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Mission Difficulty selection ?


Ada_Wong_SG
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I noticed a significant drop in enemy spawn count in solo missions, 
which to a certain extend it can be frustrating if you are trying to play survival but there isn't any enemies around 
for you to keep killing to get life support, and expending all the larger capsules.

Or excavation missions where you don't get enough batteries and the simple mission get dragged long.


I mean if a player is clearing a node, he would wish that there would be least resistance as possible, and 
having less enemy spawn in solo mode can actually encourage players to clear node solo 
since it might be less resistance than a full squad.

But if you are doing Inaros quest where you are suppose to rack up kill count, but couldn't find a squad 
that would stay long enough in missions, or company you through sessions of hunting.

Sometime solo might be the fastest way for a player to clear a quest, farm a resource or level up a weapon when there is no squad around.

 

Suggestion - Add a difficulty selection for Solo play option
1) Normal  - The current spawn rate of enemies for solo
2) Hard - spawn rate equal to a 2 player squad.
3) Veteran - spawn rate equal to a 3 player squad.
4) Professional - spawn rate equal to a 4 player squad.
 

slightly off-topic
Squad Difficulty selection options 
1) Normal - default spawn rate  (Intact)
2) Hard - 1.5x spawn rate  (Exceptional)
3) Veteran - 2x spawn rate  (Flawless)
4) Professional - 2.5x spawn rate  (Radiant)

(Do note that increased spawn rate also means faster enemy scaling in endless mission runs)


Higher difficulty mission will shift the drop table, 
to spawn rare drops on a higher rate, much like radiant relics increases drop chance for rare drops.
Which challenges players to take on harder missions as a "high risk, high reward" style of play.

At the same time it would also mean holding out until Rotation C for a rare drop on harder difficulties will be... harder duh...
lets say a Level 50 enemy would be 75 (Hard), 100 (Veteran), 125 (Professional) for the same duration you play in mission.

Edited by Ada_Wong_SG
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That means you've effectively created 4 different star charts, each with a separate population of players. Also, given our access to obscene amounts of CC and damage, there would be 0 reason to ever not bet at 4x spawns for Solo or for Squads. Which means DE would be creating a mechanic that would never be used, except the first time to put it to its maximum. There are many posts asking to have the sapwn rate upped, it has yet to be confirmed as being entertained by DE.

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On 12/11/2017 at 11:42 PM, peterc3 said:

That means you've effectively created 4 different star charts, each with a separate population of players. Also, given our access to obscene amounts of CC and damage, there would be 0 reason to ever not bet at 4x spawns for Solo or for Squads. Which means DE would be creating a mechanic that would never be used, except the first time to put it to its maximum. There are many posts asking to have the sapwn rate upped, it has yet to be confirmed as being entertained by DE.

I guess that is one of the idea, 4 star chart... that could potentially make a smaller drop table for each "node" since there is 4 selection per node.

Without physically expanding the nodes and having names that could be confusing.


Initially planning is if you are aiming for rare resources, like neural sensor, morphics, control modules, orokin cells to drop more
you would pick on the hardest mission, and the drop rate is higher on the harder missions.

But consider there is relics, endo etc, some of the rewards could be exclusive to certain difficulty, 
with increased "nodes" the drop table could remain relatively small so it would be quite consistent to get certain relics or 
resources. So there is a reason to play all of the difficulty.


Though with the idea of oxium ospreys... that is kind of like the shield osprey in terms of look
we could have enemies that have similar effect that they carry certain uncommon/ rare resources/ component
around, looks/ colored differently and only spawn in a particular difficulty.
 

Though on the side note... this would have effectively created mastery points to be earned through the nodes...
since if you cleared all nodes currently, the 3 more difficulties would have 3x more mastery points awaiting earning.

 

Edited by Ada_Wong_SG
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