New Game Mode: Suicide Mission (Now with Hardcore difficulty and normal difficulty)
#26
Posté 15 août 2012 - 07:27
#27
Posté 15 août 2012 - 07:48
#28
Posté 15 août 2012 - 07:55
#29
Posté 15 août 2012 - 07:55
Creston918 wrote...
Bioware, this man needs to be hired, pronto.
Great idea, OP. I recommend a few small changes, though:
Every wave is the equivalent of wave 9 Gold in intensity. (I'd say wave 10, but since that's an infinite spawner until the objective is done, I'm not sure there's a set "strength" for it.)
Finishing every wave gets you 12K credits. So you'd need to go through 6 waves to come out just about even with a normal Gold match. (edited: MATH FAIL)
The "special danger" wave should be every three waves. I'm not quite sure about the Geth thing, though. It'll only be cool until you get stunlocked and the wave fries you without you being able to do anything. And since EVERYTHING on the Geth faction stunlocks you...
5 medgels, cool. No ammo boxes, cool, (makes Demolishers worth absolute gold.) though i would say that you should get ammo filled between rounds. Otherwise soldiers become immediately useless.
No revives without medgel kinda goes against the whole co-op thing, plus, I have absolutely NO confidence in Bio's programmers that they won't screw this up and suddenly everyone loses medgels when we revive people, even in bronze matches. I would suggest that instead, the rev timer goes down twice as fast, and it takes twice as long to revive someone. So it's still possible, but a lot harder to do, and it makes using a medgel a more attractive option.
Other than that, I love the idea. Would definitely play this.
Thanks for all the suggestions! I've made some changes to the first post and added in a special Epic Objective Round every 12th round.
#30
Posté 15 août 2012 - 07:58
#31
Posté 15 août 2012 - 08:01
andrew688k wrote...
This idea is GREAT! Would be nice if they actually make some new game mode like this, but it probably need MONEY!
they already have a ton of money from the MP, plus its still that rumor of new enemies and new game mode
#32
Posté 15 août 2012 - 08:01
Don't feel like playing a suicide mission? Go back to regular MP then maybe come back later to Suicide Mission.
I do like the map progression, it would change like in SP and it would give players a more team-sense.
I'm honestly really looking forward to something like this, it would tie in well with SP.
+1 and /signed
#33
Posté 15 août 2012 - 08:07
The insta-promote after mission completion is good too. I don't promote that often, but if I get extra credits for doing these missions on top of what I would get normally, then I wouldn't care at all to promote my characters through this method. It would be nice if they made a counter for this on the manifest or something so you can keep track of how many times you've done these missions, just for fun.
#34
Posté 15 août 2012 - 08:08
Teukki wrote...
<snip> Also agree with capt.jon there, planting a bomb or such should be included. How about fighting your way to a bomb planting area (should take awhile too, not just run there in a second), and then there would be a timer? You'd have to defend the bomb for quite some time, and if you do it = victory. You're dead, but you still won. That would pretty much split the game mode in two stages: First you fight your way to reach X, then you defend X.
damn, got another idea for this: What if there were no ammo crates? You'd basically have to use your consumable clips or at least carry two guns, otherwise at the end, you could only use powers and melee attacks. I'd love that, it would make the suicide mission more desperate, but also more fun when you're punching husks and waiting to die any second.
^^ This.
Loscakes wrote...
This is a great idea. My only complaint is that medigel should come from the one who goes down, not the one that revives them. Also, Bioware would have to save your progress every objective round. The first time I disconnected after tearing it up for a full hour and I would never play that mode again.
^^ And this
De1ta0m3ga wrote...
Very nice idea, although I think there should be a main goal, like planting an explosive or sabotaging the facility, with other goals, such as hacks or disabling/enabling the devices.
^^ And this, too!
Creston918 wrote...
<snip>The "special danger" wave should be every three waves. I'm not quite sure about the Geth thing, though. It'll only be cool until you get stunlocked and the wave fries you without you being able to do anything. And since EVERYTHING on the Geth faction stunlocks you...
5 medgels, cool. No ammo boxes, cool, (makes Demolishers worth absolute gold.) though i would say that you should get ammo filled between rounds. Otherwise soldiers become immediately useless.
No revives without medgel kinda goes against the whole co-op thing, plus, I have absolutely NO confidence in Bio's programmers that they won't screw this up and suddenly everyone loses medgels when we revive people, even in bronze matches. I would suggest that instead, the rev timer goes down twice as fast, and it takes twice as long to revive someone. So it's still possible, but a lot harder to do, and it makes using a medgel a more attractive option.
<snip>
^^ And this!
Arppis wrote...
Speaking of suicide mission... I wish the "End Run" track from ME2 would play at Extraction round.
Bit off topic.
^^ And DEFINITELY this...!
IAmARad wrote...
Good idea. Although I think this is a DLC thing. If they did this for us for free, BioWare must really love us. This multiplayer system is good enough to make into a full title with multiple game modes. Maybe make a "Mass Effect Multiplayer expansion pack" or something. I'd buy the hell out of that. Either way, that sounds hard, but sounds like fun.
^^ And this, too!
I don't think I need to add anything else!!
Modifié par MearasNZ, 15 août 2012 - 08:08 .
#35
Posté 15 août 2012 - 08:11
I'm in...
#36
Posté 15 août 2012 - 08:17
#37
Posté 15 août 2012 - 08:26
#38
Posté 15 août 2012 - 08:34
#39
Posté 15 août 2012 - 08:49
#40
Posté 15 août 2012 - 08:52
#41
Posté 15 août 2012 - 08:57
#42
Posté 15 août 2012 - 08:57
#43
Posté 16 août 2012 - 04:28
I'm going to compile all of these suggestions and put in some changes to the opening post tomorrow.
#44
Posté 16 août 2012 - 04:31
#45
Posté 16 août 2012 - 04:53
Loscakes wrote...
This is a great idea. My only complaint is that medigel should come from the one who goes down, not the one that revives them. Also, Bioware would have to save your progress every objective round. The first time I disconnected after tearing it up for a full hour and I would never play that mode again.
If so, then they may as well prevent reviving altogether and allow one to revive themselves since the consumption would be the same and:
1) reviver wouldn't be putting themselves in harms way to get to the body
2) revived could revive themselves on their own terms - ie not when a banshee is standing over them WHY ARE YOU REVIVING ME NO STOP NOO GET BANSHEE FIRST NOOOOOOO *sync'd*
3) also if the revived is dead because they did something honestly retarded (STAY BACK GUYS I GOT THIS, VORCHA CAN MELEE TEN PYROS) you can refuse to revive them so they must gel themselves.
Alternatively, reviving them could consume an Ops pack instead.
Modifié par Karsciyin, 16 août 2012 - 04:58 .
#46
Posté 16 août 2012 - 04:57
You could 'cap' the difficulty at Wave 9 Gold (not Platinum, because that's just boss after boss after boss which is very boring), to prevent a single wave dragging on to long. But for each wave, enemies get SLIGHTLY more health and deal SLIGHTLY more damage until eventually it's like Zeus and the divine pantheon came down to personally punch you in your faces.
#47
Posté 16 août 2012 - 05:20
#48
Posté 16 août 2012 - 05:27
Biotic_Warlock wrote...
Suicide mission music please
#49
Posté 16 août 2012 - 02:34
I realize that this would make it much easier to survive 'forever'. Perhaps it will cost you a medpack to get back?
#50
Posté 16 août 2012 - 03:11
Humming wrote...
Good idea, except the idea of permadeath. Would suck to have a good team, but you do a stupid thing on wave 1. Then you can go and watch TV and wait for the rest of the team to finish the game.
I realize that this would make it much easier to survive 'forever'. Perhaps it will cost you a medpack to get back?
I was just about to add this. If you die in regular MP you just have to wait a few minutes max to get back into the game, but here it could take forever. Maybe instead of staying dead and getting all the credits once the game is over, remove the dead person from the match and just give them the credits and experience that they have earned so far. Harsh, but it's a suicide mission and I'd vastly prefer it to having to sit and wait for an hour for the others to finish the game.
No one else gets added of course, so the experience stays the same for the remaining players.
No ammo boxes is a good idea, too, but instead of having the players run out of ammo at some point, which is rather unfair if you compare a soldier to a Fury, Justicar or AA, maybe have some of the enemies drop clips like in SP. Not all of them and only when it makes sense (a brute or husk wouldn't be carrying ammo obviously), but it would add a certain realism and still be less reliable than infinite ammo boxes.
Also, as the 'price' for playing this suicide mission seems to be that the character class gets promoted after the match, maybe there should be only lvl 20 characters allowed to play at all. And you only unlock the mode once you have leveled all you classes to 20 at least once.
Modifié par Mondhase, 16 août 2012 - 04:07 .





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