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How about rescue improvement?


SeaUrchins
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It puzzles me why the Pacifist Defect did not trigger a change in Rescue missions.

Now, pacifist defect actually was a proper rescue mission where you had to escort targets to an extraction point protecting and watching over them. Current rescue missions look just horrible after it, the most immersion breaking elements being the hostage teleporting and their potentially infinite amount of revives they can receive. PD had it right: once a grineer is down you can pick them, next time they're brown bread right away.

It just seems inconsistent to me that you can lock someone in a cell, whose teleporting skills can leave any warframe envy. 

Why not make the escorting part similar to what we had in PD? The hostage would walk/run to the extraction with only 1 revive. It would definitely be more immersive than the current hack a door and rush to extraction while the hostage is bleeding behind. Who cares, right? The grineer will pick them and place them back in the cell, mission accomplished.

It doesn't feel like rescuing, unlike PD :<

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Just out of principle as it's u I have to disagree by taking a small insignificant part of ur text and exaggerating it while refusing to acknowledge anything else than my own opinion. 

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Pacifism Defect was endless; current rescues are not. Having only one revive available for the rescue target would make rescues--especially sorties--significantly more difficult. Also, lore-wise, rescue targets are Tenno (or syndicate) operatives, whereas the Pacifism Defect targets are degenerate Grineer. Revives in general are a little fuzzy lore-wise, but it makes a degree of sense for Grineer targets--especially those in the Pacifism Defect, whom we're told are unfit for fighting--to be more fragile.

Aside from that... Since the rework way back when, rescues have, to me at least, more been about the prison break aspect than a traditional escort mission. The hostage AI, while not terribly bright at times, is decently competent with a sidearm and will help you out once you break them loose; the climax of the mission isn't so much getting to extraction, it's getting them out of the cell (undetected if possible) in the first place. Pacifism Defect, by contrast, is more just an escort than a rescue, as the actual "rescue" part of the mission is just...well, the end of the mission, when they're all loaded up and fly out.

The teleport thing is purely game mechanics. Hostages (or companion pets, who do the same thing) don't have magical teleporting powers; they're not Nightcrawler. It's just a stopgap to allow them to keep up with players, who are much more mobile and not restricted by level pathing.

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not sure about the one revive thing, I've been in plenty of pug squads where even with a decent timer and infinite revives, some people still fail. you'd end up with people saying "rescue is too hard now", because you'd revive the guy once, and then you fail because a Tech/Ballista/Toxic Ancient comes from out of nowhere (Randy Orton style) and downs them instantly with their attacks. I reckon I could handle it, but I can't speak for everyone.

rescue 2.0 ideas:

- jails are now more secure: Grineer jails have Sensor Regulators and more Wardens patrolling them, and an extra Warden inside the jail. Corpus Jails have turrets, cameras, laser grids and more Wardens. jails at the moment feel rather easy to get into when there's only 4 guys at the most guarding them. in addition, Stealth Rescues now award even more affinity.

- players can now escort the Hostage to a room where the Hostage retrieves their own weapons. this saves he player having to give up their secondary. this would be optional.

- general improvements to AI pathing.

- The Hostage now only follows the person who freed them, so if you unlock the right cell, you have to take the lead.

- if the Hostage hears gunfire outside their cell, they will call out where they are "hello?, is that gunfire?, is that a Tenno out there?". this helps narrow down the location of the hostage and means they can be rescued quicker.

- Special units appear when the hostage comes out of the jail. for Grineer, these would be Bailiffs, for Corpus, these would be Combas. these units would prioritize killing the hostage, so they would need to be dealt with quickly.

infested rescue 2.0 ideas:

- instead of an airlock, the prisoners are held against a wall by masses of infested flesh. players have limited time to reach them before they are consumed by the Infestation, resulting in a mission fail. the "assimilation wall" (placeholder name) would be guarded by lots of infested, along with several Ancients with a Symbiotic link tethered to the wall. only by killing the Ancients and then cutting the Hostage free can you release them. a Juggernaut would also be in this room, or perhaps released upon escaping the room with the Assimilation wall.

Imo, these changes would make Rescue a bit more high stakes, and feel like you're springing a comrade from a real high security facility, rather than a poorly guarded custody jail.

 

 

 

 

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2 minutes ago, NinthAria said:

Since the rework way back when, rescues have, to me at least, more been about the prison break

I'd gladly go with the prison break element if there was anything to break, all holding areas are pre-broken and have holes to the cell block.

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I simply want to deposit the Rescue Target at those Capture Target Escape tiles, before evacuating the Warframe.

  • So go to Jail
  • Release Target
  • Deposit Target at Escape Ship
  • Go to Extract

I'd be happy to see this change for Rescue.

And wouldn't it be neat to have to disable the Capture target and have to carry the Target into the hands of awaiting Agents before extracting. Would be much better than the current talk to the hand animation and race to the end setup.

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You are forgetting that the Rescue targets we get in Regular Rescue are possibly future Warframes. They are probably taken out of stasis tubes that we failed to DEFEND and were to be subjects of experimentation. The PD were rejects of Grinny cloning that were amazed when we would revive them, thinking it was magic.

Yes, they could do more types of rescue but then they have to get more complainers saying "I missed the old way of rescue where we could just get them out then race to the Extract forgetting all about them." Think that will not happen? Look at Old Void wanters and those who quit over change in a changing game.

There could be so many variations on the Rescue and maybe there will be in the future just as SPY got spruced up.

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4 hours ago, SeaUrchins said:

It doesn't need good AI, it just needs good waypoints and pathfinding :/

Which PD did not have. I lost count of the number of times one of the civvies would be 20 feet from A, then run all the way back to C and back to A again.

 

No thanks. Leave Rescue as it is.

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9 hours ago, Trissila said:

Which PD did not have. I lost count of the number of times one of the civvies would be 20 feet from A, then run all the way back to C and back to A again.

 

No thanks. Leave Rescue as it is.

O.o I never saw that happen once, your host must have been running on a potato for the AI to go that special-ed.

Occasionally they would annoy me by splitting up and going two different paths but that was the worst of it short of on the first day when the AI could get stuck in a few select spots.

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14 hours ago, SeaUrchins said:

I'd gladly go with the prison break element if there was anything to break, all holding areas are pre-broken and have holes to the cell block.

Tell that to the vast majority of players that constantly set off alarms while I'm already inside hacking.

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