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chance/criteria based objective modifiers


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Id love to see some extra variety in how mission objectives play out, with some randomisation or changes based on certain criteria.

some examples:

in rescue, in coop, a chance that the rescue target is crippled/incapacitated, requiring a player to carry them to extraction whilst being defended by the other team-members. The player carrying the VIP would be limited in what they could do, no sprinting or parkour, forcing them to not take shortcuts.
Or in a grineer rescue, if someone in the team has a G3 mark, have a chance that when you open the cell that has the VIP in it it's revealed that the VIP was dead all along and it was a trap. Suddenly the tile locks down and the G3 spawn in with a team of nightwatch or something.

Or in sabotage on the corpus gas city tileset, a possibility that the mission requires you to take out a number of stabilizers around the map that causes the facility to start falling out of the sky.

any other ideas or thoughts?
 

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in rescue, in coop, a chance that the rescue target is crippled/incapacitated, requiring a player to carry them to extraction whilst being defended by the other team-members. The player carrying the VIP would be limited in what they could do, no sprinting or parkour, forcing them to not take shortcuts.
Or in a grineer rescue, if someone in the team has a G3 mark, have a chance that when you open the cell that has the VIP in it it's revealed that the VIP was dead all along and it was a trap. Suddenly the tile locks down and the G3 spawn in with a team of nightwatch or something.

Very cool. +1

 

Or in sabotage on the corpus gas city tileset, a possibility that the mission requires you to take out a number of stabilizers around the map that causes the facility to start falling out of the sky.

New mission type. +100000000.

Variant of sabotage, either run for evac, or jump off and go Archwing?...

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Just now, DeckChairVonBananaCamel said:

or as you are running back through the level the gravity is basically nothing, because the whole facility is in freefall.

hmm... i wonder how much effort would be required on DE's behalf to make a whole level TILT

all you would need to change is the gravity and camera angle?

Edit: spider-valk time

Edited by Elvangreen
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Just now, Elvangreen said:

all you would need to change is the gravity and camera angle?

true but you would also need to make all the crates physics capable so they tumble about, have certain decorations slide around also, have the ai still be able to pathfind, make sure the level is still traversable (though you could make it so you have to archwing back through the level to extraction, but that would eliminate the fun of traversing a tilted level), and youd need to make sure that terminals are still usable, or just make sure everything is unlocked. and dont forget to completely change the outdoor tiles so that the clouds look like their in motion in the correct direction

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