MP team you have been warned
New Game Mode: Suicide Mission (Now with Hardcore difficulty and normal difficulty)
#126
Posté 17 août 2012 - 11:10
MP team you have been warned
#127
Posté 17 août 2012 - 11:46
Pride Demon wrote...
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.
I agree. I've removed it.
When I initially put that line in I was thinking that some people might want to watch matches like this for fun. I had a brain fart and didn't consider that people looking to play straight away would be stuck with this. Doing it my original way would require Bioware to make two different match making algorithms: one for people who want to be spectators and one for people who want to play. That would be too much work.
The downside of this way is that people quitting early or messing up early can completely ruin in for the whole team. Though this mode is much more geared towards pre-existing teams that know how to work together rather than a pick-up group.
I would be astonished if a pick-up group was able to make it past the 3rd Epic Objective Round.
Oh, by the way, I know there are a lot of talented people with graphics programs out there. Would anyone be interested in making a Multiplayer Suicide Mission banner for the thread? Internet cookies and props for anyone who does
#128
Posté 18 août 2012 - 02:36
Enemies' toughness is dependant upon difficulty and what round you are on. Players can choose Bronze, Silver, Gold, and Platinum difficulties. Platinum for both Agent and Endless missions won't spawn enemies of different factions (except for Cerberus which can spawn Reaper faction) but instead the likelyhood of special enemy waves and dangers will double.
#129
Posté 18 août 2012 - 02:43
#130
Posté 18 août 2012 - 02:50
#131
Posté 18 août 2012 - 03:07
OperatingWookie wrote...
Now, can it be soloed theoretically?
I suppose so... I mean if you started on Bronze difficulty Agent mission and you were really good, learned the maps, and managed to carefully hoard your rockets, you could stand a shot. Though the Epic Objective Rounds would be really tough to manage on your own while enemies were swarming you. Towards the end of an Agent mission game even the grunts would be pretty beefy health-wise.
I would bow to the man/woman who was able to solo any of these 3 maps on a Platinum Agent mission. With how it's set up I don't really see how it could be done... But I would watch the video of whoever did it again and again
Modifié par Thargorichiban, 18 août 2012 - 05:06 .
#132
Posté 18 août 2012 - 07:38
Modifié par Immortal Strife, 18 août 2012 - 07:39 .
#133
Posté 18 août 2012 - 08:04
#134
Guest_Flaming Snake_*
Posté 18 août 2012 - 08:47
Guest_Flaming Snake_*
Immortal Strife wrote...
This idea is ridiculous, you die once and you are out of the match, nobody else can join, and it's 60 waves long with progressive difficulty. You know how many "survive ten waves" medals I've seen on platinum...zero. Op you seriously need to rethink your wave revival system. Maybe out for 3 waves or something but not the whole match nobody would stay after death, nobody would want to watch someone try to solo for ten hours.
Not to mention the complete lack of ammo. This rules out some of the harder hitting weapons, such as the Harrier, and basically reduces teams to certain builds. As in, there would nearly always have to be at least 1 Demolisher on later waves. The only way to get around this, would be to have enemies drop thermal clips like SP, as someone previously has said, which, honestly, would make it more fun I think.
That revival thing would be another problem, because I think that once you die, yes, you're out for good, and have to spectate, but INCREASE the gel amount up from 5 to 10 (edit. Increase all the caps to 10, might make it more playable IMO). Which would help account for the extended time playing. And also, leave the revival bit as it is, you revive someone so you/they don't have to use a gel, not the other way around.
Now don't get me wrong, I am all for the idea, but one part in particular made me say "HELL NAWW!". And that is:
"5. After each Epic Objective Round enemy health doubles. This is cumulative."
Sorry, but no. Combined with the complete lack of ammo, and amount of enemies, boss units would be more like gods, and you would probably NEVER be able to kill them. Imagine if there was an Engineer repairing an Atlas that has 75k armour, or more, AND THERE'S 3 OF THEM? Once soldier or ammo reliant classes run out, they're screwed. You haven't thought about them at all, you are limiting these modes to power classes. I'd rather just die and take my credits.
Otherwise, like the idea. This would really add in alot of value to the game, although PUGs would be a serious PITA. But perhaps considering how much playtime you would have with these 3 maps, this would be more of a standalone MP game, instead of DLC.
Modifié par Flaming Snake, 18 août 2012 - 08:51 .
#135
Posté 18 août 2012 - 09:27
#136
Posté 18 août 2012 - 09:29
#137
Posté 18 août 2012 - 10:17
#138
Posté 18 août 2012 - 11:07
3 hours to finish ONE mission is a total waste of time.
#139
Posté 18 août 2012 - 11:10
#140
Posté 18 août 2012 - 03:31
#141
Posté 18 août 2012 - 03:31
I don't mind if people farmed this; farming is 99% identical to "nonfarming".
I especially like the Reaper conversion ship and the Cerberus "Sanctuary" facility. On a side note- I would like some background noises for maps; The cerb facility in particular might have a looping recording over the intercom reassuring and calming the phantom crowds of restless refugees every 5 minutes. A minor detail, but it would add to the experience.
Overall I like it. The only problem I see are 5+ hour games :/. Awh, well I used to play **** zombies a lot so no big. However, I think a pausing feature would be needed. It might break immersion or whatever but these could be looong games considering how some people take 40 minutes for platinum. LOL.
#142
Posté 18 août 2012 - 04:03
The_Pretender00 wrote...
/signed
/signatured
(Doing this again it seems for me...)
#143
Posté 18 août 2012 - 04:18
#144
Posté 18 août 2012 - 06:11
Iarethejub wrote...
This sounds really great! Double health for bad gus after every epic wave though? Combined with the limited ammo, it would be almost impossible to kill even husks if you makr it to the end.
Yeah, towards they would be more like Super-Husks. It's mostly supposed to reflect the enemy adapting to your strategy and them utilizing better troops the further you get in the process of destroying their facility.
Ammunition only really gets to be an issue on odd-numbered rounds. On even-numbered rounds you still have ammo boxes, they just dissapear once that round ends. I don't deny that it would make people seriously consider what sort of class, weapons, weapon mods, and gears they would bring for a mission like this. This mode is supposed to be unique compared to the regular game modes.
As for the question of time I don't see it as much of a factor. The mode could be conceiveably beaten but with a name like "Suicide mode" it is more than ok to fall before the end. If a team wanted to just end on round 13 they could just by dying.
I would think that teams would probably arrange a good time to start and a strategy in advance of starting to play if they actually intended to beat this mode. I think even really elite players that we see on this board could take a 2 or so hours to complete an Agent mission.
#145
Posté 18 août 2012 - 06:18
The 11 Waves of enemies is just getting so boring now, I haven't promoted in about 2 months and now I'm going back to it because there's nothing else worth doing
#146
Posté 18 août 2012 - 10:30
Thargorichiban wrote...
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.
I didn't say there weren't times when a small team would have an easier chance at reaching an objective than a fleet... or sometimes the fleet provides cover while they do serious damage from the inside... but a group of 4 commandos wouldn't be sent in alone to destroy targets like a factory or a big space ship... these targets would be heavily guarded by forces four commandos couldn't hope to overcome and infiltration would be impossible without some serious backstory and I'm not sure Bioware is ready to take a step like that.
Thargorichiban wrote...
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.
Irrelevant. If these suicide mission targets are truly critical enoughto literally throw elite troops into a situation where their death is guaranteed, sending a few ships to destroy them wouldn't be risky at all. I mean, if four soldiers can fly an unarmored, lightly armed shuttle into the facility / ship, Hackett would only need to spare a single destroyer anyways.
Thargorichiban wrote...
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.
They aren't agents, they are soldiers. They are also a lot less replaceable than a capital ship, they don't grow on trees, and they are dying off fast enough without insane commanders throwing their lives away because N7 seemingly means expendable.
Thargorichiban wrote...
If he lost a fleet it could theoretically cripple a large part of his plan.
Hackett has already lost a fleet... closer to two or three of them actually. His plan is stalling the Reapers long enough to get the deus ex ready to fire.
Thargorichiban wrote...
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)?
If the only possible outcome of the mission is death, what exactly is the difference between winning and losing?
or...
Let me put it in a different way. If at the end of ME2 the difference in endings ranged from dying immediately after completing your objective, or dying after killing an additional 7 waves of enemies, or dying after killing an additional 15 waves of enemies would people have been satisfied with that ending...? I don't think so, instead there'd be debate threads about whether ME2 or ME3 had the worse ending.
ME3's multiplayer matches might not be story heavy, but people still want there to be some sort of story and when you go on a mission and the best case scenario is you dying and the worst case scenario is you dying, what exactly is the incentive?
Modifié par Sabbatine, 18 août 2012 - 10:45 .
#147
Posté 18 août 2012 - 10:33
#148
Posté 18 août 2012 - 10:41
Thargorichiban wrote...
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 reaper processor ships are mundane because their husk forces are largely irrelevant. Reapers are winning the war because there is no reliable counter to their fleet. They could make as many husks as they want, but they won't win any wars without the large reaper ships. Sending four irreplaceable N7 operatives into a ship that created enemies standard military forces could destroy at a conventional cost, or that large capital ships could destroy at no risk to themselves just isn't a good investment.
A far better target would be in the style of the collector base in ME2, at least then you'd be destroying an enemy that poses and actual and credible threat to Alliance forces.
Aside from that though, if a shuttle could get through the defenses of one of these ships then why not just send a WMD in through the same hole in their defenses? Problem solved with no casualties.
#149
Posté 18 août 2012 - 10:54
#150
Posté 18 août 2012 - 11:20





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