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Wave Missions

Cub3r

Member
May 15, 2010
19
0
Germany
Hi Guys,


Due to a very long Post, i'll Make 2 Parts, the long one with some sarcasm in it which may be read more or less like a normal text and the short one with Information as short as possible:

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Part 1 ------------------------------------------------------
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i just got an idea how to get more out of the game then always camp a spot and just kill a number of specimen. Of course, this in a way needs to always be playable as it is just the classical way of the Game, but why not add some modes to get some alternate gaming experiences.

First of all i have to say, that i really like the idea of an infinite spawning until the group has done anything, because this way you have to do something or after a while your running out of ammo.

So what i am talking about are small "Missions", one for each Round. I got some of them in Mind yet, which are the following:

1) Rescue a Survivor:

Anywhere on a Map, theres a poor guy who's stuck under a part of a house, some wodden parts of a Wall, some big stones or whatever, he's stuck. And he needs your help to come out of this hell. Hell knows why, but the Specimen havent seen/smelled him yet, but soon they will (like a timer of 30 seconds or so until they walk towards him).

Your Goal: Get to the Survivor, Cut him out of his Misery (with Melee weapons, dont have to say that a zerker does a good job here) and escort him living to the Trader.
Making it more difficult on Hard: Due to being burried under a ton of wood, the Survivor is hurt and looses Health all the time. Someone should keep an eye on him and heal him.
Making it even more difficult on Suicidal: Due to being burried under tons of massive wood with some old rusty Nails in it (or whatever >.<) the Survivors Healths is decreasing rapidly. As fast as the Syringe Effect of Non-medics only slow it down, but without a Medic the Survivor can't be one for long time. Additional, you need a Zerker with a Chainsaw to get him out, some tard hacking with a knife onto that old rusty nails is quite useless.

Your Reward: Every player gets some money (balancing issues need to be done by specialists)

Here comes in the Fact, that due to infinite Specime spawns, you wont get Money for killing them(if you would all u could do is get 6 zerkers hack around for an hour so everyone is full equipped in round 2). By the way, why does never ever any1 say that its unrealistic that you get money on your creditcard for popping a zombies head of?

Hint: You will benefit from having a Zerker and a Medic in your team, you can't win without one of each on Suicidal.

If your Survivor dies due to no1 healing him or letting specimen eat his eyes and drink his brain while he is trying to get his arms out of that ... you know what i mean, if he's dead (also if he dies while the escort due) you just wont get money at all.


2) Rescue a non Human Moneybox (Safe sounds so ... normal):

Anywhere on the map spawns a safe, and you may guess whats in it: Money. Hell knows why, maybe the Safe took a bath in BBQ Sauce, but it attracts Specimen like a Bunch of Nice Human Flesh. And who wonders, they found it before you even got the info that there is one.

Your goal: Get to the Safe (which includes that you kill the large Mob of Specimen gaurding it), Unweld it, get back to your Safe position with your Pockets full of money.
Making it more difficult on Hard: Looks like Fleshpunds like BBQ ... and for some reason, the Safe is a really good one, making non Support Perks needing quite a time to unweld it.
Making it even more difficult on Suicidal: Damn thats a godlike Safe. Noone of your team even knows where to begin welding, so you better come with a Support class in your Team, or you wont be able to open it. And yes, FPs still seem to like BBQ.

Your Reward: What was in the Safe? Exactly.

Hint: You will benefit from having a Supporter in your Team, you can't win without one on Suicidal.

Except of playing Suicidal without a Supporter, you cant "fail" on this mission, so you will get the money or your Squad will be wiped out. If you don't have a Supporter on Suicidal, you still need to get to the Safe to see that u can't open it ... including to kill the Mob in front of it.


3) Blow em up:

Anywhere on the Map, there will be a ****ing nice spot to trap some specimen and blow them up all together (It's a "nice" Spot because in the middle there are some dead corpses who attract many of the Specimen). However, the explosives aren't there yet.

Your goal: Get to the spot, lay down Pipe Bombs on specific marked points in the area, leave the area.
Making it more difficult on Hard: BBQ blablabla, there are yet some specimen feeding on the pile of dead corpses (maybe a new way for "Dignity for the Dead"?) and while planting your Bombs there come many specimen, hungering for BBQ. Additional, the Number of Pipebombs increases to 12. Maybe u should have someone who can carry more than 2 Bombs and who gets them cheap ... otherwise you loose 9600$ only for the Bombs.
Making it even more Difficult on Suicidal: Godlike BBQ loved by FPs blablabla, Additional, you need to bring 15 Pipebombs to the spot. Did i mention that the Trader doors are shut even before u have thrown your first Pipe?

Your Reward: Money! This time, there are some big guys wanting this Explosion, and they are willed to Reward you for the Pipebombs and furthermore for you risking your life (here u get more than just rescuing a survivor ... but again, balancing shall be done by specialists)

Hint: You benefit from having a Demolitionist in your Team, you cant win without one on Suicidal.

If you dont have the money to buy all the Pipebombs you need (you still need to get to there to see you didnt got enough), if you dont have a Demoman on suicidal (=not enough bombs), if u waste ur bombs, if u cant defend the spot so specimen come in blowing up the bombs bedore u got out, if ur IQ is < 1 and you dont place the Bombs in the marked spots (red circles aournd it or whatever), THEN you may get back to the Trader to say the big guys that the Explotion didnt go off ... and who wonders, they suddenly dont wanna give you the quadrillions they said they would. However, you always need to clear the spot before u can go into next round.


4) Burn the Babys:

Anywhere on the Map, there's a nest of little Crawler Babys (Some new Models need to be made ... creating a wabbering ball of slime with a Crawlerbaby inside isnt that much work i think). Of course, there are also the happy Crawler-Mamas and Daddys Defending their sweet little Babys. (Mainly masses o Crawlers spawning, mainly but not only)

Your goal: Find the Nest, Destroy it, Get back.
Making it more difficult on Hard: 2 Nests on different Spots of the Map. Also, you got the information that these Nest are very vulnerable to Fire, the cleaning would be much easier when done by some hot guy. (Very ammo Consuming to destroy the Nests without a Flamer, mb u need to knife your way back)
Making it even more difficult on Suicidal: 2 or 3 Nests (am not sure about this), massive Crawlerspawns (increase the 32 Specimenlimit pls), Invulnerability of the Nests to everything except of Flames.

Your Reward: Money with a nice background story.

Hint: You benefit from having a Flamer in your Team, you can't win without one on Suicidal.

If you dont have ammo left (no, u cant slice the nests off with your knife, they got an imba BBQ skin which cant be broken with melee weaps), if u dont have a Flamer on Suicidal, you wont get Money. However, you need to get to all Spots to see that u cant finish them off.

5) Get out of here:

You found an old Radio which can be used to contact your Boss to send you a helicopter which gets you out of there. (You know, like in these Rambo stysle films where a MacGyver talks with aliens becuase he has build a phone out of a leaf and a hand full of Sand ... that kind of Radio)

Your goal: Find the Radio, get it started, get to the Helicopter.
To make it more difficult on Hard: Dont ask me why some1 put the Radio into BBQ Sauce ... also, the radio looks like some1 throw it out of the window of the 5th floor. Because of that, a Commando who knows about Radios and so on could help getting it started faster.
To make it even more difficult on Suicidal: BBQ, Radio looks like some1 throw it out of the 50th floor 50 times. Noone but a Commando can contact your helicopter with THAT thing. And even he needs a couple of time to get that thing started. Additional, the Helicopter wasnt able to land due to massive Flesh on the landing site. Clean the Spot, hold it clean for a while so the Heli can Land, and get Off.

Your Reward: Your Squad has survived.

Hint: You will benefit from having a Commando in your Team, you cant win without one one Suicidal.

When you dont have a Commando on Suicidal, have a nice Endless fight or just see, that you should have started with one.
From the very Beginning. Because, We want a challenge, dont we? Perks cant be changed during this Short Game (5/4 Rounds) on Suicidal.

At this point, i'm sorry for the Sharpshooter, but i guess he is played enough in the actually "Classic" Games.




After all, i want to mention that you don't get money for kills, Specimen spawn infinite, Everyone gets the same amount of Money after a succesfull round, however the money can still be given to teammates due to different needs (AA12 vs Katana). You dont get money for a failed round, however you can go on in the game and still win it. I'm not sure about Ammoboxes, due to the infinite spawns, people need to hurry only because they dont want to loose their ammo. So maybe there shouldn't be Ammoboxes, or just a few (like in Suicidal yet are).

This way, people would need to fight on the entire Map, without holing up at 1 spot. People would need to Work as a team, people would need to do something else then just shoot specimen. For me, this would, just as an addition to the classic gameplay, a real nice way to add variety to the Gaming Experience you get when playing KF.

And also, i just love the idea of a Team of 1 of each class without a Ss on Suicidal ... would be kind of Challenge.



Please post constructive criticism, ideas, suggestions, adds and everything else that will make this idea grow up.

Due to my need of sleep (writed this from 3 o clock to nearly 5 o clock ... damn it 2 hours :/) erm, 03 to 05 o clock in the mornig ... because i was laying in my bed, got that idea and didnt want it to leave me in sleep :D

Due to my need of sleep the (very long) text isnt that good structured ... i will do this tomorrow. done, look Part 2

Thanks for reading,

Cub3r



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Part 2 ------------------------------------------------------
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New Gaming Mode, Missions:

One Game, 5 Missions (so far)

General Settings:
-Infinite Spawns of Specimen
-No Money for killing specimen
-No Money for healing other Players
-Money after each succesfull Wave.
On Suicidal: Players can't change their Perks

Mission 1:

Setting: 1 Survivor stuck on a random Spot. Attracts specimen after 30 sec.
Your goal: Get to the Survivor, cut him out with Melee Weapons, escort him to the Trader.
Additional on Hard: Survivor takes Damage over time all the time. Cutting him out as non-Zerker takes more longer.
Additional on Suicidal: Survivor takes more Damage over time all the time, only a Medic can heal him, others only slow his dmg down. Only Zerkers with a Chainsaw can cut him out.
You fail the round when... ...the Survivor dies. ...you don't have a Zerker with a Chainsaw on Suicidal. ...you don't have a Medic on Suicidal (because he will die).

Mission 2:

Setting: 1 Safe placed on a random Spot. Attracts specimen. A group of specimen guarding the Safe.
Your goal: Get to the Safe, Unweld it until it's open, get back to the Trader.
Additional on Hard: More specimen guarding the Safe. Unwelding as non-Support takes more longer.
Additional on Suicidal: Even more specimen guarding the Safe. Only Supporters can unweld the Safe.
You fail the round when... ...you don't have a Supporter on Suicidal.

Mission 3:

Setting: Area with marked spots on Ground and Walls on a random Spot. Attracts specimen. Number of Spots: Beginner=0,5 Spots per player, rounded up - Medium=1 Spot per player - Hard=2 Spots per player - Suicidal=2 Spots per player +1
Your goal: Get to the area, lay down Pipebombs on each marked spot, get back to the Trader.
Additional on Hard: A group of specimen guarding the area (there can be some dead corpses if u need an explanation). Attracts more specimen.
Additional on Suicidal: A larger group of specimen guarding the area. Attracts even more specimen
You fail the round when... ...you didn't got enough Pipebombs. ...you don't get pipebombs on all spots because some explode before (results in you not having enough Pipebombs). ...you lay the Pipebombs not into the marked Spots (results in you not having enough Pipeboms). ...you don't have the money to buy the pipebombs at the beginning of the round.

Mission 4:

Setting: A Nest of Crawler Babys on a random spot. More Crawlerspawns then normal. Crawlers defending the Spot.
Your goal: Get to the Nest, destroy it (can't be done by Melee attacks, so you need ammo), get back to the Trader.
Additional on Hard: 2 Nests on different Spots of the Map. Destroying Nests with anything else than a Flamethrower/Flame greandes will take plenty of Ammo. More Crawlers spawning and guarding.
Additional on Suicidal: 2 or 3 (am not sure about this) Nests on different Spots of the Map. Only a Flamethrower in the Hands of an Flamer can destroy the Nests. Even more Crawlers spawning and guarding.
You fail the round when... ...You run out of ammo. ...you don't have a Flamer with Flamethrower on Suicidal.

Mission 5:

Setting: A Radiostation on a random spot. A Helicopter on a random spot after u called it.
Your goal: Find the radio, get it started (to call the Helicopter), get to the Helicopter.
Additional on Hard: Specimen guarding the Radio. Getting up the (damaged) Radio needs longer when not done by a Commando.
Additional on Suicidal: More Specimen guarding the Radio. Only a Commando can call the Helicopter. The helicopter spot is guarded by Specimen. You need to kill them and hold the spot until the Heli lands.
You fail the round when... ...you don't have a Commando on Suicidal. No way to win the whole Game then.


Additional Information: On Suicidal your need a Team of 1 Medic, 1 Zerker, 1 Supporter, 1 Demolitionist, 1 Flamer and 1 Commando to win every Mission. However, you can win a Game without completing all Missions, but you will always need a Commando for that.

If you don't have a needed class on Suicidal, you need at least to clean the Spots from the specimen before you can go on with the next Mission/Wave.

Which effect does this have? People have to fight on the entire Map, they need to play as a Team, they need to be able to defend theirself while some of the Team aren't fighting (but Cutting out, Healing, Unwelding, planting Bombs, Flaming, Getting up a Radio), even on lower difficulties they benefit from having a Team of different classes.


Thanks for Reading, i would love comments on that, constructive critisim, questions and so on:

Cub3r
 
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These would be excellent ideas for a campaign, but I don't think it would suit the current KF system. Great work however! :)

Thats kind of what it should be. Additional to that, imagine games being created, chosing randomly Missions out of a huge Pool of possible ones, so it gets mixed up a bit. All we need is a huge number of different Missions^^


Sounds a little like L4D, I like it! Unfortunately, the current game engine is so limited that it wouldn't really be possible the way you imagine it, I'm not saying it isn't, it just won't suit the game.

Never played L4D so far, only tried the Demo to look how similar its to KF, but you don't get much out of a demo^^.

With saying it's not suiting the Game, you refer to the Game Engine (don't know anything abou that part) or do you think it wouldn't be KF anymore if there were Missions?

Cub3r
 
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I'm sorry, but I don't like this idea one bit.. at least not the ones you suggested in their current form..

I like the objective idea, I am a big fan of the current mission maps that Fel has made, and the other notable mission maps like resident evil mansion, and the hive.. but they don't force you to play a certain perk, or use a certain weapon for situations...

as you said, for some of these, it is not optional on suicidal, and not worth doing on anything except normal, because you get crap money on suicidal anyway.. This means you will probably get no money on suicidal, here are the consequences of this...

1. If you have no money to afford the chainsaw, you can't cut the guy out.

2. you can say "see you later" to tier 3 weapons until at least the 7th wave, if you get the moneybox objective before then, you will be fighting Fleshpounds with tier 2 weapons, and maybe body armor. Since you don't get money from killing zeds, and since its on suicidal, previous objectives won't pay enough for tier 3.

3. Wanna blow stuff up? SURE! Once again, you wont be making any big booms if you are strapped for cash.. too bad.

4. Hmm, massive crawler spawn, nothing can go wrong here... What? It can? Hmm, let me get this straight, you are telling me that creatures get HARDER on suicidal? I knew that.. They move faster? Wow, amazing.. What was that about a mandatory Firebug on your squad or you fail? hmm..

5. This is my favorite one.. This one is worse than all the others because you need him TO FINISH THE GAME! You are forcing them to play a perk that maybe no one in that current game wants to play, but someone has to or they will pretty much be stuck in the game until they die, two cruel acts right there..


I know I am being harsh but these ideas are bad, simple objectives can probably be put in this game, but I hope you weren't planning any of these to be one.. It is unfair towards players to make them play a certain perk, and if you check other threads attempting to force players to play perks to pass other objectives or zeds, you will see that players want a challenge, but they don't want to be forced to play a specific way to complete that challenge.
 
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I'm sorry, but I don't like this idea one bit.. at least not the ones you suggested in their current form..

I like the objective idea, I am a big fan of the current mission maps that Fel has made, and the other notable mission maps like resident evil mansion, and the hive.. but they don't force you to play a certain perk, or use a certain weapon for situations...

as you said, for some of these, it is not optional on suicidal, and not worth doing on anything except normal, because you get crap money on suicidal anyway.. This means you will probably get no money on suicidal, here are the consequences of this...

1. If you have no money to afford the chainsaw, you can't cut the guy out.

2. you can say "see you later" to tier 3 weapons until at least the 7th wave, if you get the moneybox objective before then, you will be fighting Fleshpounds with tier 2 weapons, and maybe body armor. Since you don't get money from killing zeds, and since its on suicidal, previous objectives won't pay enough for tier 3.

3. Wanna blow stuff up? SURE! Once again, you wont be making any big booms if you are strapped for cash.. too bad.

4. Hmm, massive crawler spawn, nothing can go wrong here... What? It can? Hmm, let me get this straight, you are telling me that creatures get HARDER on suicidal? I knew that.. They move faster? Wow, amazing.. What was that about a mandatory Firebug on your squad or you fail? hmm..

5. This is my favorite one.. This one is worse than all the others because you need him TO FINISH THE GAME! You are forcing them to play a perk that maybe no one in that current game wants to play, but someone has to or they will pretty much be stuck in the game until they die, two cruel acts right there..


I know I am being harsh but these ideas are bad, simple objectives can probably be put in this game, but I hope you weren't planning any of these to be one.. It is unfair towards players to make them play a certain perk, and if you check other threads attempting to force players to play perks to pass other objectives or zeds, you will see that players want a challenge, but they don't want to be forced to play a specific way to complete that challenge.

Thanks for this post, looks like things still need to be changed (never thought that they wouldn't though^^).

To sum up your post, the main points are
1) You'll have massive money problems, resulting in even more money problems if u can't win a mission due to not having enough money
2) You won't have enough money to afford tier 3 Weapons, so the Waves get to hard
3) Players are forced to play certain Perks.

The big money problem is, in my eyes, just a question of balancing it. Not just the rewarded money, but also the difference of the waves, done by adjusting specimen spawns. If u have to fight clots, gorefasts a bloat and some stalkers with tier 2 weapons, i don't think that its that hard. If you have massive money, are all full equipped, than it isn't hard to face some FPs and Scrakes either.
For sure, you shall not face 4 FPs sitting on the moneybox when only equipped with your 9mm.

To point 3, i see that i forced players to much into one direction, so what do you think about it when we would talk about it on suicidal with only the additionals for hard waves. So that teams would benefit from having different classes in it, but could win everything with every class they want?

For the blow up mission, you could have the required number of Pipes laying down on the ground at the trader, so you dont need to spend the money on it.

Cub3r
 
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Hey,
Very nice idea and I really like the way it's going...
I would say do it just as said above without needing the perks like FB etc. let's just say it will be much much harder to play it without them.
So if the entire team really is like "NO I hate this class not gonna play it!" it is their decision and it get's even harder by doing so but not impossible...
This would mean for those who want to do it the easy way they can and for those who want it harder they could just not pick that class to have more of a challenge out of it! (would be my preferred choice^^)

Greetz
Thugdil
 
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Thanks for this post, looks like things still need to be changed (never thought that they wouldn't though^^).

To sum up your post, the main points are
1) You'll have massive money problems, resulting in even more money problems if u can't win a mission due to not having enough money
2) You won't have enough money to afford tier 3 Weapons, so the Waves get to hard
3) Players are forced to play certain Perks.

The big money problem is, in my eyes, just a question of balancing it. Not just the rewarded money, but also the difference of the waves, done by adjusting specimen spawns. If u have to fight clots, gorefasts a bloat and some stalkers with tier 2 weapons, i don't think that its that hard. If you have massive money, are all full equipped, than it isn't hard to face some FPs and Scrakes either.
For sure, you shall not face 4 FPs sitting on the moneybox when only equipped with your 9mm.

To point 3, i see that i forced players to much into one direction, so what do you think about it when we would talk about it on suicidal with only the additionals for hard waves. So that teams would benefit from having different classes in it, but could win everything with every class they want?

For the blow up mission, you could have the required number of Pipes laying down on the ground at the trader, so you don't need to spend the money on it.

Cub3r


Lmao, sorry about that.. I posted that at around 12:00 at night, and I was exhausted and maybe I overreacted. I guess the money problem was not the biggest problem, just an issue that might come up. My biggest problem, which I stated, is the requirement of everyone in a full room will have to play a different perk from everyone else, because no one will know what mission they will have to do, The only mission you will be expecting is the commando mission.

Even if you have everyone with a different perk, there is a chance that the one perk no one chose could be the one needed for the mission, wouldn't that p*ss people off..
 
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My biggest problem, which I stated, is the requirement of everyone in a full room will have to play a different perk from everyone else, because no one will know what mission they will have to do, The only mission you will be expecting is the commando mission.

Even if you have everyone with a different perk, there is a chance that the one perk no one chose could be the one needed for the mission, wouldn't that p*ss people off..

Here's why i said that maybe it was me who took things too far. if you remove the Addintionals for the Suicidal Missions but take the ones from Hard, you wouldn't be in need of each class, u would only benefit from having it. However, you could win each mission with 6 SS's, 6 FB's, whatever you want.

About the point that you wouldn't know, which mission is coming up, you could make people know it from the very beginning. Or make it said after you finished the last mission, so for the 60 sec while your at the Trader, you have enough time to change Perks (if we enable that, not sure bout that anyway), buy the weapons you need for the Mission, and still some time to talk with your mates who will do what part.


Don't see such a big problem with it that way ...

Cub3r
 
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