would self destruct the ship rather than be consumed by the infected.

Stage Three - Boss units would attack the ship as Civilians are loaded onto Transports, the boss units would summon more infected units to hunt down the Civilians until the Civilians escape. Bosses may or may not be killable in this stage.

Stage Four – Scuttle the ship, Tenno would have to get inside the ship and scuttle it before switching to Archwings and escaping the blast Zone. Taking too long the ships self destruct would be disabled by the infected but doing it too quickly means less infected are killed off and the Tenno have to fight their way out or get less of a mission score. The object is to take as many infected with the ship as possible.

An idea I had for a while - Thanks DE for the awesome work :)

 

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I have an idea for Void spy missions that will take into account the active neural network in attempting to stop you gathering data from the consoles. The consoles will get much more difficult from rotation A to C in a slightly randomized puzzle that fights back with rewards that should make up for the difficulty, regular ciphers have no use during this mission. The lore behind the consoles is that they contain information on the tenno schools allowing (all or some) way-bounds to be strengthened even further after being unbound which is guaranteed as rotation C reward.

Basics: The vault consoles are located at the end of 3 huge rooms that are all connected via 'tunnels' in between on the sides, these tunnels have open entrances but have lasers all the way along the entrance that randomize their pattern to make them more difficult to enter secretly. In these tunnels are consoles that must be hacked (4 per vault) in order to activate the main console which will have a puzzle similar to a 'pipe game' where you have to connect 2 ends using various 'parts' and the neural network will occasionally swap a pieces orientation, this will become much more complex and difficult going from rotation A to C.

General mechanics: If a tunnel console or main console is failed or a player touches the laser, the alarms will be set off. When this happens a timer based on how many vaults have been hacked will begin to countdown which will not 'destroy the data' but instead lock off the console and kill any players within that vault, the time will be something like 2 min for first, 1 for second and 45 secs for third. When each tunnel console is hacked the lasers closest to them will be disabled. Upon hacking the first tunnel console, all enemies will become alerted. When the second one is hacked, strong turrets will activate. When the third is hacked a single nullifier wave will negate and removed all warframe powers throughout the entire area. The fourth console will activate the main console and disable the neural network for 10 seconds, a coordinated team can hack all 4 at the same time.

Vault console mechanics: Each vault console must be hacked up to the number of vaults already hacked (i.e first is 1 hack, second is 2 hacks, third is 3 hacks) and after each, a certain response will take place (unless done within 10 seconds of hacking the fourth tunnel console.) The first hack will spawn in heavy units and a few nullifiers. The second hack will cause a persistent nullifier bubble to cover the console that can only be removed by standing on a pressure plate in the middle of the room and shooting a glass orb behind the console. Finally, the third hack will cause a short timer to start that, when it finishes, any players still inside the area will be downed. 

Rewards: Each successful hack on a vault console will grant a reward, this will mean the rotation cycle goes like this "A, AB, ABC." Rotation A will have general rewards (relics, endo, rare mods.) Rotation B will have higher tier rewards (kuva, ayatans and a special cipher for these vaults) but these must be manually picked up and will be obtained via 'secret' rooms that will open when a rotation B hack is successful. Rotation C will always be progress towards strengthening the operator, meaning only the ones who wish to upgrade their operator will have to do the most difficult hack.

Optional features: The vaults are located underground and can only be entered by doing specific tasks. Above each vault will be 2 doorways leading into a classroom-esque area (where the tenno practiced their schools) this will imply the orokin allowed the tenno to have their 'schools' but gathered information on them that was stored in the vaults below. Each classroom will have a task to complete based on their school OR they could simply be 'lore features' with no practical usage. Making it so only a tenno with their active school set to match the room's could enter could also be a good way to present how the tenno practiced their schools teachings.

 

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