Commando Archive
Thread: Commando Assignment #4: Your Mission...If you choose to accept it...
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garvin
Sun Aug 15, 2004 6:17 pm
#1
There has been talk in the past of getting Commandos some specific Mission Terminals of our own...Missions that are more detailed then just Destroy or Deliver...Missions that are more suited to our "special talents" and pay better because they are more "involved"....Something static that involves multiple stages...
Example:
Stage1: Meet up with Spy to get location of Factory
Stage2: Defeat Guards and get pass key
Stage3: Blow Up Factory
Payout upon completion of Stage 3 = 100K
So if you were going to design some Commando Terminal missions, what would like to see involved? What would you like the payouts to be like? How would you make them different then just a simple Destroy Mission? Etc...Your incharge, you come up with the design and get as specific as you like...When brought up in the past to the Devs I receiveda positive response...
Message Edited by garvin on 08-15-2004 06:20 PM
StarNick
Sun Aug 15, 2004 6:18 pm
#2
First!
Also there have been posts on this from the past...we may be able to find them....
Anyways...some like:
Advanced Destroy....missions were as you attack the lair...reinforcements spawn...
Also a type of large scale BH style mission (Search and Destroy) is cool as well...
Or other types such as:
1) Starship destruction.....Enemy ship lands out in the wild...elminate opposition, plant charges and get the hell out (Can also be Vehicle Destruction too) - Graphics needed
2) Bunker Buster....same thing, like the jabba missions (some of them) as well as the COA3 mission (those explosions Rule)
These would most likely a nice combo of the 2 factions and neutral.
These are the simplier...1 phase ones....
Now something more quest based:
1) Uncovers a plot to assisnate someone...(recon phase)...hired to protect the person(s) (protect the convoy...enemy ambushes!)...then you have to infiltrate a small bunker base, find the information to the main base and destroy it for a large cash reward
**faction based**
2) Rebel: A Large convoy of lightly guarded transports are making their way across the sands of tatooine....search and destroy the convoy.
A. Randomly spawns deep in the wild....Continously moves to a certain WP where it dissapears and you fail
B. NPC's on other vehicles (speeders) or combat vehicles (at-st's) guard the convoy
C. Destroy all enemy units, get a nice cash reward (and you can keep the loot from the convoy ships)
3) Imperial: Rebel Commandos and several light support units are trekking across Yavin to a secured Rebel LZ. Destroy the rebel troop and find the LZ.
A. Randomly spawns somewhere...keeps moving to the Base...which is unknown (but even if you let it go...it'll despawn and the base wont even appear)
B. Ambush the rebel band and massacure them...steal the coordinates from the rebel officer and find the LZ
C. Destroy the rebels at the LZ, elminate the landing zone and any parked starships making sure no more rebels can get off the planet
**Faction/Neutral**
1) Commando: A renegade scientist has captured a Smuggler(rebel/Imperial can be) military outpost, and is using it to reinforce his labatory which houses a Super Cannon that is threatening to take out the Planet's Moon (or Centerpoint station!)
A. Randomly spawns in the wild again...but the military outpost is like a huge hanger...Tanks and other vehicles spawn, there are NPC turrets out and about as well as NPC guards...
B. Try and break into the compound and steal one of the tanks/other vehicle housed there, torch the rest and make sure the guards cant warn the scientist (theres a specific NPC that will trigger an alarm, and you must not let him get to the Watch tower...or you can infiltrate somehow...this would be a BIG base)
C. With the tank in tow (driving it hehe! Btw to ensure balance, you'll be placed on a time limit so you wont use the tank for anything else...also once you get out of it, you cannot enter it again)
D. Use the tank to infiltrate the Main Hanger to the renegade scientist's labatory....once inside, you can either exit the tank (btw group members will either be in the tank as well, or on foot...if they can be in the tank...they can have the option ONCE, and ONCE only to get in...and this can be anytime between the phases of the mission...).....or use the tank to raise hell
E. Once inside the hanger, travel down the turbo lift into the power generator room, plant explosives...get the hell out and watch the fireworks
F. Substantial reward as this would be a pretty tough mission (lots of NPC's we're talking about...and enemy tanks and turrets)
Also we can have NPC's give the faction quests out....random missions and stuff....or have Rebel/Imperial/Neutral Terminals...all with varients of each mission.
Also, once they get done with the balance, revamp, revamp, commando revamp, etc....the devs should:
A) Work on Further Content (dungeons)
B) Work on and produce 1-2 new missions PER publish (at least) to supplement Commando Missions (or any other prof-specific terminals)
Message Edited by StarNick on 08-15-2004 09:37 PM
Einsteinb
Sun Aug 15, 2004 6:23 pm
#3
I recall making an earlier post about the concept of advanced destroy missions. The idea is to have a target that itself is capable of some form of defense.
The target could be a base like emplacement with turrets and multiple internal components that must be destroyed rather then a simple banner or lair.
The target could be a convoy like vehicle where you would track it through a series of WPs and attempt to ambush it.
The target could be a heavy armoured vehicle like an AT-ST for rebels or perhaps a tank or command vehicle for imperials.
The target could be a large structure like the factory employed in the dead-eye quests and perhaps contunally spawn NPCs until it is destroyed.
All of the above would have the normal NPCs or mobs but the target itself would be the major challenge.
Ocain
Sun Aug 15, 2004 6:27 pm
#4
garvin man, i think your doin an awesome job, you are the most active correspondant ive noticed so far, and you are seriously trying to help your profession become better without crying nerf to other ones (vortexala on the cm forums for example of what not to do, crying for nerf doc etc)
/salute garvin
great job bro
/salute garvin
great job bro
JuggernautRM
Sun Aug 15, 2004 6:37 pm
#5
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++1
I though this idea up a few days ago - and now garvin your making it a realization for me - this would give commando's something to do - and if area takeover or base takeover scemes ever go into gcw - commando's would see the light of day.
I though this idea up a few days ago - and now garvin your making it a realization for me - this would give commando's something to do - and if area takeover or base takeover scemes ever go into gcw - commando's would see the light of day.
StarNick
Sun Aug 15, 2004 6:38 pm
#6
Wew done...everyone read my hidiously long Edit Reply!!
Ok im gonna make some posts brainstorming more elaborate ideas...Profession quests!!
And then Im gonna go back to writing mycommando story...
RazerWolf
Sun Aug 15, 2004 6:41 pm
#7
My ideas can be found in the recently bumpedwishlist / revamp thread. No idea what to set payouts at, though I'd say that for the #1 type, +25% payout compared to normal missions for that MOB type (12500 cr for an Advanced Destroy Lok Mercenary mission, compared to 10k for a standard Destroy Lok Mercenary mission.)
The demolition, similar to as Garvin posted, should probably be about 30-50k per mission, scaled according to MOB difficulty. High payout, but requiring a small expenditure for the charge.
The defend mission should have at least a 100k payout.
The demolition, similar to as Garvin posted, should probably be about 30-50k per mission, scaled according to MOB difficulty. High payout, but requiring a small expenditure for the charge.
The defend mission should have at least a 100k payout.
StarNick
Sun Aug 15, 2004 6:45 pm
#8
1) Commando: A renegade scientist has captured a Smuggler(rebel/Imperial can be) military outpost, and is using it to reinforce his labatory which houses a Super Cannon that is threatening to take out the Planet's Moon (or Centerpoint station!)
A. Randomly spawns in the wild again...but the military outpost is like a huge hanger...Tanks and other vehicles spawn, there are NPC turrets out and about as well as NPC guards...
B. Try and break into the compound and steal one of the tanks/other vehicle housed there, torch the rest and make sure the guards cant warn the scientist (theres a specific NPC that will trigger an alarm, and you must not let him get to the Watch tower...or you can infiltrate somehow...this would be a BIG base)
C. With the tank in tow (driving it hehe! Btw to ensure balance, you'll be placed on a time limit so you wont use the tank for anything else...also once you get out of it, you cannot enter it again)
D. Use the tank to infiltrate the Main Hanger to the renegade scientist's labatory....once inside, you can either exit the tank (btw group members will either be in the tank as well, or on foot...if they can be in the tank...they can have the option ONCE, and ONCE only to get in...and this can be anytime between the phases of the mission...).....or use the tank to raise hell
E. Once inside the hanger, travel down the turbo lift into the power generator room, plant explosives...get the hell out and watch the fireworks
F. Substantial reward as this would be a pretty tough mission (lots of NPC's we're talking about...and enemy tanks and turrets)
And the payout on this one? Heh....this would be an Uber Cool Commando Quest...
I think the next generation of quests is this:
The Quest Journal....were you get the assignment from the terminal or NPC, BUT as you go do the initial mission...it gets deeper, and you gotta go and kick more booty...on your own....not those silly "go and recon, come back for new mission, go and destroy".....but more "Recon, recieve orders to destroy....then find WP and destroy the main base"
Niskossk
Sun Aug 15, 2004 7:35 pm
#9
heheh I like your example, garvin - that in itself would be a nice setup. Also like the ideas proposed by nick (again). I'd really like to see some missions somewhat resembling faction dungeons, but I'm not sure how PROBABLE it would be that the devs would implement such a thing, or how possible it would be to integrate this with the game mechanics as they are. It'd be NICE to see some really in-depth missions with payouts of 100k or so; mission difficulty and length would be scaled up to match... however, they shouldn't be IMPOSSIBLE to complete.
Would like to see some armored vehicles on the Reb side that I could blow up
Also would be nice to see some turrets that I'd actually get FP/XP for killing.
StarNick
Sun Aug 15, 2004 7:56 pm
#10
Also like the ideas proposed by nick (again).
Watch out! Im on a roll!! 
nbd9k
Sun Aug 15, 2004 8:00 pm
#11
This is going to echo some other comments slightly, but keep following my lead and youll get the big picture.
If we're gonna have our own missions, lets try to keep them in the spirit of the ideal commando. you know what i mean.
picture something like this:
you pick up the mission as a contract from a perticular 3rd party with no wish to get involved. after traveling to numerous spys or contacts, you finally receive a waypoint to a complex (which can be factioned). your mission is to ensure the death of the base commander and the distruction of the complex, perhaps with a rescue or document recovery involved as well.
upon reaching the complex, you are assaulted by a horde of peons or low level staff. no uber creatures with 100% resists or any kind of garbage like that. just lots and lots of little guys with a speedy respawn rate. using your flamethrower and grenades you mow your way through the defenders causing incredible carnage (the one man army with a never ending belt of ammo is the image im looking for) fighting through the base, you visit key sites and place specifically crafted detonator charges, then head upstairs for a showdown with the villian of the hour. unlike the workers that surround him, hes well trained and well armed, and puts up quite a respecable fight before being blown out a window on the business end of a rocket launcher. you seize the secret documents, rescue the hostages, and blow your way out through the fray downstairs. upon reaching a safe distance, you blow the explosives and put a dent in the planet that the JTL beta testers can see from space. mission complete, you take one final trip, meeting up with an agent who presents you with your reward, some new gear, and a disk with thousands of credits, untracible to your employer.
I can crunch the numbers if needed to show all the potential mission types this template can produce, but im pretty sure that this kind of thing is really why we all signed on to commando in the first place.
Commandos- if this is what you wanna see, back me up.
Garvin- have a nice trip. keep up the good work.
harvard ferrier
master commando, master TK
bria server.
Im still boycotting JTL until the combat rebalance, but this kind of thing has potential.
skotadi
Sun Aug 15, 2004 8:43 pm
#12
some kinda base mission would be nice with maybe 1 strong guy at the end with lots of average guys for fun make all the resists really high but heat and acid with blast in the middle that will make it all commando and any other guy would have a really hard time. make the missions have several goals like
1.take out all sentrys and base scouts
2.disable sheild generator and communications
3.disable all vehicles
4.find base commander and eliminate
5.retieve any documents and self destruct base
have different things happen if you do not complete each part say if you do not have all vehicles disabled the base commander will run away mission failed. If communications is not disabled a guard will send out a message and make the spawn time at the base be very fast. If you dont kill the sentrys they can alert the base and be ready for you
this may be too complecated to have lots of commandos doing them at the same time the area it spawns would have to be way out from citys and have a timer so you have to finish it fast and you could only take one at a time
you could even put the timer in the story saying that a flight group will take out the base in say 1 hour you have that long to finish and get out or you die kinda like in the movie THE ROCK
each goal has a payout that gets higher as you go along killing the scouts in phase 1 only gets you 4k but phase 5 gets you 15k plus some bonus for mission completion like another 5k that way if you skip 1 section say the base commander escapes you dont get the mission bonus and you lose the money you would get for completing that part.
1. 4k
2. 7k
3. 9k
4. 10k
5. 15k
bonus 5k
total complet mission 50k
morlock
Sun Aug 15, 2004 11:05 pm
#13
Commando-specific missions would go a loooong way toward making this game fun for me again. And lots of the ideas players have posted above sound wicked cool. The one thing I'd like to add, for both commando missions and many others, would be to encourage the devs to create more instanced missions and dungeons. One of the weakest features of the game ATM (IMO, and yes I mean even worse than the lack of combat revamp) is the fact that just about everything fun for master-level players in PvE is constantly camped or KS'ed out from under you. Being able to do missions and get loot in an environment protected from campers and KS'ers would be a huge coup for this game.
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