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[DE]Rebecca

Mission Idea Sandbox.

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Shamelessly digging this idea out of my post history

Derelict Vault 

So, I just happened to be perusing the codex and was looking at the art, when I saw this neat picture (http://imgur.com/8gqC89w) and was inspired with a cool idea for a new Trial mission, similar to The Law of Retribution. The basis of the mission would be that a Derelict ship has crashed to Earth, and the Tenno must go there to contain the infestation.

 

Stage One: Spy

In this stage, players would start off in space with their Archwings, and would fly to a Grineer ship and find some sort of vent system and get inside, where they would need to locate data vaults and recover information regarding where the ship crashed. Since this is a Trial, the Grineer could be Nightwatch for added challenge. Once all the data has been collected, players would return to where they came in and escape with their Archwings to extraction, whilst avoiding fire from the ship and other Archwing enemies.

 

Stage Two: Defense

(This mission would take place in the daytime)The information gathered from the ship would yield a general location as to where the ship crashed down, and players would have to search a large and open forest tileset to find the crash site whilst fighting off Infested from the ship (Juggernauts would be able to spawn multiple times during this mission). Once at the site, players would have to fight off Grineer and Corpus who also have been sent to the location to salvage what they can from it, in addition to the Infested, for 20 waves.

 

Stage Three: Sabotage

(This mission would take place during evening hours) Once players have defended the site, they must go into the crashed ship and find the power core, sabotage it, and get out before the ship blows (failure to escape in time would result in mission failure). As a side mission, players could seek out and find Orokin resource caches that contain rare event mods (i.e. Acolyte mods, +120% IPS mods, etc.) before completing the mission.

 

Stage Four: Exterminate

(This stage would take place at night) As a final step in the event, players must go through the map and kill off all remaining Infested to contain the infested from spreading. But make it hard. 400-500 high level Infested that players have to kill, and scale it according to how many people are in the session. Once again, Juggernauts would have the chance to spawn in multiple times in this mission, with the final enemy being a Juggernaut Behemoth.

 

REWARDS!

As a reward for completing the event players would receive a part of a vaulted prime Warframe or weapon.

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58 minutes ago, [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.

Can we suggest a boss fight?

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I would like to see a endless mission type that is randomized. For example when it starts it could be 3 Spy Vaults and upon finishing the last vault the message pops up to excavate. After 5 excavators are complete the message pops to perform a sabotage. After the sabotage the message would come up to pull off a capture and then a hijack. All of these would be pulled out in a random order with the other mission types thrown in as well and continue until you extract or die. Regular enemy scaling would be applied as time progressed.

Hope that made sense.

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Tomb Raider

The Tenno are sent to raid a data, treasure, relic, or an artifact from the ancient city of New Uxma. On the surface in the city the Corpus and Grineer fight, each being lead by a faction leader//boss who hold keys to the entrance to the lower chambers of the city. There are two entrances, each leading to different labyrinths with different rewards waiting for them at the end. They can defeat one of the bosses and go together down one entrance that the key opens to or defeat both bosses then split up into two groups to head down seperate entrances. Once it is decided the Tenno must make their way to the entrance of the lower chambers , a labyrinth of tunnels carved into the rock, as they head in there will only be infestation from here on out, as they head deeper they will come upon a locked door in which they need to head to another room in this labyrinth to fight a boss that will drop the key to open the door to progress deeper down the labyrinth. They will repeat this process in the labyrinth 3 times till they finally come across the relic, treasure, data, or an artifact deep within, where they will retrieve it and a crap ton of Ancient Healers will spawn blocking their way out to the surface where they can safely extract.

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Escape (or some similar name to that effect, like "Lockdown"):

Goal: Simply put, this mission is a non-endless, combat-lite, parkour-heavy race to extraction.
Think of it like a treasure room from the Void, except as the whole mission. It harkens back to those sidescroller game levels where you're chased by a boss or a flood or a wall of flames, and works well in Warframe due to our unique movement system; presently the only mission type that really pushes us to really use maneuvers like Wall Clinging is Spy.

Mechanics: Upon completing an objective (such as hacking a booby-trapped terminal in a facility, or inserting a datamass to redirect a ship into a space hazard), the mission itself becomes a race against time, similar to ship or facility Sabotages. Several tiles on the way to extraction are on a timer to collapse (a la Lua missions or the opening Earth tiles) or seal exits, requiring that the player use parkour maneuvers to evade new obstacles that are formed within the mission, in a very Indiana Jones-style way; as players advance past these collapsing rooms, they lose the opportunity to go back through these tiles. This mission will also have caches (whose locations are obvious, but out of the way) as an extra challenge or side-objective for players; if you miss a cache, you cannot go back to get it.

Teamplay: The mission will feature spread-out terminals and floor-mounted buttons that players can use to open alternative routes or deactivate traps, allowing teamwork to reduce the difficulty of parkour challenges; however the buttons shouldn't be necessary, so as not to make it impossible for the whole team if one person falls behind. For instance, if one player stands on a button, it may open a door for a limited duration; if another joins them on a nearby button before the door button opens, it may disable a trap in the next room, and so on. The value of rewards for the mission increases based on the distance the individual player got, the total number of players who successfully made it to extraction, and the time remaining upon reaching extraction, encouraging the team to leave no man behind and the individual player not to AFK; if nobody makes it to extraction in time however, the mission fails and nobody gets anything.

Enemies: Enemies within the mission will be chosen more to inconvenience and slow players down or encourage them to speed up, rather than to provide a weapons check. The mission will have a limit on heavy units like Gunners, but will have gauntlets of long-range Snipers/Ballistas/Tar Moas, Nullifier and Bursa bottlenecks, Scorpion/Commander/Ancient Disruptor snare teams, elemental Eximus units in open spaces who will apply status procs, or perhaps new enemies to grab players. (Enemy respawning is not necessary.)

As a bonus twist, imagine a mission where an assassin comes to get you: rather than kill the Stalker or the Juggernaut in the limited time you have, the mission becomes to outrun him, getting him locked out a tile before extraction and earning you a reward for "beating" him simply for surviving.

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1) focus training, temples hidden all over the star system(kind of a mini mission) where you bring your operator and he does something related to your current focus school and it rewards 10-20k focus upon completion

2)  incursion, the flipside of a survival where you keep running and finding loot crates

3) a rouge lite where you are thrown into a void pocket with random gear and some powers disabled and you must kill enemies to gain a yet unnamed resource and use that to unlock other gear, rewards being bulk endo, mods, niatain and credit caches

4) some kind of mission not to different from the rails but endless constantly fighting challenging specters and it limits you to melee only (possibly no powers?) rewarding you with rare stances and parts to a special melee weapon that is channeling based, mission is voiced by teshin

5) blitz attack: archwing through an atmosphere taking out orbital defenses then  land and do a sabotage

6)colony defense, defend a small colony against raids and in between attacks you can spend some form of currency earned to upgrade defenses, with things like turrets, energy and ammo pads, small anti nullifer bubbles (i know you said no base building but i feel this is unique and different enough) rewarding you with syndicate medallions (think personal possessions of the colonist, or something similar but non endless defending colonist being loaded onto a large ship, using said currency to buy reinforcements from the steel merdian

7) tomb raiding( only on phobos/mars) go to the sands of inaros area and start slowly combing though doing difficult puzzles and finding treasures like those discussed last week on the dev stream, rewards those treasures and new themed stances for all weapon types

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Tenno Freeze Tag - When you are shot by the one who's "It" you are petrified in place until someone else whose not "It" hits you with their melee to set you free. The goal of the one is "It" must freeze everyone to win, while those who not "It" needs to set their allies free while avoiding being shot by the one who's it.

Tenno Hide & Seek - Where you hide and remain hidden until time is up so that everyone who hasn't been hit with the Lunaro ball will earn points, the seeker will earn points based on how many Tenno he hits with the Lunaro ball.

Tenno Infestation - Where the Tenno who is infested kills other Tenno to infest them and their number only grows until there's one survivor who receives a power up and a lot of points till he dies.

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the Gauntlet

Basically combining Survival with defense, without waves or life support.

  • Main objective - survive as long as possible.
  • two stages - 1) Each player in the squad spawns at a different spawn point on the map.  Each player much fight (no simply bypassing) their way down corridors to arrive in a single large cavern/room with the defense object.  The door cannot be opened until the area is clear of all enemies.  The door takes 10 minutes to open.
  • 2) Once the doors have opened the players converge, though not to protect an object from being destroyed.  The object is a device, the longer it is allowed to power up the more stuff happens, for lack of a better description.
  • The object can be a generator of some sort, it grants random buffs to each player in the room with it on intervals.  Occasionally heals, gives energy, resources, mods, whatever.
  • The longer you survive the greater the rewards/buffs.  While intended for 4 players, it can also provide solo opportunities as well in some unique fashion, effectively providing its own squad members/spectres as support to arrive at 4 defenders.
  • There is no extraction point or timer or waves.  In order to end the mission each player must access a panel one by one and hack a console.  Only if a player has lost all revives can they bypass this, so no just staying dead with revives left.
  • Collective points are gained based on time played in this mission that accumulate.  Weekly rewards given to highest scores, but on a scaling curve.  No staying 5 minutes in a mission over and over.  The points decrease slowly based on number of missions played that week.  Rewards are high, such as forma, potatoes, leg cores, lenses, and so on.  Solo/group/clan/overall categories.

There are also Negative modifiers that have multiplier effects on points gained.  Such as (randomly)

  • No abilities used.  
  • All ability stats at 50% or 100%
  • Double shields with only 100 health (no enemies that bypass shields on this one)
  • And most of the sortie type conditions apply

That's all I can think of.  I could flesh it out more but it feels too big for this thread already so devs can decide what to do with it from here.

 

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I've been thinking about some sort of 'Survival'-esque mode focusing more on surviving the enemies themselves rather than a timer ticking down, sending waves upon waves of enemies at you. I feel like that the challenge should come from wave 'modifiers' and the units that this particular wave contains. For Grineer, for example, you could have a wave of fire-based units (Flameblades, Scorches, Napalms, Hyekka Masters), or melee-only units. For Corpus, you could have proxy or crewman-only waves, MOA waves, Attack Drone storms, whatever. Wave modifiers could include things like fast-moving units, health drain (uncertain about this one), energy drain, power potency reduction, excessive eximi, and probably a whole lot more. I'd also love it if miniboss-enemies could be added in certain waves (each 5th wave), like Hyenas, Raptors, or Venkra'Tel/Sprag Clones.

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1 minute ago, SmilingMad said:

I've been thinking about some sort of 'Survival'-esque mode focusing more on surviving the enemies themselves rather than a timer ticking down, sending waves upon waves of enemies at you.

So... Defense?

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Mission - Derelict Excavation 

Description: The ruins of Orokin Towers litter the Origin system. Buried in the rubble are ancient relics, treasures and answers to long forgotten questions. Brave Tenno, go to the derelicts and harvest what you can, be be careful because you are not the only ones looking for a pay day. 

Gameplay: Three excavator sites on three sperate Orokin tower fragments. Once activated each site must be defended from the locals, Infested, and from landing parties (corpus/grineer) that try to take the excavator for themselves. Traverse space via archwing to each excavation site where the player lands and fights as their Warframe. It would play like a mix of Archwing, Interception and Excavation. If you choose to play in archwing mode you can help the team by destroying the landing parties' ships before they arrive (kinda jacked up). 

Win Condition: Power excavator for 2 minutes. 

Loss Condition: Lose all excavators without completing an excavation. 

Rewards: AABC rotation as usual. 

 

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Well, personally, I would prefer more depth in the existing game-modes over adding new ones. I mean, here's the thing, we already have what could be argued to be a full roster of mission types. What they need more of is depth and variation. We've seen this with Sabotage: there's four variations of Sabotage (Ship Reactor Sabotage, Generator Sabotage, Toxin Injector Sabotage, and Hive Sabotage), and it came with the additional depth of having resource caches that could be sought out for additional rewards.

In other words: I believe the present set of missions already fulfill a broad set of possibilities, it's just a matter of expanding upon them, providing more variations of each mission type while adding additional depth. 

So, if I could, I'd recommend the following (within a spoiler tag, for space convenience):

Ambush Capture - A more defense oriented capture mission. The objective would be to capture a target by preparing an ambush for their escort. The personal guard of these targets would be extremely tough, but would be highly vulnerable while not alert. There would be two timers associated with the mission; the arrival timer and the alert timer. The Arrival Timer is the duration between the start of the mission and when the Capture target will arrive at an arrival site tile. The alert timer only  begins if the level is in alert status; if this timer ever completes, it's an immediate mission fail, unless the capture target is already on the field. It is also an immediate mission failure if the capture target is successfully escorted by its faction to its designated location, which can include things like sealed bunkers or shelters.

To offset the wait time, there may potentially be something of value, either to the mission or otherwise, to look for.

Ambush Hijack - Essentially the same as the above, except you're awaiting the arrival of a hijack target. Both of these ambush missions help support Defense and Support play styles, in the normally Offense and Control game-play of Warframe.

Infestation Capture - Add the Infested to the roster of Capture Targets; perhaps a particular strain of Infested can be collected in order to help create cures or at least protections against the Infestation, so we could seek them out, subdue them, and collect them. Instead of running, though, this could turn into mini-boss fights, where it would fight alongside its kin to prevent capture. However, once the collection process begins, it disrupts the hivemind, and stunlocks all Infested, allowing you to collect the capture target without threat once it is down.

Infestation Invasions - Warframe is a game, and you could easily give an number of different justifications for this, but I want to side with the Infested, like the Corpus and Grineer. This seems held back only by reason of lore, but even that can be manipulated to allow justification of sided with such a creature. Perhaps the Tenno don't want a particular region to be accessible, therefore you could argue the Infestation could make for an excellent deterrent, so they cause their warframes to emit a signal or pheromone which causes the other technocyte creatures to believe it is one of them. Now, this wouldn't be the same as Infestation Outbreaks; those are more to the effect that the infestation is 'unintentional, whereas these invasions would be exploits for the Tenno.

Bombing-Run Sabotage - A bomb must be carried from beginning to an objective point, where it is deployed and, shortly thereafter, detonated. This would effectively override Deception as it currently exists, keeping the simple fun of the existing game-mode, the idea of just rushing to the objective, but opening up deception to become something more important. In this Bombing-Run, there might be unique defenses and obstacles set up to keep a Tenno from reaching the point, making this mode more a matter of parkour maneuvering than direct combat.

Cephalon Sabotage - A rogue Cephalon has taken control of a ship, synthesized the crew, and turned them into a small army of specter-like projections. You must hack an initial console, which transports you into the simulated digital space of the Cephalon itself, where you must hack its protective internal systems while being harassed constantly by digital versions of enemy units. Once fully hacked, the Cephalon will be restrained again, allowing you to exit the simulation safely, causing the remaining objective to take the Cephalon (in a fashion similar to Cephalon Capture) to extraction.

Perhaps, similar to Ship Reactor Sabotage, you can destroy the Cephalon or capture it, each yielding different rewards.

Proxy Sabotage - A Corpus War Proxy is under maintenance and can be eliminated with ease, or analyzed for self interest. The sabotage room would feature a holding pen for a boss proxy (Jackal, Hyenas, Raptor, Lynx, Razorback, etc). This unit is disabled and protected under an impenetrable barrier. Inside the room are a series of warden-like Corpus Techs; if alerted, they will activate an alarm sequence which will awaken the enemy, essentially forcing a boss fight. However, they can be destroyed silently by hacking a certain panel within the room and then destroying the exposed and inactive proxy. Similar to Toxin Injector Sabotage, a unique gear item could be brought along for the mission, and when activated on the hacking panel will turn the mission into a temporary defense of the Proxy. Once completed, the Tenno would be provided something of value for going the extra mile, preferably something like parts for a Hyena proxy companion.

Evacuation Survival - Fighting escalates around a particular colony / a Colony ship comes under attack. The objective is to slowly evacuate as many civilian personnel as possible, fighting off escalating enemies. Enemies will naturally be drawn to you over a colonist, however they will attack colonists when not threatened by you. Once a colonist reaches the evacuation site tile, they will add to your overall progress, increasing the 'grade' of reward you will get at the end of the round. Essentially, it still follows the 'AABC' drop table design, but that there's a low and high grade for each letter, and that it never cycles back (ie, you get AABC, and then stay on C until you end the mission). Each colonist killed detracts from the grade.

Payload Defense - The Defense Target is not a point of conventional attack; it cannot be harmed by conventional firearms. However, the enemy are escorting a method to destroy your defense target; some kind of destructive payload. There are multiple paths of attack, leading down defined alleys which lead to the defense target. As each wave is fended off, the enemy will field more and more payload targets, with ever escalating escorts. Waves are determined not by the enemies spawning, but by the payloads, therefore enemies will be constantly spawning, and will retreat to regroup with new forces should their payload be eliminated. If any payload is able to reach the defense target, it's an immediate mission failure.

methods of eliminating the payload include overloading with void energy, destroying with weapons fire, or picking up and dropping into a combustion receptacle. This could be determined by tileset or faction.

 

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Endless Portal Fun (have no names)

-The mission will revolve around teleporting to different locations, completing the objective, and jumping in to another portal and objective

-The mission will offer random unique rotations of objectives each run

-The rewards will depend on the objective and level of mission (for example, if teleported to excavation corpus in high level, it will give hiearcon drops)

-Objectives available are - Excavation, Survival (Limited time), Defense, Intreception, Hijack, and a Boss level.

-A reward will be given for every objective complete and for every minor objective complete (5 minutes of a survival, excavator completion, etc)

- Hijack and Bossfights will drop the special mission rewards

- Same objective mission will save the rotation (coming back to survival, even a different one, will give a reward from the next rotation that should have been given in the prior survival)

-Every couple objectives a bossfight will happen, teleporting into the boss room

-Bosses - Grineer (Vor, Ruk, Vay hek, Kril, Tyl regor) Corpus (Alad V, Sergeant, Ambulas, Jackal, Hyena, Raptor, Razorback) Infested (Phorid, Juggernaut behemoth)

-Teleporting : When each objective is completed a next portal will be opened for 1 minute. 

If the whole team jumps in, the portal closes and the team will be given a new objective

If a player wants to extract, he will stay out of the portal and when it will close, he will go to extraction.

Example : lvl 20 Endless Portal Fun

The team starts with a 10 minute survival (ceres tileset) with a draco rotation A reward twice

next mission is a corpus hijack (europa tileset) and will give the mission reward rotation

1 member extracts, and the rest go to a 5 wave infested defense (jupiter gas city) with the sinai rewards

after completing more objectives the team encounters the Hyena pack, getting the a drop from the mission drop table and extracting.

 

 

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

Lockdown Maze

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

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

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

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

Additional dialogue options:

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

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

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

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

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

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

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

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Rebellion: The local human populace is attempting to fight over a takeover by the Grineer/Corpus/Infestation and have asked for your assistance in holding them off. This would operate similar to an Infestation invasion, however in reverse, with you only having the option to assist the humans. This could also be fleshed out by rewarding you for keeping Humans alive, Perhaps a percentage based reward system, losing a tier of rewards every time the percentage drops below a threshold. As there really is no incentive to keep your side alive in Invasion missions currently this would add more depth to the mission. Admittedly this doesn't add many new gameplay elements, but I think it would add some needed character to the Star Chart, letting us feel like we're actually helping the local populations.

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Arena:

Grineer Tileset;where you're pitted in an endless against grineer that scale with level (basically defense/survival/rathuum without rules)

Every round you get tokens which can be spent to get items from a black market (stolen inspired by sortie token idea)

formula could be t=5/5r+1 (or whatever just something off the top of my head)

 

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Well, first of all, I think that merging the old and new Void is a must. I've seen many posts about this kind of thing on the forums, and even here in this thread. I think it would be nice to bring back the incentive of doing endless missions. What I'm thinking is that while doing a Void Fissure Defense, Survival or Excavation, we can have the opportunity to collect 10 reactant to get a prime part, and after that, the reactant counter resets, and we can keep collecting 10 more reactant to get more prime parts, that way we can make the most of that rare radiant relic without getting a forma or a common part after each use.

And about the implementation of new mission types, I think a good mission could be an endless extermination, where you get your rewards based on the amount of enemies you kill.

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Ohhh boy here I go.

1. Capture Variants like new Sabotage.

2. Ceres Train Sabotage or Lech Kril assassination 2.0

Make your way to a train on Ceres within 3 minutes (Think Archwing rush on land). Lotus explains that it is a heavily guarded train carrying Formorian parts and elite troops. Once you reach the train, it will start and you will make your way to the front. The train is guarded by Ramparts, Baliffs and Sparks (from Spy Vaults so they actually get used) and other heavy units. Teamwork would need to be used to get past laser barriers between carts. Once at the front of the train you would need to break down a door and kill the train driver and hack the train to cause it to arrive at its destination at maximum speed with no brakes. Then you extract.

Lech Kril Assassination 2.0:
Same premise pre-assassination as above, but when you get to boss fight you must do the classic boss fight, then he will retreat to the train. You fight off his guards and fight him. He will jump up onto a platform while invulnerable and try to throw heavy exploding barrels at you. If you shoot the barrel it will stun him and open him up to damage. When he reaches low exp a cutscene will play where he lifts up his hammer to try to leap down on you and gets knocked off train by a bar. He is still alive but incapacitated. Mission end. 
Train could be like this but it would probably need to be different for the mission due to scale.
a9QT4F6.jpg

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Competition 

This is a timed mission(only 5minutes) you and the other people in the squad are teamed. This is an only 4 person mission. So there is 2 teams and 2 on each team. So it's 2 lines, left and right. The timer goes down to 0. The lanes are blocked off with a wall but see through, so that you can see your teammates and other teams progress. 

Stage 1.

Once it hits 0 you and the other person on the other team start moving forward killing all the enemies in front of you, the enemies in front of you are level 100 enemies(any faction of your liking you can choose which one you want, their is a panel before you start to choose which faction) So you and the other person are killing both of them in your lane, you kill all of them and then you have to run to your teammate which is far ahead of you, now both of the people that just killed all the enemies in their own lane they have to touch the persons hand. Once one team does that they go to the next stage. 

Stage 2. 

So the people from stage 1 are done and get to go in front of both of the people in stage 2 waiting for them to touch their hand. Then the people from stage 1 go to stage 3, but before that they 2 people do the same thing as the people in stage 1. After one completes the stage they can move on leaving the other team on that current stage. After stage 2 they have touch their teammates hand and goes to the next stage. 

Stage 3. 

It's a bunch of stairs leading to a core which is to win the mission, but they for stage 3, you have to wait for the other team to complete stage 2. You can leave the other team behind in stage 1.

You can use any use bows and melee in this mission. 

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26 minutes ago, Pyus said:

Mission - Derelict Excavation 

Description: The ruins of Orokin Towers litter the Origin system. Buried in the rubble are ancient relics, treasures and answers to long forgotten questions. Brave Tenno, go to the derelicts and harvest what you can, be be careful because you are not the only ones looking for a pay day. 

Gameplay: Three excavator sites on three sperate Orokin tower fragments. Once activated each site must be defended from the locals, Infested, and from landing parties (corpus/grineer) that try to take the excavator for themselves. Traverse space via archwing to each excavation site where the player lands and fights as their Warframe. It would play like a mix of Archwing, Interception and Excavation. If you choose to play in archwing mode you can help the team by destroying the landing parties' ships before they arrive (kinda jacked up). 

Win Condition: Power excavator for 2 minutes. 

Loss Condition: Lose all excavators without completing an excavation. 

Rewards: AABC rotation as usual. 

 

I would like to see more hybrid Archwing mission types just like this.

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3 hours ago, NightmareT12 said:

As for non-endless, I remember that old concept when Archwing first launched of going from a ship to outer space. Like in Jordas Golem or how Uranus does it, with air pressure rooms to transition from one mode to the other (although a couple blow ups while going into outer space could work too).

Perhaps by raiding the ships in search for treasure (stolen Orokin tech?). Kind of like sabotage mixed with (old) raid mission type?

Like: We infiltrate a ship via Liset

-Search for some valuable data (location of artifact)

-Raid the ship

-???

-Ship blows up!

-You're now in space. The enemy faction (Corpus or Grineer) have stolen the treasure!

-Fight in space against both factions

-Infiltrate opposing ship

-Find the ship's commander

-Capture him

And bam.

Maybe you could add treasury rooms that worked like Spy vaults: Loads of new defenses and if you're detected you can't retrieve the treasure (which could be endo, mods, you name it!)

I love the idea or concept of a mission type where you go in and out of archwing mode.  The basic idea of going from one ship to another is a great platform to start from.  @NightmareT12 mention of a ship commander is similarly interesting.  You fight your way in archwing and you board one of many cargo ships.  Upon boarding you're presented with one of a handful of objectives at random, some ideas for consideration:

1. GET LOOT: Once on the ship, you need to find and defeat the ship commander along with his/her cadre.  When you defeat the commander, he drops a key that you need so you can unlock the cargo hold (or similar mechanic that facilitates the chronology of the mission).  Then you need to find the cargo hold, use your key to gain entry and reap your reward(s).  Get off the ship and resume your travel through space (maybe you can just blow a hole out the side of the ship and exit directly from the cargo hold).

2. SAVE THE PRINCESS: You board the ship and Lotus informs you there are innocent personnel (hostages) on board that you should save (even better if the personnel are affiliated with one of the Syndicates and saving them nets you a little standing). Find and free the hostages, find arms on board the ship and arm the hostages, approach the ship's control room where the ship commander is, subjugate him/her to ensure he takes the hostages back to their point of origin.  Exit the ship whilst leaving it intact.

3. CURE THE SICKNESS: You board and the Ship Commander, beckons your assistance out of desperation as the infested have spread throughout the ship.  Ally with the Ship Commander to find and eliminate all traces of the infested.  Face off in a final battle with the technocyte's carrier.  You can choose to disable the ship and leave its crew adrift in space or take the ship commander at his word that he and his crew will lay down their arms and go on into the sunset to be peaceful farmers on Mars.  There could be syndicate implications with your decision...

4. DARVO'S DEALS: You board the ship and what the hell is Clem doing here?  Seems you happened upon one of Darvo's clandestine supply ships and it's in trouble.  The warp thingy or the nav coordinate do-dad are all out of whack.  Oh and by the way, the ship's commander is none too happy about having been ejected from his vessel.  Fighting off the ship commander's repossession squads on board you and Clem search the ship for parts you need to restore the impaired system.  Once all the parts have been acquired, you need to find the impaired system and defend Clem while he fumbles through repairing it. 

As you travel from ship to ship the heat is on because your actions have not gone unnoticed.  The game-mode between the individual ship encounters could simply be a low number of enemies that you need to exterminate OR maybe you're just running for your life.  You got to choose to fight or flee.  The objective ships are far enough apart that flight alone would be a risky prospect.  Lastly, 'cause we need this, Stalker has archwing too so be on the lookout.....  :)

Like defense and Interception missions, each ship you board and complete is a "Round" and when you have completed the ship's objectives you are presented with the option to extract or keep fighting.

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3 hours ago, [DE]Rebecca said:

This can not be a re-architecture of our system (i.e open world base building!).

I'm not sure if my idea would involve such revamps. It isn't a brand-new mission type, rather system to improve on the mission types we already have.

The goal of this system is to use dynamic secondary objectives in order to make missions more immersive and meaningful of their own accord. 

I'm aware that secondary objectives are already a thing. What i'm asking is for these features to be greatly expanded upon, with the goal of making every randomly generated mission feel alive and flowing. This means adding some weight to player choices, and rewarding them for going further than strictly necessary.

Here's an example i've used before: You start a capture mission, find the target (who btw ought to be agile and smart, not tanky and power-immune). Upon retrieving the target, players recieve a Lotus transmission: "the target revealed the location of a secret data bank on the level. Get to it, or continue to extraction." If you complete the extra objective, upon extracting, a new mission could be made available to you in "alert" form, making it time limited but also invite only since its a personal mission. Lotus: "The data we recovered verified the presence of an elite squad on -x-. Kill them quickly, before we lose the trail once more." Completing the new mission will yield doubled rewards.

So what we have are normal, randomly generated missions that can potentially become tiny quest arches all to themselves. 

Personally i feel this would add some complexity and a feeling of "what if" to the infinite space battles we play every day. I'm sure the point of randomly generated tiles and such is to provide a feeling of variation and novelty without having to constantly script new content, but sadly (imo) it's not really accomplishing its goal because many missions feel exactly the same in spite of this. Building on the dynamic objectives (adding many more, making them more frequent) and adding secondary "follow up" missions that correspond with the player's previous actions, could be a great way to begin "fleshing out" the instanced mission system 

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First Idea (Endless)

-Gauntlet-

This mode would be like an exterminate, but endless. You would have a timer in which you'd have to go against and defeat the every enemy on the map before the time expires. You could have it set to where, if you complete it before time runs out, you can extract, or go again. Every new run increases the enemies level by 10, (or whatever you guys deem proper), but the timer would stay the same, as in you always have 10min to complete each wave as an example. Each "wave" or run could have continually better rewards. Providing everyone a challenge, and give people a chance to really push their gear. The timer would eventually put a cap on how far people can go as well. You could have this mode set up for one of each faction, considering how it feels more of an endgame thing than a widespread mode. (Could also do no powers mode, Melee only mode etc.) (Tile could be reloaded/rearranged with a loading screen for diversity each "wave" or run) Also could unlock cosmetic badges/sigil for landmarks like completing an enemy level of 25, 50, 100 etc.

 

2nd Idea (Archwing Mode)

-Escort-

You would assist a friendly freighter from point a to point b. The freighter would of course not just bee-line toward the objective, but move around asteroids, try to avoid enemy fighters etc, your goal would be to make sure it doesn't become destroyed from enemy troops. Could also implement one of the ships from Pursuit to be a sub-boss of sorts along the way. Freighter would be fairly large, and so it can't easily avoid being hit easily. Could provide a bonus if freighters health is above certain percentages. Like addiontal credits, extra core packs etc.

 

Final Idea (Non-Endless)

-Deception- (2.0)

Make your way deep into the enemy base, hack a panel or two to find the meeting place, and plant a bug for information in said meeting place. Basically must reach the "meeting place" and place a bug, just a simple "interact here" moment somewhere hidden, like high up on a wall or under something once you enter. And extract. Would prefer something be introduced like cameras that can see invisible tenno if they get close enough to avoid them being op. In sorties it could be set to 1 alarm means failure, high level planets would allow 1 alarm, mid planets allows two alarms, and easy planets allow 3. After alarm goes off you must hack a panel or you cant procede. Would also give the chance to add more depth in some tilesets with vents/crawlspaces, hidey holes, more ziplines etc. Many enemies could be set to aware but not alerted mode, to provide more suspense and would introduce more methodical gameplay. Could also make it less harsh but another stealth mode like spy is very welcome to me.

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Probably more of a mission based mission - just something for variety. Have a large vehicle with 4 ramparts and you need to get it to extraction repelling boarders. Every now and again you need to jump off and open some gates.

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First Idea (Endless)

-Gauntlet-

This mode would be like an exterminate, but endless. You would have a timer in which you'd have to go against and defeat the every enemy on the map before the time expires. You could have it set to where, if you complete it before time runs out, you can extract, or go again. Every new run increases the enemies level by 10, (or whatever you guys deem proper), but the timer would stay the same, as in you always have 10min to complete each wave as an example. Each "wave" or run could have continually better rewards. Providing everyone a challenge, and give people a chance to really push their gear. The timer would eventually put a cap on how far people can go as well. You could have this mode set up for one of each faction, considering how it feels more of an endgame thing than a widespread mode. (Could also do no powers mode, Melee only mode etc.) (Tile could be reloaded/rearranged with a loading screen for diversity each "wave" or run) Also could unlock cosmetic badges/sigil for landmarks like completing an enemy level of 25, 50, 100 etc.

 

2nd Idea (Archwing Mode)

-Escort-

You would assist a friendly freighter from point a to point b. The freighter would of course not just bee-line toward the objective, but move around asteroids, try to avoid enemy fighters etc, your goal would be to make sure it doesn't become destroyed from enemy troops. Could also implement one of the ships from Pursuit to be a sub-boss of sorts along the way. Freighter would be fairly large, and so it can't easily avoid being hit easily. Could provide a bonus if freighters health is above certain percentages. Like addiontal credits, extra core packs etc.

 

Final Idea (Non-Endless)

-Deception- (2.0)

Make your way deep into the enemy base, hack a panel or two to find the meeting place, and plant a bug for information in said meeting place. Basically must reach the "meeting place" and place a bug, just a simple "interact here" moment somewhere hidden, like high up on a wall or under something once you enter. And extract. Would prefer something be introduced like cameras that can see invisible tenno if they get close enough to avoid them being op. In sorties it could be set to 1 alarm means failure, high level planets would allow 1 alarm, mid planets allows two alarms, and easy planets allow 3. After alarm goes off you must hack a panel or you cant procede. Would also give the chance to add more depth in some tilesets with vents/crawlspaces, hidey holes, more ziplines etc. Many enemies could be set to aware but not alerted mode, so enemies can't be cheesed with constant stealth kills, (enemies also dont respawn), while providing more suspense and would introduce more methodical gameplay. Could also make it less harsh but another stealth mode like spy is very welcome to me.

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