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Mission Idea Sandbox.


[DE]Rebecca
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What about a tougher, more in-depth and more rewarding version of survival?  To set the stage, the map is divided into two halves.  On one half, three players spawn in and play the survival mission type, very similarly to how they normally would: run around, kill enemies and activate life-support towers.  On the other half, one player spawns in (for convenience this could be the host though preferably some kind of vote should occur, maybe in the form of an equippable key that only one person in the squad can have at a time?) and performs essentially an endless spy mission.

Now for the listing of details:

Both sides are affected by life support, though only the survival side has towers, and only enemies on their portion of the map drop life support capsules.

Both sides show the 'bar' that you see on the 'prevent the enemy from regaining control of this territory' missions on the plains.  The more enemies that are killed on the survival half, the less will spawn on the spy half.  (There should probably be a despawning mechanic so that if the survival side is doing its job, the spy side doesn't gradually get saturated with enemies.)

Enemy levels progress much like they do in excavation, except instead of excavators, it's vaults hacked.

Every time a vault is hacked a team reward is given from an AABC rotation.  Once the hacker leaves the spy vault it locks down for about 5 minutes before re-opening.  Enemies are respawned at the appropriate levels, consoles are scaled to the appropriate difficulty for the current enemy level, and static security systems (cameras, turrets, sensor bars, enemy patrol paths, lazers?) are repositioned to prevent redundancy.  (I would assume that this regeneration of the spy rooms would be much easier to achieve than literally replacing the entire room while the mission is running.  Also, not that replenishing spy vaults makes any sense in the first place, transforming rooms is even worse logically though it would make for the best game-play diversity.)

Finally, once the team has decided that they're done, both the hacker and at least one person from the survival side must return to their initial spawn rooms.  In these rooms, or actually, room, the players must activate two panels at the same time to open up a door connecting the two rooms in the middle.  Once this is done (or once life support runs out after at least 1 vault is hacked), the vaults are locked and extraction is revealed.  This is so that players my loot what others found on the entire map before leaving.  Note that this cannot be done before a pre-determined number of vaults (default of 1) are completed.

 

Lotus always says that we're providing a distraction so that a fellow tenno operative can raid the ship for supplies.  This lets us actually play that second part.

 

Edited by FlashExe
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On 25/8/2016 at 3:37 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.

If you want more information on the thought process - we haven't really added a new mission type in a while. We've added Trials, Quests, but when it comes to your standard Star Chart options there hasn't been a new member of the family lately. 

While we do have some ideas of our own in mind, we're looking to hear from you to assess themes and interesting ideas.

So, have at it!

We'll review in about a week's time. Please keep it civil.

Regarding new player retention and helping people that are clearing the starchart for the first time (blue nodes)  it would be nice an interaction with Lotus on why we are doing that node in the first place,  these first time messages would help a lot the new players explore the starchart other than  just completing the node because reasons,  also would help in nodes that had the lore revamped such as the linear progress on the void nodes,  now that there are no void keys that we know of. 

ALSO  IT WOULD BE NICE TO HAVE DIFERENT JUNCTIONS TO THE VOID THERE ARE ALREADY ENOUGH WARFRAMES TO THE ENCOUNTERS

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Reconstruction of a relay. The event.

News of a giant life-form maturing/ sleeping is headed towards our system, be on guard.

Then on our Solar Map (Navigation) we would see the giant thing in question, sentient/ infested, either works.
The monster would initially head to one planet, then be forced away by the ground forces.

When it arrives at the planet a node or are switched to event levels, you team up with the faction on the planet, fighting through crowds of sentients/ infested.
You arrive at the anti-air terminals, fire at it the monster to slow it down, then switch into AW mode (factions use their air-units/ AW) we start attacking one of the spots on it. When the part is destroyed, it is deterred from the planet and moves on to the next).

Repeat for... however many planets, the monster then crash lands of some sort onto the ground of the final planet, boss battles take place, still teamed with the faction for 50% of the total event progress.
But then the faction realizing the potential resources from the monster turn on the Tenno, so the next 50% of health/ mission progress you are fighting both against the monsters forces and the planets faction be it Grineer or Corpus.

After all is said and done, we get our rewards and saved the solar system... the materials from the giant monster? Add it to the reconstruction of a relay.

 

Post with relevant ideas:

https://forums.warframe.com/topic/905629-infested-leviathan-infested-event-boss-idea/?tab=comments#comment-9375531

 

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I recently had an idea of a mission type observing the defence mode. I call it the breakthrough.

Imagine a fairly big canyon. In this canyon there are layers of defences and at the end of it a base that houses a vital target. As a tenno you must pass every layer of defence to get to the base and either claim or destroy the target(depending on what it is).

Lets have a look at the elements of this mission individually

The defensive layers

The canyon will have defenses simply called layers. Each layer will be more difficult than the last. For example the first layer will be nothing more than a few types of grineer or corpus troops with a few barriers to take cover. The deeper you get there will be turrets, walls, locks, stronger enemies, etc.  Every few layers there will be a reward, and at the end the player will get the ultimate reward.

Styles of play

Players will be given the ability to tackle this with long range and/or stealth playstyles. If a player wants, he can stealth it and pass a layer without even killing anyone and the sizable areas will allow players that favour sniper rifles to participate in the art they like.

Modes

Besides the typical attack, players could be the defenders, tasked with defending the base and each defensive layer. In the case of the infastation, the players can only play defence.

 

In closing, I dont' think breakthrough is a complex mode, but it would mix things up a bit more.

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 I Am pretty sure it was mentioned ideas should be a couple of paragraphs, and im very sorry, but it's really hard to do that. (for me atleast).

As for endless mission type, Something tenno based would be great, previously in "the war within", there were lots of cool tests we had to get past, such as using our transference to controll those crazy robo worms.

 mission type (TRAP) this could be an actual mission or a "random encounter" thing that could happen in any Corpus mission, anywhere, anytime.

  We drop into a corpus mission from our ship intending on collecting some very important data. However we land on the planet to find all Corpus personel dead. The Grenier, waiting in ambush, activate a weapon which causes our warframes shut down, falling to the ground, a useless heap of metal and wires. We jump out of the frames as the tenno, vanish using our void abilities. We locate and transfer into some of corpus' newest technologies to defend our Warframes, preventing the enemy from destroying/even gaining controll or our Warframes. The objective becomes "hold off the enemies while lotus reboots the Warframes systems". Once repaired we could be given the option to re-enter the frame and extract, or continue fighting untill another Opportunity appeared.

 OR in a NON-ENDLESS version, lotus could just happen to detect that there really is something important in this corpus facility and give you the option to enter your Warframe and seek out the artifact/mod/whatever or ofcourse not take the risk and extract. This could also work for endless. At wave 10-15 having not extracted lotus would tell the tenno

"tenno, while you were fighting the Grenier I ran a few scanns over this facility, and I seem to have come across something interesting. You can take the risk and check it out, or just extract, what should I have ordis do"

Between extraction opportunities should be the usual 5 miniutes/waves

 There would be multiple robots to choose from, that way all four players would be running a different machine with different abilities. If the machine the tenno is currently controlling falls it could be repaired by finding a "drained power supply" placing it into the machine and charging it with your tenno beam. 

This mission would possibly require the introduction of a new enemy who could use transference just like the tenno can, so it would be able to take controll of the Warframes (as mentioned above. And the possible introduction of a new item for the tenno giving it a shield, otherwise Revival would not be an option as the tenno has no shield and dies very easily, Your four lives are all you have.

Ofcourse our time wouldn't be completely wasted, given the fact we were lured into a trap and the vital info we were after was a false lead, it would turn out some fairly powerfull Grenier were stationed there to help take you down and they happened to drop some rare modifications!

Edited by (XB1)DeathVessle
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How about an escape gamemode? Just like the one you have, when you got captured by Zanuka?

Together with 3 other Tennos you just got captured by the Corpus / Grineer / Corrupted. You'll wake up in a room with other Tennos, when Lotus finally breached through the door security and opens it for you. Your abilities have been disabled. As soon you leave the room a timer of 5 minutes will start, if it runs out stronger enemies will arrive to kill the Tennos, triggering an alarm will also spawn them. Your weapons have been taken away from you and where locked away, re-optaining is optional. Main goal is to open a secured gate, where ordis will wait to pick you up. This door is secured with a terminal, where one of the Tenno has to hack up to 5 Stages. If the Tennos succeed, the door will open and the Tennos can extract. If the hacking fails, the mission will change to a Defense mission where the Tennos have to defend the Terminal for 2 minutes. 

Summary: Escape Mission
- No Abilities, energy regeneration disabled, operator mode too
- No weapons at the start, re-optaining optional, but highly recommended
- Ciphers disabled
- Reduced hacking time
- 5 minutes timer
- Few enemies, but way more cameras
- Triggering alarm will Spawn high tier eximus enemies (Bombards, Bursas)
- Hacking the up to 5 stages of the terminal at the exit is the main goal, failing will change the mission type to defend the terminal.
- Stealth way + loadout re-optained will grant better rewards

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Idea 1:

PvPvE.4 Players Push against waves of enemies on side A. 4 Players Push against waves of enemies on side B. These enemies gradually spawn and increase in difficulty. Every enemy team A kills provides some sort of hinderance to side B. Ie: stronger enemies, more enemies, weaker frames, energy redux, etc. You go until all 4 players are down simultaneously, or are out of revives.(also if you MUST have it be a 4 player mission, 2v2, but still, i think squad v squad would be fun).

 

Idea 2:

Mad Moxxi's Arena inspiration (borderlands 2). Arena battle, each round adds a new modifier. examples(think ff7 battle arena): No energy, half ammo, half damage, all madurai polarity mods disabled, all 3 abilities disabled. all arcanes disabled. etc. Rewards increase as difficulty does. Yeah you heard me DE, no skimping on the rewards.

 

EDIT: The reason I think the arena modifiers are such a good idea is it would force people to adapt and diversify their playstyle. There is so much customization in warframe that the possibilities for modifiers are endless:

Pets disabled, fire rate redux, reload * 10, bleedout timer removed, revive speed reduced by 90%, shields doubled, armor removed, Weapon flight speed -50%, Enemy status affects last 200% longer, etc.

The possibilities are endless and I can't think of a single frame or weapon that could become immune or godlike in this method of variation. Even a max health/armor inaros could feel the sting if armor was set to zero, or maybe energy and health were swapped. or something ridiculous like that. Imagination is a key factor for this. Possibly even forcing players to use their operator because their frame becomes too weak or gets hammered by a particularly difficult modifier. This would be a true challenge for high MR players that feel they have mastered every single aspect of WF.

The other benefit of this is you dont need strong enemies. Even a level 1 grineer lancer could become deadly to me if i got hit with enough negative modifiers to make me fragile and unable to effectively evade or kill the lancer.

 

 

Edited by Skaleek
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Mission type: Hunt
Main objective: Capture/kill a mini boss

Map will be generated and divided into 4 areas, security block, storage block, barracks block and command block, plus corridors, halls and whatnot that connects those areas together. The blocks probably shouldn't be arranged linearly but instead form sort of a "tree" where every block could be accessed without having to enter any other blocks.

Main objective will be to capture or kill a mini boss located in command block, however, the mission will have a few sub-objectives as well. The distance from starting point to the command block should be long enough to pose a challenge in getting there without being seen and raising alarms. 

Security block: Players will find there the main security console. Hacking it would temporarily disable all the normal security consoles and static defenses on the map, during that time any enemy trying to raise alarm would be shocked similarly to how Mirage can booby trap consoles. However, if player gets spotted before they hack the console, the enemy will attempt to lock down the security console, making it unusable. If player acts quickly they may be able to keep enemies from locking the console down. Players shouldn't be able to hack the main console more than once per mission.

Storage block: Objective here would be to grab as much loot as possible without being seen and raising alarms. Individual storages can be protected by a combination of puzzles, similarly to how spy missions work. If a player hacks the main security console, all puzzles would be disabled for the duration it takes the main security console to recover, making it easy to just grab the stuff. Distance between the security and storage blocks should be long enough to not allow a single player to both hack the console and access all the storages.

Barracks block: Objective is to exterminate all troops in there in timely fashion and ideally without raising alarms. Doing so will prevent reinforcements from joining the mini boss fight.

Command block: Mini boss arena. It could be a generic mini boss or a random one from pool of specific mini bosses, each with their own specific mechanics. During the fight, should any enemy trigger alarm, it will summon reinforcement in form of additional enemies or fight mechanics unless the barracks objective was completed. (Optionally, It could be fun to include some sort of sabotage puzzle in this block before the fight to allow players to make it easier.)

At any point, should a player trigger alarm, the mission would enter a "high alert" state. More enemies will spawn and actively seek players. In addition, the alarm will trigger two timers. First, the storage timer, after it runs out, the storage vaults will be closed and unaccessable, forfeiting additional loot, it should be long enough to give the player a chance at reaching at least one of storages if they are nearby. Second will be reinforcements timer after which the mini boss fight will have additional enemies or fight mechanics that make it harder. If the main security console wasn't hacked yet then doing so could add a little bit of time to both timers but not as much as if the console was hacked without raising alarms. The players will be forced to make a decision, try to grab extra loot or rush to the mini boss to avoid harder fight.

Motivation for this mission type is to give a squad of players space to exercise teamwork and strategical thinking or offer a challenge for a single player trying to infiltrate the enemy site all by themselves. A mission to do cool space ninja stuff in. 

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Mission type: Extraction Duty


Main Objective:  Escort a cryopod (defense objective) to extraction after a defense game.

Maps:  Maps will start out at or near the defense objective but then generate additional areas that you would have to escort a moving cryopod through in order to get to a waiting orbiter.  (A small scale version of hijack.)

Canonicity:  What happens to the defense objective after everyone chooses to extract?  (Or, how bad-a** are the extraction team operatives compared to normal Tenno?)

Gameplay:  Starting at the defense objective, gameplay works in a few phases.  However, unlike in defense games, enemies spawn continuously and at a higher level than the base defense mission at that node.
Phase 1:  Defend the objective during a countdown to represent the attachment of a movement system to the cryopod. 
Phase 2:  The objective moves slowly through the map while being escorted by the players.
Phase 3:  Occasionally, as a last-ditch effort to stop the Tenno, doors will be locked along the route requiring a countdown-based hack to open.

Some gameplay alternatives:
Phase 1 represents a cryopod opening sequence making Phase 2 be like a more traditional hostage escort (rescue) but with a walking-only and unarmable character (representing a freshly awoken, and thus unskilled, Tenno?)
Mobile defense-like door hacks replaced with friendship doors to speed up the mission.

Notes on tilesets:
For the Grineer Shipyard tileset, a pre-Phase 1 could be riding the tram around the track before the start of the mission.
For the Orokin Moon tileset, a pre-Phase 1 could include a pseudo-excavation mode to "stabilize the ground" and stop the collapses.

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LADDER TYPE MISSIONS

They would be ladder system that consists of 10 missions that you have to complete to win a prize.

Ladder 1:Capture

Ladder2:Exterminate

Ladder3:Rescue

Ladder4:Spy

Ladder5:Sabotage(Hive,Orokin,Reactor,Sea lab,Lua... depending on faction)

Ladder6:Mobile Defence

Ladder7:Excavation

Ladder8:Defence

Ladder9:Interception

Ladder10:Assasination after witch you get a prize.

*maybe even one of the ladder missions could be Archwing ,Bounty or even Teralyst hunt but not everyone loves them so I didnt mention them.

Prizes would be something worth playing for and each day there would be different prize that would be visable from the start of ladder.Riven mods,3 built forma,10-20 k kuva...Or something special,pieace of unique cosmetics,decoration for liset...Just something that isnt RNG and it is decent reward to play for.

Rules and mechanics of Ladder missions:

-Ladder missions would only be missions with one faction enemies.Factions would change daily.

-I would like if all ladder missions are high level,LvL 100.

-All missions would have Sortie like condition that would rotate like:Melee only,Radiation hazard,Energy reduction and so on.

-If you fail 1 mission on any ladder you must play from the start.(see how I placed spy in the middle :) )

-No bleedout time.Instant death.Revives cap per mission would stay the same.

-If not too complicated to implement,after each successful ladder missions one part of the story would be revealed and point us to next mission all thru the ladders up to boss fight.Something like Bounty dialogue Lotus has after each Bounty mission,"one thing leads to another until we face that ultimate enemy" type of story.It could be interesting.

-Progress screen after each mission where you can choose to continue to next ladder or exit and continue later without losing progress.Same as if you finished sortie 2 and you started Sortie 3 later.

I think that this kind of missions would be much welcomed by veterans and finally give us the opportunity to use our knowledge,gear and get rewarded in the end.

For new players Ladder missions would be a goal and give them incentive to play this game and get good at it.

*I will be editing this topic few times for adding new ideas 

Edited by RistN
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I'd like to see hybridization of existing mission mechanics or tweaks to existing types. For example, mobile defense missions where one group has to go to point A to hack vaults (or something) in order to activate the terminals, which are in another location entirely and must be defended by other members of the squad. 

Diversion missions where you have to keep the enemy busy while someone else on your team goes and loots vaults/cracks terminals/finds caches, each vault looted/terminal hacked/cache found ramps up the enemy power and maybe imposes some condition (something like how Hive missions impose new hazards with each successive hive kill) -- you are the "Lone Tenno Operative" raiding during a survival mission. 

Spy missions hybridized with salvage, where the vaults are filed with near-instantly lethal countermeasures and part of the team's job is to hack the security systems to shut it off, and then have to stay on the move / hack additional locations to keep the countermeasures shut off while someone navigates the vaults to actually hack them.

 

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Rush mission

In this mission we would have to find all caches until time expires.

Basically this is the same as one of the Bounty missions with only difference that it would be played on normal tileset and same as regular Sabotage missions just without main objective and in which you have to find all caches until timer expires.

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Great thread, kudos to OP.

Mission types then, there is more stealth missions that I would like. Some of these are in PoE, but regular tilesets would benefit a lot from them.

#1 Assassination. Same as capture, but capture not needed only kill. Mission target must take off in 30s if alarmed. Higher reward for stealth finisher kill.

#2 Resource collection. Find and hack 3 vaults to gain resource. Resource packs should be 20x loot crate for regular and 40x for stealth vault completion. Similar to spy missions, but with resource rewards. This would be great for new players, when they need a resource pack. Numbers should be tweaked, but resourcd gain should be very high.

#3 Sandbox mission. Enter tileset and never exit, missions start and end randomly, like in PoE. Levels raise with each mission part.

Edited by Eljureo
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Just had a couple ideas:

First: a defense/survival/defection hybrid. Instead of having the life-support countdown, have the team have to conduct a fighting retreat -- section by section, the ship or base is filling with swarming infested and lethal toxin infested monsters, and you have to retreat from area to area, sealing bulkheads and buying time for an evacuation of the ship.

Note: you do not have to actually escort the survivors, you're just holding the enemy back as it pushes toward a particular area of the ship. NPCs will be fleeing past you toward the safe zone (the last ditch area), but you may have to make the choice to seal the bulkheads and sacrifice some of the NPC crew in order to save most of them, that kind of thing. 

As an alternative objective of this mission, you might be waiting for the arrival of a heavy battalion of Syndicate forces, and are just holding out (and saving the NPCs) hoping for rescue to arrive. Rewards-wise, you will gain rewards based on how many of the NPC crew are in the "safe zone" by the end, and maybe on how long you can hold each section before you're forced to retreat. 

Second: "freighter" salvage. This requires the development of new kinds of enemies, unfortunately, so it's mostly just an "I wish." Deploy with a team onto a derelict supply freighter (Corpus, Grineer, whatever -- not the Orokin Derelict, though). The ship is rich in resources (especially rare ones) and caches but full of environmental hazards and conditions (notably, Cold, Low Grav, and no life support) and, importantly, populated with predator-like enemies: cloaked, high-damage, tough enemies (probably an infested-type enemy with Manic-like behavior, attacks and knockdowns, or a new sentient enemy type). I'd give them finisher-type attacks (perhaps not actually dropping you to bleedout, but say a long-term knockdown or 

Life support can be summoned at terminals by calling Ordis (rather than being dropped; or maybe a combination -- Ordis drops a few, then you can call in more). Additional support modules can be found in containers and so forth. 

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On 1/1/2018 at 8:29 AM, FlashExe said:

What about a tougher, more in-depth and more rewarding version of survival?  To set the stage, the map is divided into two halves.  On one half, three players spawn in and play the survival mission type, very similarly to how they normally would: run around, kill enemies and activate life-support towers.  On the other half, one player spawns in (for convenience this could be the host though preferably some kind of vote should occur, maybe in the form of an equippable key that only one person in the squad can have at a time?) and performs essentially an endless spy mission.

Now for the listing of details:

Both sides are affected by life support, though only the survival side has towers, and only enemies on their portion of the map drop life support capsules.

Both sides show the 'bar' that you see on the 'prevent the enemy from regaining control of this territory' missions on the plains.  The more enemies that are killed on the survival half, the less will spawn on the spy half.  (There should probably be a despawning mechanic so that if the survival side is doing its job, the spy side doesn't gradually get saturated with enemies.)

Enemy levels progress much like they do in excavation, except instead of excavators, it's vaults hacked.

Every time a vault is hacked a team reward is given from an AABC rotation.  Once the hacker leaves the spy vault it locks down for about 5 minutes before re-opening.  Enemies are respawned at the appropriate levels, consoles are scaled to the appropriate difficulty for the current enemy level, and static security systems (cameras, turrets, sensor bars, enemy patrol paths, lazers?) are repositioned to prevent redundancy.  (I would assume that this regeneration of the spy rooms would be much easier to achieve than literally replacing the entire room while the mission is running.  Also, not that replenishing spy vaults makes any sense in the first place, transforming rooms is even worse logically though it would make for the best game-play diversity.)

Finally, once the team has decided that they're done, both the hacker and at least one person from the survival side must return to their initial spawn rooms.  In these rooms, or actually, room, the players must activate two panels at the same time to open up a door connecting the two rooms in the middle.  Once this is done (or once life support runs out after at least 1 vault is hacked), the vaults are locked and extraction is revealed.  This is so that players my loot what others found on the entire map before leaving.  Note that this cannot be done before a pre-determined number of vaults (default of 1) are completed.

 

Lotus always says that we're providing a distraction so that a fellow tenno operative can raid the ship for supplies.  This lets us actually play that second part.

 

I love the idea!! but maybe it could work better as a fixed length, spy-styled with just our space mom giving us the same intro. The distraction team would have an arena styled map (similar to any defense/interecpetion mission), so that the amount of space the lonely tenno has to cover to collect the loot won't be giganti (after all, it wouldn't be fair if he wouldn't get any or all of the rare drops the distraction team got, ey?).

Now 4 of the doors/rooms the enemies pour through will be connected to tunnels or pathways on the hacker side, for each of the rotations. As the operative progresses through the enemy's vaults (in a more linear fashion than in a spy mission) he or she will have the option either continue to the next vault, colapsing the passage towards the rest of the team, or the opposite (reuniting with the team and destroying the way towards the next vault). If choosing to extract, a double-interaction door will be the last obstacle for the team to reassemble, with the only difference that the door will have one terminal on each side.

The alarm triggered on the arena side would disable either some deadly traps on the operative's side or unlock otherwise impenetrable doors. However, we'd need a bit more flak there along with the mobs trickling down through the four doors, increasing in intensity as the operative progresses. Turrets, magnetic waves, radiation bombs, merrow style carpet-bombing, ambulas, juggies and so on. Taking down said defenses would increase the difficulty of the task for the operative, with more cameras and traps being activated on his/her side.

The enemies density would scale with the size of the distraction team. While we'd have always soldiers pouring in through aditional doors, the more dangerous ones will be spawning in the areas where the arena connects to the operative's maze. As the lonely tenno makes progress, colapsing exits, more and more dangerous mobs will be spawning through the remaining pathways (for example, on a corpus mission, you'd have sniper crewmen and corpus techs coming through A pathways, sniper crewmen and bursas through B, bursas and ambulas through C, with a steady flow of other walkers and nulifiers coming from other spawn points or pods). To prevent the spawn camping, we'd have a "main area" in the arena to hold control of, like you said. If the distraction team has completely abandoned it, the alarm goes silent and it's now that the operative is detected and the vault area becomes hazardous with a 100 seconds countdown to reach the distraction team, while having all the defense mechanisms active on his/her side (including the defenders who'd otherwise be busy with the main team).

The insertion point for the distraction team will be also the extraction point, but it will be locked off the moment the alarm is triggered in the arena and won't be opened again until the operative and a surviving member of the chaos brigade unlock the connecting door. That means less backtracking for everyone. The alarm room would have a mission start trigger similar to the boss rooms, to prevent players from staying behind in the extraction room.

It needs not be endless mission. Although it could be but the life of the operative would be really boring, waiting for the distraction team to cause enough havok for 5 minutes for doors to open and spinning around in a circle (or just rerunning the same corridor every 20 minutes). The mission area would otherwise be quite enormous or quite complicated (to allow the operative to extract in any phase, at any time).

Rewards could be faction themed and certainly not 500 credits or 15 endos. We could get more fashion from the orokin era, some infested weaponry or decorations in infested tilesets. Maybe some more vandal/wraith weapons parts and blueprints that would all require materials dropped in these missions?

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Warfront: You and/or several players have to steer the battle for an army of npc allies (perhaps syndicate or colonies?) who are taking on the corpus/grineer eithe rin the open worlds or in a slightly modified map (similar to regular invasions, except more structured and its clear where you are going and what you are doing, and there are challenges and proper obstacles that give the mission a different feel besides "mission with slightly more objectives").

Stage 1: Preparations: You have a limited amount of time to set the stage for a successful assault, These objectives will be revealed simultaneously (four at maximum) at the start, and individual players can choose to either team up to speed through the objectives or take them on individually in order to save time. Missions can include the hijacking of supply vehicles (like the ones we open on the plains, or the corpus ones in regular hijack missions, make them moveable and have a player drive it or guard an npc over there to drive it as he defends it, perhaps) or the stealing of enemy assault vehicles (like the grineer flying vehicle which will be available soon), both of which can be used to bolster the npc's strengths in the forthcoming battle. Taking out enemy comms could reduce the availability of grineer reinforcements, or helping a stranded group of npcs and guarding their trek to base camp could bolster the allied forces. Saving an important NPC could bring forth an eximus commander to help your allied forces in battle, or hacking the turrets of the grineer camp to either turn on them or simply turn off (the second would be more fair, honestly). If done at nighttime on the plains, players can have an additional objective to fill a certain number of eidolon lures and take them to a far away location to keep the eidolon from entering the battle and reducing the chances of success for both sides. This can tie into a semi-easier eidolon hunt afterwards if you have the time, haha.

Stage 2: The Assault. Players and their NPC allies take on the fort after stage 1, their success and failure determinant on how many NPC allies are left standing (think OG Battlefront mechanics, where victory is determined partly by whether or not your forces are wiped out, but harder). Players have objectives during the assault that can make or break the battle. The number of enemies that the players kill will not affect how the tide turns. Otherwise, players will just ignore the objectives and just do a wholesale slaughter of the enemies and win the battle before the npcs reach the fort. This will force players to focus on their objectives, and to do so in a timely manner before the allies are overtaken. For each objective done, NPCs gain an advantage (perhaps boosted stats?) and enemies gain a disadvantage (perhaps reduced stats?). For each objective failed, NPC allies gain a disadvantage, and enemies gain an advantage. Objectives are simultaneous like in Stage 1, and some players with support frames/classes can stay behind to keep their npc allies alive to buy time. After a certain number of objectives are completed (perhaps 3 or 4), the players can finish off the enemy army and extract accordingly.

Bonus rewards are granted based on which and how many objectives are done, and perhaps a credit boost for a percentage of the NPC allied army that survives.

I feel like this particular game type structure can work either in the "rat-maze" maps or in the open worlds, and the objectives can be adjusted accordingly and adaptive, depending on which map we are on. For instance, if on Lua or in an Orokin type level, you can have a three way battle between allies, enemies, and the corrupted or a void storm that does corrupt allies and enemies alike, or even the infested, which spreads as they continue to kill allies and enemies on the field. Perhaps have objectives in stage 1 focus around building or setting up resistances to the corruption of infestation, haha. And in these three way battles, have enemy operatives go after some of the objectives, which make it an even greater race against not only time, but the enemy itself (killable, of course. You have the unique npc enemy types from both The Index and Rathuum that can be adjusted for this, and some of them can even be used canonically). Heck, have enemy operatives to race against in harder versions of two-way invasions! Why not?!

 

True Assassination: Before I explain this, I'm operating under the assumption that these games types will be implemented sometime around the release/reveal of the Open World Venus, which I'm also assuming will have corpus citadel locations that we can ninja around on. I may as well bring it up under the shadow of a good idea that fits within your guidelines.

In regular assassination missions, the players never actually FEEL like assassins. It just feels like you're going to a boss room, killing the boss, and getting out. I get why boss battles are rephrased as assassination missions, but why not have an assassination type of mission that truly feels like you are going about an assassination mission as if the game type was an assassination game? Imagine this, if you will:

"A massive, bustling corpus citadel on Jupiter, teeming with workers, soldiers, bots, sentries, and security drones. Tenno are sneaking through the rafters, across the rooftops, and along the walls as they take out guard after guard, and resume undetected until they find their target. A transmission from the Lotus: He's near. The Tenno spot the target either in the middle of a street or visible through a window, and they all take their positions to take out not only him, but anyone around him who could trigger an alarm. If they fail and alert or forget to take out an enemy, they have to fight brutally to get the he.ll outta dodge. If they succeed, they have to stealth their way out, or risk mayhem bonuses are offered that differ depending on if you are stealthy or not. Different bonuses for stealth as there are for mayhem survival."

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On 1/19/2018 at 2:23 PM, (Xbox One)AarrowOM said:

Mission type: Extraction Duty


Main Objective:  Escort a cryopod (defense objective) to extraction after a defense game.

Maps:  Maps will start out at or near the defense objective but then generate additional areas that you would have to escort a moving cryopod through in order to get to a waiting orbiter.  (A small scale version of hijack.)

Canonicity:  What happens to the defense objective after everyone chooses to extract?  (Or, how bad-a** are the extraction team operatives compared to normal Tenno?)

Gameplay:  Starting at the defense objective, gameplay works in a few phases.  However, unlike in defense games, enemies spawn continuously and at a higher level than the base defense mission at that node.
Phase 1:  Defend the objective during a countdown to represent the attachment of a movement system to the cryopod. 
Phase 2:  The objective moves slowly through the map while being escorted by the players.
Phase 3:  Occasionally, as a last-ditch effort to stop the Tenno, doors will be locked along the route requiring a countdown-based hack to open.

Some gameplay alternatives:
Phase 1 represents a cryopod opening sequence making Phase 2 be like a more traditional hostage escort (rescue) but with a walking-only and unarmable character (representing a freshly awoken, and thus unskilled, Tenno?)
Mobile defense-like door hacks replaced with friendship doors to speed up the mission.

Notes on tilesets:
For the Grineer Shipyard tileset, a pre-Phase 1 could be riding the tram around the track before the start of the mission.
For the Orokin Moon tileset, a pre-Phase 1 could include a pseudo-excavation mode to "stabilize the ground" and stop the collapses.

Or, perhaps instead of a Tenno awaking from a cryopod, have a player literally carry the cryopod (either on the shoulder like a badarse or via some sort of pushable cart, or they could just push it on the ground). This can set the pace at whatever the players desire, giving them more choice and strategy when making decisions on where to go and how to go about their extraction. It becomes less like a reskinned hijack mission and more like a blood-on-da-teeth extraction mission. I like this idea of yours. It gives us a chance to be the extractors, and it gives us the greater illusion that we're all working as a collective to bring about all these objectives and mission types together. I wonder if there are other mission types with similar open ends to the canon that can be capitalized on. 

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2 hours ago, Awazx said:

This thread is from the year 2016, and 70% of the missions are still a boring garbage in this game. Little or nothing has been implemented of all the good ideas presented here.

Or maybe all the really good ideas are hard to implement for a team of, to my understanding, only 160 people that are responsible for every aspect of the game.

Now if DE was the size of any mainstream game company, we probably would have seen these epic ideas already incorporated. But they're not.

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On 9/29/2016 at 12:42 AM, Harowing said:

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.

 

My first thought reading the specter bit: hear a scream or roar, know you're screwed.

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Infested Impedance:

The infestation is becoming more active, left unchecked it will start to take over the system.

This would be a new tileset, not a heavily infected ship of another faction like we already have - it is made ENTIELY of infestation and would be much more biological in appearance. The corridors pulsate, flex and vibrate in response to your actions. Some missions contain traces of other races such as dead bodies or consumed technology, perhaps mysterious races which we have not encountered yet in the lore.

Hazards are everywhere: tentacle growths knocking you down or stunning you, giant mouths with gnashing teeth burst out of the walls, clouds of toxic gas travel quickly through tunnels, bodily acids splash up at you, infested enemies literally grow out of every surface, electrical impulses shock you as you damage the nervous system, the runners and crawlers can move along the walls and ceiling to jump on you from any angle, walkways formed by connective tissue snap unexpectedly and drop you into waiting enemies. The level itself is essentially one giant enemy working against you.

 

How it could work:

A) Infested growths travel around the navigation map:
Growths come in from the outer edges of the starmap heading towards different targets or just travelling around. Growths host existing mission types.

The travelling growth that reaches a target location will linger around that spot for some time, and one of the infested resource types is replaced by a resource type from that planet. 

 

B) New mission types:
1) Cleansing - You defeat the growth with a combination of spy and sabotage mechanics to destroy its major organs e.g blocking major pathways, damaging connective tissue, 'disabling' the growth. This might be a chance to introduce a new hacking puzzle for infested where you have to redirect bodily fluids or neural pathways to make the growth behave how you want. On a small scale, this could just involve rotating/twisting the guts so that they direct the fluid to the correct sphincter before it overflows. It vomits the reflux onto you as punishment for failure (with a suitably gross noise!)

 

2) Horde -  This is inspired by 'closet gameplay' where people will do survival missions and hide in a small area to funnel enemies toward them.
Horde is an endless mission similar to plains defense where you must kill enemies to keep a percentage of control. The mission throws huge numbers of enemies at you. In my opinion the focus should be on very large numbers of weaker enemies, keeping in mind that in this tile set the smaller enemies can crawl on all surfaces, not just the floor. The goal is to maintain a particular rate of killing. Over time the arena itself becomes smaller, but the amount of enemies remains the same. Lotus will warn you 'If you do not fight harder, the growth will overwhelm you!' Similarly, the growth will taunt you by speaking to your mind. Unique text might exist for certain frames e.g Nidus.

If you are standing close to an ally, the mission will occasionally generate an elemental hazard to force you to disperse, or generate new walls which briefly separate team members.

The mission is based on timed waves, every five minutes you make a breakthrough and move in to a different part of the growth, or the arena readjusts itself as though it has evolved in response. The hordes should be so large that Tenno are gradually forced into a corner. Crowd control and aoe tactics will be the most useful here.

When you reach 0% control a timer will count down - you are given one chance per wave to turn things around before you fail.

Basic illustration of horde mode.
https://imgur.com/a/Xqpy2

 

 

Rewards.
The growth is a place which primarily drops infested type resources, and is another source of Mutagen Mass from rare containers. As mentioned the rewards might differ slightly if the growth is near a particular planet.
It might offer some unique rare mods:

Persistent Firepower
[-reload speed, + ammo capacity, + magazine capacity (15%, 30%, 45%, 60%, 75% for each stat)] primary and secondary mod
Allows you to fire your gun for longer, but you have to find breathing room to reload.

Growing Pains
[Status chance increases the longer trigger is held (2%, 5%, 10% per second)] primary and secondary mod
Pairs well with Persistent Firepower and high status guns to dish out lots of procs over time.
 

Knockout
[Charge attacks knock enemies back up to 10m, enemies who are hit by the flying body are knocked down]
Enemies become knockdown projectiles when hit with charge attacks, this lets you turn enemies into a form of melee crowd control.


Force of Will
[Incoming damage is reduced based on melee multiplier] - channeling mod, e.g if your multiplier is 1.5x you take 15% less damage, 2x you take 20% less, 4x is 40% less
Horde mode should result in the team slowly running out of ammo and having to rely on melee skills. This mod lets you take advantage of the melee multiplier to survive for longer.


 

Edited by TheMostFrench
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Mission: Squad Support

 

Description (ingame): Tenno. A squad of operatives is attemting to take control of a grineer/corpus ship and its cargo. You are to assist them in fighting their way to the bridge, then help them hold the position until the enemy is forced to evacuate.

 

Description (gameplay): A group of 5 operatives in lotus colors and using tenno weapons (a mix of Tiberions, Rubicos and Stradavars maybe?) fight their way into a grineer or corpus ship in a sort of "reverse defection". Along the way there will be medical crates that drop reskinned energy cells which can be picked up by players (with the usual downsides, only sidearm eg), at least once along the way the operatives will set up a first aid station in which you can insert the cells to fully heal the squad. Downed operatives have a short (5 seconds?) bleed out time and can be revived if the players are quick enough.

Once the bridge is reached one of the operatives will beginn to hack into the consoles, while the others take up defensive positions. Now it is basically the first part of the Glast Gambit. Enemies spawn in from several directions and attempt to kill the operatives. If the hacking operative gets downed another will take their place, a 10 extra seconds are added to the timer and the timer will stop until the new operative has taken their place. Once 150 seconds have passed (plus penalties for lost operatives) the doors to the bridge will close and the life support outside the bridge will shut off, forcing an enemy evacuation and ending the mission in success.

You lose if all operatives are dead.

There are several obstacles that can (but do not have to) spawn and that the player has to resolve, among them:

- hackable force fields (like the blue one spawning in some in invasions)

- a powerful and indestructible turret blocking the way, forcing the operatives to stay out of sight until the Tenno find a console to deactivate them

- some sort of barricade that one of the operatives tears down while the others (and the Tenno) have to provide cover (e.g. a locked door that one of the operatives blasts open with C4)

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I'm not sure if this has been said before, but I'd love to see missions that could be found while wandering the plains. If the whole point of a sandbox is to wander and explore having only missions that lead you by the nose like bounties kind of fight the design a bit. An example could be just running into a bunch of miners from Cetus and you have to protect them for a bit or help them retreat from a corpus attack like a defection. Maybe bumping into a quills npc that sends you on a scavenger hunt for relics. Any sort of interaction on the map itself beyond the Lotus telling you "hey you have 2 minutes to go here and do this, put down the fishing spear" could be really fun.

Edited by Pippykins
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