New Game Mode: Suicide Mission (Now with Hardcore difficulty and normal difficulty)
#76
Posté 17 août 2012 - 01:35
#77
Posté 17 août 2012 - 05:05
Skunktrain wrote...
Maybe make the epic rounds every ninth round? I'm just thinking that 10 rounds of regular mode runs ~20 mins. Simple math suggests that to see the final map the team must play for more than an hour and a half without break. Epic rounds on nine will allow most players to get one epic round pretty reliably and put the team on the final map after an hour which is frankly just more humane.
I've suggested every 12th round to make it different from regular modes. I figure a suicide mission like this would be quite a slog and it isn't necessarily designed to let every single team make it to the last map. I kind of want it to feel like an achievement when a group gets the the final map. It certainly wouldn't be an accident getting there!
It's also something that I don't think any single person could solo, they would need a team.
And it is a suicide mission: you are supposed to die eventually
#78
Posté 17 août 2012 - 01:21
This mode should be very difficult but still possible to finish.
Modifié par Guy117, 17 août 2012 - 01:22 .
#79
Posté 17 août 2012 - 02:07
I agree. It should be difficult but not impossible. You could survive in ME2 if you spent your time preparing correctly and took the right tools and talents with you.Guy117 wrote...
They called the last mission in ME2 a suicide mission yet you and your entire team can live.
This mode should be very difficult but still possible to finish.
There should be an objetive that can be completed. Sabotage or hacking something that will make a difference to the war effort.
#80
Posté 17 août 2012 - 02:09
Aetas Mutuo wrote...
I agree. It should be difficult but not impossible. You could survive in ME2 if you spent your time preparing correctly and took the right tools and talents with you.Guy117 wrote...
They called the last mission in ME2 a suicide mission yet you and your entire team can live.
This mode should be very difficult but still possible to finish.
There should be an objetive that can be completed. Sabotage or hacking something that will make a difference to the war effort.
Yes, I fully agree.
#81
Posté 17 août 2012 - 02:12
#82
Posté 17 août 2012 - 02:41
#83
Posté 17 août 2012 - 03:00
Guy117 wrote...
I think the last round should be 50. In that round a really powerful and invincible enemy (A Reaper Capital Ship for the Reapers, a Geth Dreadnought for the Geth, and...I'm not sure what Cerberus would get) would show up and you would have to run through one last area while avoiding the final boss's attacks to reach an extraction point and escape.
Or you could have a 'bug out' option. Every x number of waves, a beacon appears. If all active players activate the beacon (like on the hacking mission), it causes the next round to be an evacuation round (e.g. normal wave 11). You could even tie this in to the number of credits or % of credits awarded.
Modifié par Chobbly, 17 août 2012 - 03:01 .
#84
Posté 17 août 2012 - 03:01
Modifié par Guy117, 17 août 2012 - 03:01 .
#85
Posté 17 août 2012 - 03:04
#86
Posté 17 août 2012 - 03:14
#87
Posté 17 août 2012 - 03:31
NPlewes wrote...
I'm always impressed with the creative ideas that this community comes up with
Thanks! I'm glad that I impressed! First time I've had a dev reply to one of my threads
I figured something like this could largely be crafted using assets that are in the single player game and that each map would sort of work like this size-wise: medium map, small map, large map, small map, large map.
Anything in particular that you enjoyed?
#88
Posté 17 août 2012 - 03:54
#89
Posté 17 août 2012 - 04:03
#90
Posté 17 août 2012 - 04:06
#91
Posté 17 août 2012 - 04:12
No military would send their troops out on a suicide mission to attack such mundane targets and they'd not waste their best troops on conventional missions where death was certain.
The suicide mission in mass effect 2 was called such because it was high risk and there almost certainly would be some casualties however death was not certain. The mission objective was also quite a bit more important than shutting down a troop ship or factory... hell it was more important than destroying anything. If destruction had been the objective they could have just loaded the Normandy's cargo bay with as many nuclear weapons as it could carry.
The same is true for your premise. If destroying the facility is the goal it could be done by a fleet of ships far more easily considering the defenses are weak enough to allow a shuttle carrying four soldiers on board. For the premise to make sense, escape must be one of the end ojectives.
Yes, you are in enemy territory but your team is elite and will grind the enemy up, the worst possible strategy would be fortifying a position and waiting for the enemy to overwhelm you because you sacrifice your own tactical strengths and give the enemy the initiative and allow them to bring their overhwelming numbers to bear,
Rather than having one ending condition to the mission (death), make the extraction wave extremely difficult... say you have to guard an objective for five minutes setting up a bomb or uploading a virus and at certain points during this objective (say at 66% and 33%) you receive optional objectives to go use items, retrieve items, or escort allies back to the primary objective site and each successful completion cuts a minute or 90 seconds off the primary objective's timer. Once that timer is complete players must extract on a very short timer while still under sustained assault. This would seem like a more credible suicide mission scenario than a military force literally sending its best troops on impossible missions... risky missions yes, impossible missions no.
#92
Posté 17 août 2012 - 04:20
NeferiusX3 wrote...
I approve of this.
#93
Posté 17 août 2012 - 04:22
Sabbatine wrote...
Good idea, bad premise.
No military would send their troops out on a suicide mission to attack such mundane targets and they'd not waste their best troops on conventional missions where death was certain.
The suicide mission in mass effect 2 was called such because it was high risk and there almost certainly would be some casualties however death was not certain. The mission objective was also quite a bit more important than shutting down a troop ship or factory... hell it was more important than destroying anything. If destruction had been the objective they could have just loaded the Normandy's cargo bay with as many nuclear weapons as it could carry.
The same is true for your premise. If destroying the facility is the goal it could be done by a fleet of ships far more easily considering the defenses are weak enough to allow a shuttle carrying four soldiers on board. For the premise to make sense, escape must be one of the end ojectives.
Yes, you are in enemy territory but your team is elite and will grind the enemy up, the worst possible strategy would be fortifying a position and waiting for the enemy to overwhelm you because you sacrifice your own tactical strengths and give the enemy the initiative and allow them to bring their overhwelming numbers to bear,
Rather than having one ending condition to the mission (death), make the extraction wave extremely difficult... say you have to guard an objective for five minutes setting up a bomb or uploading a virus and at certain points during this objective (say at 66% and 33%) you receive optional objectives to go use items, retrieve items, or escort allies back to the primary objective site and each successful completion cuts a minute or 90 seconds off the primary objective's timer. Once that timer is complete players must extract on a very short timer while still under sustained assault. This would seem like a more credible suicide mission scenario than a military force literally sending its best troops on impossible missions... risky missions yes, impossible missions no.
Not completely faulty. There are several times in the Mass Effect series where characters state a small team can get to places where a large force or navy cannot. These missions would be like a group of commandos sent deep behind enemy lines to strike out at a target. Missions like those are extremely dangerous yet the actual cost of the mission isn't much in terms of actual manpower.
If, in the Reaper war, Admiral Hackett sent a fleet of ships to attack a single enemy installation he would be risking quite a lot. He and the allied forces are dealing with an enemy that has more firepower, more troops, and is seemingly extremely mobile. His own forces are weaker and much less numerous in comparison. By pulling ships from a defensive position he is weakening areas that he is already protecting. He is also risking very valuable ships for targets that might not be ultimately worth it.
In comparison risking 4 troops and a single Kodiak shuttle to destroy/cripple an enemy installation is a pretty smart bet. These N7 agents (assuming a level 20 restriction for this mode) are elite agents who have proven themselves very capable. The Kodiak shuttle itself can also get further in than a fleet due to its stealth capabilities that it lifted from the Normandy's design. If they are lost it isn't a massive loss. If they damage or destroy an enemy base in enemy territory (which would disrupt enemy lines to a degree) it would be a massive gain.
If he lost a fleet it could theoretically cripple a large part of his plan.
Now, I'm not saying that you don't have any points here. I'm largely in for the "suicide" portion to give people a chance to test how long they can last in such a hopeless situation. It's sort of a theme for conventional warfare in Mass Effect 3.
Do you guys think I should put in an option that if you reach round 60 that you can manage to destroy the last map and possibley have one mad dash to safety (ala Shepard at the end of ME2)?
#94
Posté 17 août 2012 - 04:23
#95
Posté 17 août 2012 - 04:28
You got the approval of NPlewes. You are now God.Thargorichiban wrote...
NPlewes wrote...
I'm always impressed with the creative ideas that this community comes up with
Thanks! I'm glad that I impressed! First time I've had a dev reply to one of my threads
I figured something like this could largely be crafted using assets that are in the single player game and that each map would sort of work like this size-wise: medium map, small map, large map, small map, large map.
Anything in particular that you enjoyed?
#96
Posté 17 août 2012 - 04:37
Also this:
Sabbatine wrote...
Rather than having one ending condition to the mission (death), make the extraction wave extremely difficult... say you have to guard an objective for five minutes setting up a bomb or uploading a virus and at certain points during this objective (say at 66% and 33%) you receive optional objectives to go use items, retrieve items, or escort allies back to the primary objective site and each successful completion cuts a minute or 90 seconds off the primary objective's timer. Once that timer is complete players must extract on a very short timer while still under sustained assault. This would seem like a more credible suicide mission scenario than a military force literally sending its best troops on impossible missions... risky missions yes, impossible missions no.
#97
Posté 17 août 2012 - 04:40
#98
Posté 17 août 2012 - 04:41
Vortex13 wrote...
Very cool idea, what if instead of standard multiplayer characters we could play as single player characters in a reenactment of certain missions?
I'm currently working on a thread along those lines... Watch out for it this weekend.
#99
Posté 17 août 2012 - 04:43
Sabbatine wrote...
Good idea, bad premise.
No military would send their troops out on a suicide mission to attack such mundane targets and they'd not waste their best troops on conventional missions where death was certain.
RAMIREZ! DEFEND BURGERTOWN!
#100
Posté 17 août 2012 - 04:44





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