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Rescue Mission Expansion Possibilities


Metalarcher
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(psst, if this is too long for you to fully read, that's okay, just skim and read the last long-ish paragraph where I say to comment and stuff, I mean I want this post to get all the attention it deserves and I wouldn't want something silly like a long post to ruin my chances of that, would I?)

 

(also I hope you like the post, whether you're reading or skimming!)

 

While rummaging around in the dojo feedback forums I found a particularly nice-looking idea for increasing the importance of the rescue mission type.  Basically, the post said something like this:

 

When you go on a rescue mission the prisoner comes back to your dojo and offers to help you build your fortress.  You will pay this person a certain amount of credits (to be determined based on room size) to build a room for you.  After that, the person leaves and you will have to find another prisoner to rescue so you can expand your dojo even more.

 

So what are the benefits to this?  For one thing, it wouldn't be so difficult to obtain resources to build your dojo.  A single man running enough T3 Void runs might be able to fund rooms all by himself.  This would do away with the excess credits problem that a lot of people seem to be having now as well.  Dojo costs reduced and manageable and excessive credits made valueable again, sounds good doesn't it?

 

But that was that guy's idea, not mine.  And anyway we're already having an update to dojo costs that does not include this (though I suppose there's still a possibility for a hybrid-style dojo construction cost).  So let's get to the root of the matter.

 

What if these hostages that we rescue could do any number of things for us?  What if we had to rescue key people from extremely fortified grineer and corpus positions (comparable in difficulty to a T3 Void run or even more difficult)?  What if these people were only available for a certain amount of time and had differing levels of importance?  There are so many more questions to be asked in addition to these, but let's start getting a little more specific.

 

Here's a random idea that could be fleshed out.  Researchers are being held hostage on an especially well-fortified grineer asteroid base.  We receive intel that the hostage will be killed in 45 minutes after interrogation.  The Tenno must leap into action to save the hostage, or lose a key person who could help them increase their control over the system in order to achieve dominance.  Rarely, these persons might be very important and permanent additions to your dojo.  Infrequently they may be able to build a special room or unlock a special weapon for your clan members to use.  Frequently they may provide resource, module, or credit bonuses, as well as offer to construct additional rooms for credits or speed up research or build times.  But of course, the possibilities are not limited there.

 

Let's talk about the rare person--the one that will stay with you and aid your clan until death (which may perhaps come during a clan raid, which might also be reversed with special revives that can be obtained if you put enough effort into it, kind of like insurance, but anyway, getting off topic).  This person may permanently give your clan access to a certain perk like increased build times (with a cap of course), increased intel on special clan-only alerts, automatic credit or resource revenue, etc.  There are many ideas that can be throw around and I'd love to hear from anyone with any kind of idea.  If you think it's silly, just put it out there anyway, there's no penalty if they decide they do or don't like it, so what've you got to lose?

 

Anyway, now let's talk about the infrequent person.  This person may or may not stay with you or may only stay for a limited time.  They may provide access to new weapons or rooms for your dojo.  They may also collect or craft mods over time to give to clan members.  If they choose to stay with you you will have to house them, as with any person.  If you cannot accomodate them, you have to take a slightly lesser reward, so you should definitely build some rooms for your personnel!

 

Now the common person.  These will probably be like the credit reward alerts.  They won't do very much, but they'll be helpful in some way.  They might reward you with a small cache of mods or resources or offer to build a single room for you with a moderately high credit cost.  Though they may not be helpful on their own, doing a lot of these missions could really add up so you could add a lot to your dojo or mod stockpile.

 

Anyway, this post went on for a lot longer than I thought it would, and now I'm just curious to see what thoughts all you forum-goers have on this.  Feel free to flesh out any ideas in the comments by using my ideas a springboard or whatever!  All feedback, positive or negative, encouraging or critical, is greatly appreciated.  And even if you just want to say you think this is a good idea, do so!  The more comments and views I get, the greater the chance that DE will take notice and integrate my ideas into the game to make it even better (well, maybe that's being a little hopeful, but that's the main goal of any post, isn't it--for DE to take notice and implement the ideas into the game to make it better?).

 

So thanks for reading!  If you liked the ideas, let's hope DE will like them too!

 

Thank you to whoever originally gave me this idea.  I searched around in the forums for your post, but I couldn't quite find it.  If you know who you are, please leave a comment and I'll update it.  Sorry for the inconvenience, but thank you for the ideas. They definitely helped me develop these ideas!

Edited by Metalarcher
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I don't like the thought of them building entire rooms for credits. Better idea: Paying them credits to change decor, add furniture/statues/etc, change color of rooms/corridors/etc. Being able to build entire rooms for credits is kind of...ehhh. Though I understand we're trying to get rid of credit overload, I think this is a better idea, especially if combined with other methods(mod casino type deal for example).

As to common ones giving resources. That could work, it should probably be tied to the area and be a significant amount, but the question is, does it go to you or to the dojo? How significant? Keep in mind these types of missions can be run over and over again. Common? Uncommon? Rare? A.k.a. Do all resource types apply?

Tying unlocks of building types/weapons to them seems kinda eh, unless it's done like clan-based alerts that are unlocked once the dojo/clan accomplishes xyz.

Though I like the idea of populating the dojo with something other than just players, when does it start to get ridiculous? Maybe the only ones that stay are tied to the unlocks.

Perhaps some hostages just provide buffs to you/clan for a period of time(increased mod drop rate, increased resource drop rate, etc).

 

However I think one of the major points that needs to be made clear here is that, this is to make mission types other than defense, mobile defense, and assassination viable and offering something unique over the other mission types. This would only be one step, the other less popular ones kind of need a reason to do them too.

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Thanks for the feedback Ghobe, and your idea for credit uses is probably better.  Having the ability to both use resources and credits to make rooms could be kind of redundant.  If we have one method, why have another as well?  Especially since in this scenario we could possibly run regular non-alert capture missions (or maybe some other kind of mission) to get a supply of resources.  And I also like the mod slot machine idea.  I always love slot machines, they're such a good way to get rid of excess anything.

 

As for your questions on what resources go where, it should probably go to the person running the mission, but each one will get a supply to do whatever they want with.  After all, not everything needs to go to the dojo.  It would just aid in constructing more parts of the dojo as a result.  And I think all resource types should apply, having a similar drop rate to what you would find while running around and killing things.

 

And tying unlocks to clan-based achievements is a great idea.  It really gives the clan members something to strive for to gain access to a sweet new weapon or unique new room.

 

And when does the population get kinda ridiculous?  Well there should be some kind of cap per room and then a hard cap to limit the amount of staff members in each clan size (shadow, river, mountain, moon, I mean).

 

Hopefully these ideas help flesh the general idea out a little more, and of course they're just suggestions, so whatever anyone else comes up with will be much appreciated.

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And I think all resource types should apply, having a similar drop rate to what you would find while running around and killing things.

Are you saying average per run or average per drop? If you're thinking average per drop, people will probably continue to do defense and mobile defense for resources then, if that's what they're after.

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I mean if you get, let's say, 10 random resource drops from completing a mission, the chance for each one of those drops will be the same chance for getting any resource drop in-game.  If you have a 50% chance to get nano spores in-game, you have a 50% chance for any one of those 10 random drops to be nano spores.  Of course, that's subject to change as well, it's simply what I was thinking at the time.

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Ah, well in that case the base amount of nano spores you get from completing the mission should probably be slightly higher than an average run, just to make it very useful to use that mission type to get resources.  Of course, that may be a little unbalanced, but basically it should be enough that it's best to do that mission type to get resources.

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