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Idea: Hell Mode Missions/Campaign


HisokaXEveryone
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So, I was thinking, we've already got nightmare mode missions, and they're OK, but there's a couple of issues. First, they don't provide a real end-game experience in any sense. The enemies aren't that high level, and the debuffs don't make up for that. Second, they run out of use once you've got the mods from them, meaning they're somewhat empty. Moreover, the closest things to endgame right now are long endless missions, Sortie missions, and Kuva Floods. Finally, the star chart in general stops being something you want to explore once you've gotten reasonably geared, and basically becomes an annoyance you might want to clear out for Nightmare mods(assuming you don't just trade for them), or just where you go to farm various survival and other missions to level weapons/resources. So what's my suggestion? Well you see it at the post's title: Hell mode

 

However, this isn't something to be implemented like nightmare. Hell mode should be a toggle that when activated, applies to all missions and re-hides the star chart. All enemies on star chart missions have their levels bumped up to 100+the mission's previous level modifier (So 101-103 on the first mission on Earth, but jumped up to 140-145 for Mot in the Orokin void. Endless missions may need to scale up faster than they currently do to avoid letting players stay too long and getting too many chances at rewards, hard to find information on how the mission's level effects enemy scaling beyond "it goes up".) and all enemies are given a random and unlisted modifier. This modifier can include all of the current modifiers such as enhanced armor, radiation damage, etc. as well as things like "move 25% faster", "25% enhanced aim", "lose 50% armor but gain 200% health" or "deal 15% bonus health damage per hit". By keeping the modifiers hidden and random, but not making it ever too strong, as well as avoiding player-based debuffs, you can have nasty surprises for certain frames without ever gimping anyone too hard, and preventing too much focus on building a general "hell" meta beyond what normally exists for mission types.

Each mission would have a mildly increased drop chance on resources(thinking 25-50%, do not want to nullify the lower level farming areas, but allow better concentrated gains). Moreover, each planet as a whole has a chance to drop special rewards based on which planet it is, with the most common and undesirable drops(45% chance total) being things like 400 endo or a pack of 2 rare resources, uncommon drops(34% total) being things like Kuva from grineer planets, focus from Lua, large credit drops from corpus planets(thinking near-index levels), and mutagen samples from infested missions, as well as single packs of detonite injectors, mutagen masses, and Fieldrons. The rare rewards(20% chance total) would be things like Supra vandal/Vulkar wraith parts, and/or parts to the weapons that are already listed in alerts, nitain extract, as well as triple-packs of mutagen masses and the other two resources. Finally, at a 1% chance, you have a chance of accessing the sortie reward table, with the reward being random, but NOT something you've already unlocked that day.

All together these challenges and rewards would combine to provide a fun game mode that should test most players, while also giving them rewards that might actually interest them in the mode. However, by having the drop chance on resources not be that much higher, and the seriously special rewards have a very low chance, it should allow the already existing endless missions to be fine choices for general farming due to their more laid back nature and how long you can stay in them. And by locking the star chart over again, you can restart progression, meaning that there's once again a decent chance of encountering players on all missions.

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