Commando Archive

Thread: Commando missions

TKA-MC
Tue Nov 16, 2004 2:12 pm
#27

If I was to compare the Dev's relationship with the community I would have to compare it to....well for lack of better comparatives I will go with Ape's in a $hit throwing contest.....that's more of a comparative as to how they work.



Dysinn Rahl (Gorath)
MasterCommando/TKM

"Quiquid latine dictum sit, altum viditur." ("Whatever is said in Latin sounds profound.")
Tando_Hamoto
Fri Dec 17, 2004 3:40 am
#28

I've been thinking.....must be the smell of the napalm I used to barbeque those pikets this morning...


We really do need commando only missions.(Well duh!!!!)


1. Commando missions should be factional and received from Terminals in factional structures or Factional NPC's. Neutral Commando's should be able to work for either side with a slightly higher payout (Mercenaries are more expensive than regular troops)


2. I thought of three types of mission


Assasinate - Move into a opposing faction base / structure and cap a named npc. I think these should generate in densely populated cities with loads of faction npcs / PC's around to make it interesting. This would cause us to have to group (or Buff heavily)to acheive mission.


Demolition - Locate and destroy an enemy stucture using timed charges (They should make a special new explosion just for this)


Search and Destroy - Locate a squad of enemy troops or an AT-STin the fieldand take em out.


These missions should be geared towards a team effort rather than a lone gunman.


3. Mission payout should be in the form of Credits, but factional characters should get faction points as well.


Thats my thoughts on this anyway let me know what you think.



Tando
hKicking ass and chewing gum in a galaxy far far awayh
hCommandoh


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