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Let's Talk About Rescue.


Xylia
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I don't know why we can't just sling the hostage over our shoulder and fight out using our secondary.

 

^^

YES!

 

Now THIS I could get behind.

 

But... you'd ALSO be prevented from doing any sort of Parkour too. You could only Sprint, Slide, and normal jump.

 

No Wallrunning.

No "Catch Ledge and pull yourself up."

No Shooting while on a Zipline.

No Rolling.

No Forward Flip Jumps.

No Side, Front, or Backflips.

 

Just running, sliding, and shooting your secondary.

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Aren't hostages usually Tenno? And they have zero combat ability, function or awareness. I don't think their frame contains their knowledge of not standing in groups of Moa or staying in an elevator rather than running in circles.

 

Why they put an escort mission with most of the terrible things about escort missions in 2013 baffles me.

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I don't know why we can't just sling the hostage over our shoulder and fight out using our secondary.

 

Like you do with capture missions yeah. I mean we have the technology to turn people into clouds of dust temporarily why make that unique to corpus goons...

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Aren't hostages usually Tenno? And they have zero combat ability, function or awareness. I don't think their frame contains their knowledge of not standing in groups of Moa or staying in an elevator rather than running in circles.

 

Why they put an escort mission with most of the terrible things about escort missions in 2013 baffles me.

 

^^

This.

 

NOBODY has EVER liked an Escort Mission in a video game, EVER. There are just too many problems with Escorts that make them NOT fun and interesting at all.

 

AI getting the escort hung up on terrain.

AI putting the escort right in the middle of danger needlessly.

The Escort being either very weak offensively or cannot fight at all.

 

Nobody enjoys these things.

 

A game is supposed to be something you do for fun. There are plenty of ways to add challenge without needing a Rescue mission. It isn't fun, so just remove it. I doubt anybody would be crying tears if you did.

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Like you do with capture missions yeah. I mean we have the technology to turn people into clouds of dust temporarily why make that unique to corpus goons...

 

here's another idea:

 

1). Make Rescue work like capture.

2). Place 4 jails in the level, spaced out.

3). The captive is in ONE of the Jails, but you don't know which one. When you start the mission, the 4 waypoint markers appear on your map. When you open a jail and discover that the Captive is NOT there, that marker disappears. This goes on until you find the captive. You "capture" them in the same way you do a Capture target.

4). If the player who is holding the escort "dies", the captive is immediately ejected from their body and can be attacked by enemies. Said captive can be re-captured by another player or the same player after using a revive/being revived by a teammate.

 

There you go, a Rescue Mission that uses Capture Mechanics that is different from the Capture Mission playstyle.

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here's another idea:

 

1). Make Rescue work like capture.

2). Place 4 jails in the level, spaced out.

3). The captive is in ONE of the Jails, but you don't know which one. When you start the mission, the 4 waypoint markers appear on your map. When you open a jail and discover that the Captive is NOT there, that marker disappears. This goes on until you find the captive. You "capture" them in the same way you do a Capture target.

4). If the player who is holding the escort "dies", the captive is immediately ejected from their body and can be attacked by enemies. Said captive can be re-captured by another player or the same player after using a revive/being revived by a teammate.

 

There you go, a Rescue Mission that uses Capture Mechanics that is different from the Capture Mission playstyle.

Hmmm... not bad at all. I would play that. One condition though: no secondary objectives on rescue missions. It's enough that you potentially have to go to 4 different points in the map, I don't want the Lotus saying "now go get 4 more cells/terminals".

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I think it'd work better if you also got little commands you could give to the hostage. (Which could also be implemented as a standard hotkey for team-play.) "Wait here.", "Follow me", "Focus Target" - Which would put the functioning hand-gun idea to use for the rescued, and "Come here".

 

It'd probably be best also to have the rescued AI have a 'switch' design that causes it to focus on following or somehow be 'connected' to the tenno saving them in a way that would make them able to switch to players that won't get the target killed if the team deem it worthy. (Kind of like how the databoxes work.) You could probably use a 'teleport' method that makes the rescued person appear next to you...like a button or something you press or something when your targeting the Rescued.

 

It might even be an idea to have the guy/girl freak and haul &#! behind cover when they're hit by a bullet..Course that could easily become problematic without the other suggestions being considered.

I realize it's making the idea of rescuing the guy/girl easier...but with range limitations and other things to make the actual act of rescuing more organic I think this could be a little more enjoyable. Especially if it turns out Mr/Miss Jumpsuit actually has some amazing aim regardless of the damage their shots do. (Which by the way should be scaled, and count for whomever does the most damage on the mob, should it kill the mob it's firing at.) 

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Still think hostages shooting at things is a very bad idea.

 

We do not want or need hostages getting aggro and killing themselves on whatever big hulking enemy of doom in the room happens to be (Disruptors, Toxics, Heavy Gunners, Napalms, etc)

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Well that's why I suggested the command stuff for the AI, as well as the 'panic/run away' thing.

 

Perhaps their attacks could also generate less aggro than your's as well...considering this kind of thing can be controlled if its programmed for it. 

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