New Game Mode: Suicide Mission (Now with Hardcore difficulty and normal difficulty)
#101
Posté 17 août 2012 - 04:45
#102
Posté 17 août 2012 - 04:47
#103
Posté 17 août 2012 - 04:49
Great idea.
#104
Posté 17 août 2012 - 04:51
Thargorichiban wrote...
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.
Cool I wrote something along those lines awhile ago, if you are in the market for some ideas give my old thread a look:
http://social.biowar.../index/13064105
Modifié par Vortex13, 17 août 2012 - 04:56 .
#105
Posté 17 août 2012 - 04:55
Tallnesss wrote...
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!
I do disagree that these targets would be considered as "mundane." Especially when you think about the Reaper Processor ships.
The biggest problem in the Reaper War is that the enemies are extremely unconventional and in general don't have much of anything in the way of supply lines or set territory that they must defend.
For the Reapers the Processor ships (as mentioned in the codex) are pretty much the only sort of target that you can hit that would actually effect their troops and their actual supplies. Not only are they the source of troops for initial invasions of planets they are one of the few vessels that aren't actually Reapers themselves! If you start to mess with the Processor ships and gut them out you are not only denying the Reapers troops you are also making it certain that they will have to pull some of their own capitol vessels back to defend them. That means less concentration of Reapers for attacks!
The other two are much more conventional in comparison, but by stopping their production you can save countless Allied lives.
#106
Posté 17 août 2012 - 04:56
#107
Posté 17 août 2012 - 04:57
Sabotage missions should be one of those.
I've also previously suggested, smash-and-grab ops where we have to break into a secured facility, steal something and get out. Additionally, a civilian rescue operation would be nice as well.
#108
Posté 17 août 2012 - 05:04
Thargorichiban wrote...
2. Each player is limited to 5 medi-gels. Players can revive other players but each revival takes twice the amount of time as normal modes. Once a player dies they are dead for the rest of the match. Players who are permanently dead have the option of leaving the game at this point and receiving their credits and experience. Players who join after the game begins can only watch.
Don't really agree with this restriction at all. Principally because there's so many variables and bugs in this game (bugs and then there's actual lag issues and such, and DC's) that such a punishment isn't necessary or fair. The amount of times I and others have died to bugs or lag projectile kills suggests such a death system really shouldn't exist right now, or ever. In fact, it's a nuts suggestion.
It would be more logical to have it as after the round has ended that the person returns in the start of the next (like the current system) but with low-ish health or maybe a timed penalty and have one of each of their equipment reduced by one or something. Yes there's the fourth part you mentioned concerning getting people back but again, taking on board the fact it you need to use two medigels, it isn't fair or just. It's still not a good idea considering the laggy variables.
Other than that, this is the sort of thing MP needs to keep it alive. BW should get their backsides into gear and work on such a project instead of the typical basic MP DLC that only has a small degree novelty which unfortunately doesn't last long.
Modifié par Dest1ny, 17 août 2012 - 05:09 .
#109
Posté 17 août 2012 - 05:10
#110
Posté 17 août 2012 - 05:14
If i mode like this was introduced please make it so you can start at wave 10, 20 , 30 ect.
#111
Posté 17 août 2012 - 05:44
#112
Posté 17 août 2012 - 06:22
Plant a time bomb in the core of the base and escape in time.
There will be a given limited time until detonation, and you have to escape and reach to the shuttle waiting for you.
enemies will spawn unlimited from every direction to swarm up on you and prevent you from escaping.
If you run out of time, the shuttle will leave you behind and you will die from the explosion. (Or you could die from the enemies even before the time runs out)
#113
Posté 17 août 2012 - 09:21
#114
Posté 17 août 2012 - 09:30
#115
Posté 17 août 2012 - 09:36
Modifié par 100RenegadePoints, 17 août 2012 - 09:37 .
#116
Posté 17 août 2012 - 09:39
It could scale in difficulty too, say, first 10 waves are bronze, then silver to 25, then gold to 50 and then Platinum onward.
This would help limit farming too, otherwise people could just grind it on silver for a few hours and gain millions of cR.
#117
Posté 17 août 2012 - 09:42
#118
Posté 17 août 2012 - 09:46
Mondhase wrote...
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.
Good Idea!!
#119
Posté 17 août 2012 - 09:47
#120
Posté 17 août 2012 - 09:59
#121
Posté 17 août 2012 - 10:08
#122
Posté 17 août 2012 - 10:17
#123
Posté 17 août 2012 - 10:55
kipac wrote...
Awesome. I think final wave (after finishing off bosses) should be something like this:
Plant a time bomb in the core of the base and escape in time.
There will be a given limited time until detonation, and you have to escape and reach to the shuttle waiting for you.
enemies will spawn unlimited from every direction to swarm up on you and prevent you from escaping.
If you run out of time, the shuttle will leave you behind and you will die from the explosion. (Or you could die from the enemies even before the time runs out)
Ask and you shall receive!
I've edited the first post with two new types of Suicide Missions that players can choose from: Endless Missions and Agent Missions.
Endless Missions are what I initially envisioned for this mode: after Epic Objective Round 4 things just get steadily harder and harder until everyone dies. This type of mission is for those that want to test just how good they really are and see who can last the longest!
Agent Missions end on Round 60 with a Final Epic Objective Round. This is the type of mission that will make you feel the most like Commander Shepard (but better since you had less people in your suicide mission team!) You can finally defeat the enemy on their own turf, survive, and feel like a big goddamn hero!
I've put in the details for the Final Epic Objective Round for each of the 3 factions, I hope you guys like them.
#124
Posté 17 août 2012 - 10:55
And then they'll promptly leave because they are bored, making the whole point of having them "join" midgame pointless: if we assume a worst case scenario where someone joins right after first wave started and the other players somehow pull it through to wave 50, you'll be basically forcing that poor soul to stand there watching other people play for hours in the hope to finally manage to join the game later (assuming everyone else doesn't leave at the end)...Thargorichiban wrote...
2. Each player is limited to 5 medi-gels. Players can revive other players but each revival takes twice the amount of time as normal modes. Once a player dies they are dead for the rest of the match. Players who are permanently dead have the option of leaving the game at this point and receiving their credits and experience. Players who join after the game begins can only watch.
You should either remove this ruling and allow people to join later (with reduced boni maybe, e.g. not obtaining any of the creds/XP obtained before they actually joined) or prevent people from joining mid game completely.
#125
Posté 17 août 2012 - 10:59





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