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Nusqual

Reclaimation - Warframe Mission Concept

Dec 3rd, 2014
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  1. Reclaimation is a combination of Survival, Deception, Interception, Mobile Defense, Defense, Assassination/Capture, and even Archwing. It is not all of these at once, but instead a dynamic mission type that can have any of these appear. It is based on the idea of massive opposing ships, though not as massive as Fomorians.
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  3. The idea of Reclaimation is to take an enemy ship in its entirity. Not destroy it. But not a ship so small that you can simply kill every enemy easily, but instead thousands of thousands of enemies on a huge ship.
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  7. Part 1:
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  9. Archwing: This isn't every time, but sometimes when you approach a ship, it'll catch sight of your own through advanced gear or someone getting lucky and seeing out a window. Cannons will fire at your manta, and you'll be forced to go in via Archwing instead. You'll have to dodge missiles, lasers, and take cover where you can and make your way to the ship.
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  11. Once all Tenno make it to the ship, they will cut their way into the ship forcibly and get on foot. With the giant hole in the ship, the room the Tenno land in is locked off and must be opened. Upon forcing the door open, air is visually flushed out through it. Survival starts here.
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  13. Deception: For when your manta isn't spotted, you'll enter stealthily like any other mission and be given a briefcase. Your job is to get down to life support and plant Lotus' virus into it, giving her total control of it. Lotus will immediately disable life support in order to kill as many occupants of the ship as possible, and keep it off for the time being. Survival starts here.
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  15. Survival: Upon starting, Lotus states the 'survival salvo is being prepped for launch.' Within thirty seconds, life support canisters will be launched as missiles into the ship, drilling their way through either walls or ceilings before firmly planing themselves in the ground with some drill still showing. They're not upright and fairly rugged in appearance, considering their entry.
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  17. Each player will have their own personal oxygen meter. Each player can use a canister much like Half Life's health/armor stations, as to not waste any air by activating it early. The canisters will have separate meters for each player, so no one person can take all of the air for themselves. Any oxygen dropped by eneemies can be picked up by each player, much like modules.
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  19. When a player runs out of air, their health drops by a percent and cannot be healed. Vitality doesn't make you hold your breath longer. The largest difference, however, is all possible canisters are immediately delivered. No new ones appear later. This means the players must manage their time efficiently.
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  21. Survival is from here on out until Lotus turns life support back on after the completion of specific objectives.
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  23. Part 2:
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  25. One of the following will now take place:
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  27. Corpus, Mobile Defense: Corpus ships have advanced security systems. Overtaking these systems and turning them to your side is the most important part of taking a large scale Corpus ship. The tenno will run with a briefcase from one point to another in order to try and find a console with appropriate security access.
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  29. There will be up to four consoles. One will turn turrets to your side, another will turn cameras and laser doors to your side, the third will completely disable all Moas (but personal Shield Drones will still spawn and be operable), and the fourth will give access to the ship's insafracture, allowing Lotus to simply eject heavily populated non-vital sections of the ship.
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  31. Grineer, Capture/Assassination: Grineer put great importance on the chain of command. Tenno must chase down multiple HVTs and find the highest ranking officer in order to extract access codes to the ship's artillery and navigational systems. However, it's unclear who is who to Lotus. The Tenno must track down, scan, down (or down then scan), then either kill or capture the target.
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  33. Finding and killing the less important targets send the Grineer into disarray. They'll be less aware of where to go, running in an opposite direction from you as if they don't notice you or are trying to get away, or are improperly equipped due to no one overseeing the arsenal, such as a Heavy Gunner using a Hind because some jerk took her Gorgon for their own safety.
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  35. Once the codes are retrieved, the Tenno must deliver them to the control room, giving Lotus full control of the ship.
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  37. Infested, Hive/Mobile Defense: The Infested use Hives to link the mutalist flesh with the electronics of a ship. Severing these connections alone leave the ship dead in the water. Due to the size of the ship, there are one of each of the possible Hive types to keep ramping up danger as more are destroyed. As more hives are destroyed, Mutalist type infested become less and less frequent until they stop completely, chopping off their production.
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  39. After destroying the hives, the Tenno fight their way to the control room and plant Lotus in and give her time to link in and repair the jarbled systems free of infestation in order to regain full control of the ship, despite its appearance. Completing Lotus' infiltration removes all the negative effects of the destroyed hives.
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  41. Any, Rescue: A member of a Syndicate had infiltrated the ship ahead of time, but was caught. Before that, they were able to memorize codes to the ship and must be rescued and escorted to the control room. After only thirty seconds, the job is done and Lotus is given full access to the ship.
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  43. Afterwards, the Captive must be escorted to an escape pod and sent out of harm's way.
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  45. (Which Syndicate is random. If the Syndicate is friendly, neutral, or at odds with you dictates what they say to you. Death of the rescue target before reaching the control room results in failure, but death after it and before escaping results in the loss of a good bonus, such as a rare core.)
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  47. Part 3:
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  49. With Tenno now in control of the ship still swarming with hostiles, the opposing force becomes desperate with their air running out. Whoever hasn't fled has their orders: destroy the reactor and take the Tenno with them.
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  51. Defense: The Tenno must rush to the reactor, already under attack by the enemy, and defend it until reinforcements arrive. The reactor itself is similar to the type Tenno so frequently destroy. Each little cylinder is delicate, breaking in only one shot, but the hard outer shell will block bullets.. for a while.
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  53. The lead shielding of the reactor is only health and will eventually break if shot too much and can't be repaired. Of much more urgency, however, is if an enemy gets to the control panel, they are able to raise the shield much like the Tenno do. It can be lowered again right after, but any exposure to small arms fire means massive damage.
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  55. However, due to the previous objectives, the sheer amount of grunt type enemies can be overwhelming, but support from Arc Traps/Laser Doors helps takes some pressure off exclusively the tenno and reactor. This results in a massive slaughter of a gratuitous amount of enemies with moderate ease, and easy collection of enemy air modules.
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  57. The finale is one, long wave of enemies like a mobile defense with no breaks. When the reinforcements arrive, the mission is complete. Life support is restored, multiple teams of Tenno or Syndicate operatives now roam the halls cleaning up any remnants. You now own a giant ship.
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  59. Part 4, Failure:
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  61. In the event of failing the finale of Part 3, the Tenno must rush to extraction and escape via Archwing as the surrounding area is flooded with enemy units that had escaped from the ship.
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  63. Interception: The escaped enemies have set up a temporary relay and are trying to put out a wide range distress signal. The relays must be taken in order to send an all-clear signal to avoid any chase. This will only last for one round.
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  65. To compensate for losing a ship, completing this extra objective will reward you with something decent, such as a rare core.
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  69. Reclaimed Ships can have multiple uses.
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  71. 1. Sell it for credits! A good source of farming credits, possibly the way to go besides alerts. You don't get a lot of credits for it because you sell it for a low amount to a colony or something.
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  73. 2. Gift it to a Syndicate, gain a large sum of rep that isn't limited by the daily cap. This would make farming them super desirable.
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  75. 3. Scrap it for parts. Gain large amounts of resources depending on the type of ship.
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  77. 4. Event idea: ships must be collected in order to build a massive army in order to push back some sort of front lead by Fomorians or something. The more ships obtained, the more damage you do faster, rewarding people more points the more they do it essentially.
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