Suggest us mission types

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Specialist89
Posts: 2
Joined: Thu Jun 09, 2016 1:06 pm

Re: Suggest us mission types

Postby Specialist89 » Wed Jun 15, 2016 1:00 pm

hencha wrote:
Well, any comments?


You mentioned different factions. How do you plan to implement that?

Having different enemy factions could boost variability, but there's a thin line between a varied universe and a very dull one in my opinion. Do you plan on giving different weapons and vehicles to every faction? That would be great.
I appreciate that enemy positioning and behaviour changes every time, nice. If you want somebody to play your game for a very long time than it has to adapt to the player and make every playthrough different.

Talking about factions I would diversify their in-game personality. You could base that on each faction goal and motivation. One could be very aggressive and use guerrilla-style tactics, while another could follow a military style approach or prefer a long-range combat and so on...
Every mission in End State will follow the plot-line so it's essential that every faction mirrors itself into the battlefield in order to create immersion and feel believable to the player. Having to learn how your enemy fights every time is fun and compelling.

I'm going OT now i guess though.
hencha
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Posts: 41
Joined: Wed Mar 30, 2016 2:23 pm

Re: Suggest us mission types

Postby hencha » Wed Jun 22, 2016 7:09 am

Specialist89 wrote:
hencha wrote:
Well, any comments?


You mentioned different factions. How do you plan to implement that?

Having different enemy factions could boost variability, but there's a thin line between a varied universe and a very dull one in my opinion. Do you plan on giving different weapons and vehicles to every faction? That would be great.
I appreciate that enemy positioning and behaviour changes every time, nice. If you want somebody to play your game for a very long time than it has to adapt to the player and make every playthrough different.

Talking about factions I would diversify their in-game personality. You could base that on each faction goal and motivation. One could be very aggressive and use guerrilla-style tactics, while another could follow a military style approach or prefer a long-range combat and so on...
Every mission in End State will follow the plot-line so it's essential that every faction mirrors itself into the battlefield in order to create immersion and feel believable to the player. Having to learn how your enemy fights every time is fun and compelling.

I'm going OT now i guess though.


Just that we are trying to do. Mobsters, Rebels and others are quite different what comes to weaponry and fighting style.
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BaronVonBoyce
Posts: 8
Joined: Sun Jan 15, 2017 12:32 am
Location: St. John's, Newfoundland, Canada
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Re: Suggest us mission types

Postby BaronVonBoyce » Sun Jan 15, 2017 3:27 am

I think it will be important for the player to have choice in completing at least some missions. I remember having two approaches in JA2:
  • The sneak in at night and stealth kill everyone with throwing knives and silencers approach (I have secured every single city sector in that game without the enemies ever being alerted)
  • The battle-rifle firing line backed up by a mortar
Perhaps their can be missions with different ways to complete them (ie. sneak in to steal the intel without alerting the guards OR capture the 20mm cannon and use it to devastate the garrison).

Some other ideas I have are:

Support Mission

    Friendly forces are under attack by a large enemy force, you must join the battle and help friendly forces defend against the attackers.

    There could be measurement achievements to this similar to XCOM Terror missions, the fewer casualties the friendly forces take, the better you are ranked/rewarded. The inspiration here is when I used to join my militia in defense of a town in JA2.

Strategic Withdrawal Mission

    Refugees or friendly forces are evacuating an area, you must protect friendly entities and defend against enemies until the friendlies have left the area, then ex-filtrate yourselves.

Laser Designation Mission

    Friendly forces are being shelled by heavy weapons, you must enter the area and identify enemy heavy weapon positions from a distance so that they can be marked for artillery or airstrikes. You must then ex-filtrate.

Overwatch Mission

    You must enter an area and cover a friendly team while they assault a position or do a house-to-house search.

Seek and Destroy Mission

    You must enter the area and find enemy caches within a certain amount of time before they are moved. You can interact with the locals to get clues on where the cache lies.

Patrol Mission

    You must visit and verify the safety of several friendly locations in sequence, and are randomly ambushed along the route.

Covert Assault

    You must assimilate into a crowded civilian area and follow a suspect unnoticed. They will lead you to a target that you must then assault and secure. Your men will be limited to civilian gear and concealed weapons.
Baron Von Boyce // Junior Designer
http://www.otherocean.com
Thanksgiving's here... Time to carve some turkeys!
koiseptember
Posts: 3
Joined: Fri Jul 21, 2017 7:13 am

Re: Suggest us mission types

Postby koiseptember » Fri Jul 21, 2017 7:19 am

Also some sort of mission where you have to keep "road clear" so friendly Supply Caravan can pass it safely. Of course friendly supply routes are fixed and runs in "daily, weekly or something like that" and are very easy targets for enemies.

goldenslot
BillyB
Posts: 6
Joined: Thu Jul 21, 2016 6:59 am

Re: Suggest us mission types

Postby BillyB » Mon Nov 13, 2017 6:06 pm

These all sound like good suggestion. May I also suggest multi-stage missions, in which (for example) you do something like attack a target to occupy it, then must defend it from counter-attack in an immediate follow up mission? Or, maybe you have to successfully sneak through an enemy position in one mission, in order to carry out an attack elsewhere in the follow up mission, then in the final mission after that you have to try sneaking out through enemy held territory again - that is now on alert to your presence?

It would be nice to have the opportunity to setup ambushes, and to be vulnerable to enemy ambushes as well, just to keep the player on their toes when moving around strategically. It would be good to have some back and forth flow, where the player has successes, but surprise counter-attacks take objectives back, once again keeping the player on their toes. This may not be possible, as the game seems mission based, and once a mission is completed that mission is done and over with, forever? I can't tell if there are targets you occupy and need to keep hold of or not, or if the missions are always moving you forward in the game's plot with no stepping back?

So, I guess it would be nice (though perhaps not possible?) to have the strategic level of the game have some open, unpredictable dynamism to it, but maybe the game is too linear to allow for this? Linear is not necessarily bad. But if mostly linear, it would still be nice to have some semi-linear components. For example, a set of missions may be part of a single "campaign". Once that campaign is over and done with it is now gone, the player has moved on, but within individual "campaigns" of missions, there could be some non-linear back and forth movement and fighting - possibly over the same locations more than once?

I understand in this regard that I may be asking for too much. I think a lot of us are attracted to a Jagged Alliance type of model for a game like this, in which the country in which you are fighting in is relatively small and limited, but your movement and actions options within it are fairly open. Still, within such a world, a more linear approach can be okay, as long as it isn't completely linear. Otherwise the player is just checking off mission accomplished check boxes until the end of the game. That could still be fun and challenging, but doesn't leave that much incentive for replaying the game. I played through Silent Storm once, and that was it. I never replayed it again. Sure, I could have played through it again somewhat differently, but not differently enough for me to care all that much about bothering to do so.

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