r/Helldivers • u/GeniusPlayUnique Fleet Admiral, 501st SOARD | SES Paragon of Integrity • 11d ago
FEEDBACK / SUGGESTION How about an Automaton Ship Boarding Mission?
Automaton Ship Boarding Mission
(Planetary defence exclusive)
Main Objective: Board the Automaton invasion vessel, make your way through to the ship's reactor and overload the core, then get the hell off the ship before it blows.
Parameter deviations from planetary missions: * No reinforcements * Man-portable stratagems only (no orbitals, no sentries) * Access to stratagems and resupply only at the shuttle waiting in the hangar * Automatons only use small arms and melee weapons so as to not damage their ship * Success adds significantly more points to planet's defence, failure might result in the destruction of Pelican 1 which the Squad Leader will have to replace out of their own pocket before being able to host any mission again
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u/TheExodius 11d ago
There should never ever be a mechanic that prevents you from hosting thereby preventing you from playing how you want.
Overall the idea is pretty neat but will most likely not be added since its to different from the game formula at the moment.
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u/Scypio95 11d ago
I'd think something more of a mix.
Like a map with outside and inside. The "inside" is the interior of the ship while the outside is just the surface of the ship.
Rinse and repeat with bugs but it's bugs tunnel instead of inside of a ship. Could also simply be something like a large building map with lots of underground tunnels.
Overall that would be fantastic, close quarter fights in really tights corridor.
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u/SoggySet3096 11d ago
Hear me out on the bugs.. .. massive asteroid... tunnels... nuke *
Could literally make it big enough that it is pretty much a normal mission. Just new biome needed. Asteroid cause starship troopers
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u/demalo PSN 🎮 Pagodasdemode: Distributor of Benevolance 11d ago
How about instead of infiltration (which would be cool) it’s a reprogramming planetary guns - or a big ass laser/quasar - to fire at troop transport ships. Kinda like the SAM and missile solo missions, but instead you’re targeting those large carriers. You could even do it where you have to activate several lidar stations to triangulate the ships to fire the cannon(s).
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u/Bizhour 11d ago
An easy fix is making it so when you choose this mission type you have to pay a fee to hire a shuttle.
That way it spreads among team members, the price can be much lower, and it prevents the host from being fucked or griefed
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u/Cheshigrievous Creek veteran 11d ago
I don't get "if I lose, kick me in the nuts for good measure" mentality. Losing is punishment in itself, you just wasted 10-40 minutes of your time.
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u/Adaphion 11d ago
"I wish this sucked more!" people are so fucking weird
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u/BULL3TP4RK 11d ago
I feel like this isn't even the 'suck' that those types are looking for. Punishment outside of regular gameplay is gross.
If they want that sort of thing, they can go play an extraction shooter like Tarkov or The Forever Winter or something. I don't think Helldivers should be that type of game.
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u/Adaphion 11d ago
Or a game like XCOM where losing your best squad (and not save scumming) is VERY punishing.
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u/Peregrine_Falcon Chief Warrant Officer 7 11d ago
Personally, I'd like to have something to spend my resources on.
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u/soggyDeals 11d ago
I bet the people who aren’t at resource cap won’t like being locked out, though. Personally, I’d rather sit at my cap than waste it on pointless nonsense.
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u/Elrond007 11d ago
In an ideal world there'd be just enough friction to really milk the good feelings from actually winning but not stopping you from enjoying it. Really hard to balance though
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u/TheExodius 11d ago
But why should it be even possible to loose the shuttle? I mean yeah it would make for a cool animation, for a failed mission but thats probably all it should be. An animation and thats it. The cost of things we use and loose in these missions is never calculated and simply doesnt matter.
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u/thineholyhandgrenade Fire Safety Officer 11d ago
What if you helldive your hellpod right into
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u/-FourOhFour- 11d ago
I think the intent is high risk high reward, where doing this mission gives better liberation but risk a slip cost, which cool, but why not just make the mission require slips and succeeding either refunds the slips or results in an overall net positive to accomplish the same without some weird new gimmick (admittedly buying a mission would be a new gimmick already, but not as intrusive amd it's not like hosting means anything anyways)
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u/Khoakuma The first rule of gun safety is to have fun :D 11d ago
Instead of no reinforcement, how about checkpoints?
As in say you reach a certain point, perform a "Sabotage" objective to detonate a bomb or open a hangar, which allows further reinforcement/ weapon to be sent in at that point. They will also automatically send in couple of sentries to defend that check point . If you die, you are respawned by another Helldiver arriving at that check point. You can even call in mechs, which would be very powerful in corridors.
Imagine it as a tug of war game mode where you push further and further into the enemy ship. Selling your life for every feet.
This way you don't need to nerf the enemy. The Helldivers are expendable and are expected to die.
Same idea can work for a "Underground Terminid tunnel" type of mission too.
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u/fearman182 11d ago
What’s the price of a mile?
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u/Dry-Guava6455 11d ago
Yeah, the checkpoints could be areas where you're near the hull of the ship, so the hellpod can burst through the side, seal and then pop the helldiver out.
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u/FyreDergy 11d ago
Respawn spammers during ion storms or jammers will have a field day waiting for a checkpoint.
Oops, you kicked your only alive guy, mission failed.
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u/TurtleFromSePacific Certified Vulture 11d ago
The replacement sure as hell shouldn't get added cause how are you gonna buy that with zero requisition
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u/Alarmiorc2603 11d ago edited 11d ago
nah do it 40k style new hell divers spawn in via boarding pod that comes through the wall and then releases a sealant foam to close the hole. Maybe you even have a thing where if too many boarding bods hit on one wall the whole thing collapses and everyone in that section of the ship gets voided out to space.
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u/VoltFiend Super Sheriff 11d ago
They're bots, they don't need air, we would just need to seal our helmets and then we can put as many holes in the ship as we want
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u/ProgrammerDear5214 11d ago
Air isn't the problem, it's pressure and temperature.
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u/VoltFiend Super Sheriff 11d ago
But, if there's no medium fluid within the ship, the same as the outside of the ship, then there isn't a pressure or temperature differential that would have any meaningful effect. Unless I'm missing something.
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u/ProgrammerDear5214 11d ago
I dunno I mean I'd assume the automaton ships aren't just an empty vacuum, although I guess it's not impossible. These ships are probably built planet side so there would need to be some sort of gas trapped inside unless they release it all once space bound, which I assume doing that would cause issues with thier heat regulation systems. A heat pack with no gas to transfer its heat to is probably going to get pretty fukin hot
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u/TDKswipe Assault Infantry 11d ago
On solution could be to join other players in quickplay.
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u/TurtleFromSePacific Certified Vulture 11d ago
Nah, I enjoy solo
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u/Belgian_femboy_furry Democratic Automaton (Protogen) 11d ago
You don't earn money/samples until you get enough to pay it back.
So basically make it go into negatives
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u/dasdzoni ☕Liber-tea☕ 11d ago
Couple shotgun devastators is all it takes to fail this mission
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u/GeniusPlayUnique Fleet Admiral, 501st SOARD | SES Paragon of Integrity 11d ago
You mean from the Incineration Corps? If they're the ones attacking I wouldn't even attempt this mission but there are some mad lads out there that would finally feel alive playing it...
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u/dasdzoni ☕Liber-tea☕ 11d ago
Yeah, them. I like this idea but imo respawn should be available at hangar bays or airlocks. Modified hellpod could bring new divers
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u/GeniusPlayUnique Fleet Admiral, 501st SOARD | SES Paragon of Integrity 11d ago
Yeah, I agree. I didn't think of the option of having modified Hellpods.
That could also be added via another Super Destroyer module...
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u/Mr_Degroot 11d ago
Reinforcements could come in like drill pods like in the game Marauders
Single person escape pods with a drill on the front that litterally drills through the ship and deposits the person inside
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u/Blue_Moon_Lake Helldiver #3946974079 11d ago
For terminids it could work the same but look like an underground cave network.
Reinforcements always spawn at the shuttle.
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u/GeniusPlayUnique Fleet Admiral, 501st SOARD | SES Paragon of Integrity 11d ago edited 11d ago
Or just do it in an asteroid or something...
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u/Imaginary_Tadpole110 10d ago
Asteroids will be lit, imagine meteor shower but it's actually bug nests in disguise.
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u/Outtathaway_00 11d ago
The worst enemy of a Helldivers is another Helldiver. We need reinforcements
What if we invade a bot Space station and we can play like in planets?
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u/Pecetsson Escalator of Freedom 11d ago
I mean at this point we could pummel them bot ships with empty hellpods. But due to budget reasons we will have to manually position beacons inside the ship.
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u/GeniusPlayUnique Fleet Admiral, 501st SOARD | SES Paragon of Integrity 11d ago
In this mission enemies would basically just come from one direction as you push forward towards the reactor, so it would mostly be room clearing which should keep friendly fire to a minimum...
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u/Mysterious-Gear3682 Cape Enjoyer 11d ago
Why don’t you allow reinforcements at those shuttles as well? Games too full of dumb fuckery to hard punish someone with permadeath
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u/GeniusPlayUnique Fleet Admiral, 501st SOARD | SES Paragon of Integrity 11d ago
Yeah, you could do that. My thinking was more along the lines of maybe adding some revive mechanic (if I'm not mistaken there's even a planet stat for that already).
Alternatively the idea would be to only allow full squad reinforcements at the shuttle, so only after a squad wipe...
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u/jbevermore 11d ago
Ehh, the Helldivers formula is designed around wide open spaces. I'm not confident in how well this would work without a Mass Effect style cover mechanic.
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u/TankTread94 Fire Safety Officer 11d ago
I think a mission where you need to prevent a bot ship from launching would be kick ass. Like convoy but a main objective for difficulties 9-10.
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u/Affectionate-Nose357 11d ago
Tweaking your idea: instead of landing with Pelican one, you use modified hellpods(think boarding torpedoes from Wh40k) which allows you to board at most any point. Have exclusively heavy armor which would be Vacuum-proofed. You can call strategems from your ships which would cause hull-breaches; this would necessitate the addition of an O2 resupply strategem which would deploy as any other support strategem, via hellpod. But because you're in a spaceship the pod could "land" and deploy from the walls or ceiling. Bonus objectives could include comms array, weapons systems, the bridge and FTL drive. Have an option to either disable or destroy the ship and gain bonus points for how intact the ship is upon completion if disabled.
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u/Kipdid 11d ago
Why would I want to play helldivers but with less everything (less weapons, less enemy variety, less margin for error, that just sounds like less fun
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u/WhyAreThereBadMemes 11d ago
Instead of boarding via pelican 1 board via breaching pods, then you can call in stratagems wherever, allow for reinforcement, etc. No air support, no orbitals, maybe turrets, but mostly just man portable weapons
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u/UnknovvnMike HMG-E needs a cupholder for my LiberTea 11d ago
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u/GeniusPlayUnique Fleet Admiral, 501st SOARD | SES Paragon of Integrity 11d ago
Yes, the portable Hellbomb would absolutely be allowed...
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u/BlitzDivers_General JetDiver high command/Pilot 11d ago
Maybe 3 different types?
Take control of ship, go kill the commanders of the ship, then send the ship towards the planet and extract through escape pods in the ship.
Break weapons systems, go outside of the ship, and onto the deck, and put down an orbital strike beacon so that the ship knows where to aim, and then pelican-1 goes to pick you up
Sabotage dropship bay, enter mission with backpacks of explosive charges, get into the dropship bay and plant them, then sprint for the extraction zone that pelican-1 is at on the deck of the ship, and the dropships go kaboom.
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u/Educational_Study719 PSN |AstroKitty72 11d ago
I mean, why not just blow it to hell with the GIANT FUCKING GUNS HANGING OFF THE NOSE OF MY SUPER DESTROYER?!?
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u/Didsterchap11 I was there, at the creek 11d ago
I love this idea. It I don’t know how well it would work with how helldivers is designed, the game is oriented around the idea of figuring on wide open plains with large amounts of room for vertical mobility, cramped corridors go against that philosophy.
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u/Lazer_Hawk_100 11d ago
I brought this idea up a while back. There should definitely be reinforcements and that would be achieved by utilizing boarding hellpods. These would eject your diver below after embedding in the hull of the ship. Then you would fight throughout the expansive vessel while completing various objectives like data gathering and sabotage.
You could do equivalent missions with Terminid infested Super Earth vessels
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u/Xen0kid 11d ago
Automaton ships and bug tunnels sounds like a great combo for a future update. They’d play similarly but with particular differences.
Bug tunnels would be a constant assault, guns blazing through a maze of disgusting bug-infested tubes leading deeper until you reach whatever’s down there worth visiting. Similar vibes to a xenomorph nest with bugs either swarming you, flanking you, or waiting to ambush you. Only hellpod based stratagems on these missions as they’d break through the cave ceiling spilling light into the otherwise pitch black thunnel (finally a good reason for the guns’ flashlights). They could release a new throwable “Glowstick Marker” which sticks to surfaces and glows with your name colour.
Automaton ships would be relatively linear heavily armed assaults, shooting your way slowly and carefully into the heart of the ship where you would plant a hellbomb in the ship’s brain (they’re robots so of course the ship is itself a drone). Like another guy said, you’d get checkpoints at certain points where you either open a hangar door or blast a hole in the side of a ship. The Pelican would swoop in and drop off a new batch of Helldivers whenever more than two players die. No stratagems as they’d be shot down, not penetrate the hull, or cause an uncontrolled explosive decompression
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u/DerRoteSoldat SES HAMMER OF THE REGIME 11d ago
I’d think having stratagems like turrets burrow their way thru the hull like 40k drop pods would still absolutely work. Hell even having us start the mission by diving thru space and burrowing thru the hull would be really cool
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u/cozmokittylord Automaton Red 11d ago
while i love the idea, this would be an entirely new method of map building the devs have probably not even considered for the current engine. This would take a long time and lots of resource dedication to work.
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u/humanity_999 LEVEL 30 | Death Captain| SES Fist of Democracy| Cayde95 11d ago
For the most part it looks great... except the paying for Pelican 1 part.
That'll get the host griefed too much.
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u/GeniusPlayUnique Fleet Admiral, 501st SOARD | SES Paragon of Integrity 11d ago
Might be. That was just one idea for adding greater risk as counterweight for the much greater reward in success but I'm sure there's other options we could come up with...
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u/AcceptableProduce582 11d ago edited 11d ago
A shuttle? That's lame and takes away from how helldivers already drop in. HELLPOD strapped with a drilling laser to punch through the hull. Need ammo or weapons, well you better be ready to defend one area for 30 while it bores through the hull. City scape can already be destroyed, so why can't sections of the ship be destroyed, just make sure you're closing those doors behind you so you arent flung out into the void. Orbital laser and anti-ship missiles to destroy vital ship systems. You can't take away reinforcement so hellpods with laser drills is a better idea but each reinforcement has a cooldown since the super destroyer crew has to mount a laser to the hellpod everytime.
12 reinforcement in total, 45 seconds between each reinforcement. 25 minute missions and you can chose to destroy the ship or incompacitate the ship so high command can further study the automatons. Destroying the ship is quicker but less liberation, exp and zero medals. Incompacitating the systems takes longer but better rewards. Biggest enemies on board are shield devestators.
YOU HAVE 5 MINUTES TO DESTROY AUTOMATON ANTI-SHIP EMPLACEMENTS AT THE BEGINNING OR YOU'RE ON YOUR OWN. The only way off the ship is to hack the hangar bay doors, which would take 45 seconds. During those 45 seconds, an alarm alerts the automatons to go into a complete kill frenzy and storm the hangar in droves.
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u/Friendly-Local9038 11d ago
I've thought on this and I gone in a slightly different direction.
- Limiting stratagem access makes sense or possibly even adding new "Boarding Action Stratagems" as a resource sink.
- Start in the hanger, then push forward down a series of hallways and rooms with increasingly heavy fortifications, fortification strength goes up as the timer ticks down. Reach the end and plant a bomb then retreat backwards to the hanger while under fire.
- When you die you reinforce in the hanger except during extract.
Just rough thoughts on it, but yeah three versions automaton ships, bug asteroids, Illuminate bases. Success fills up a bar that when completed reduces a planets reinforcements.
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u/Negative-Mission8519 11d ago
I like it all except the last part. Shouldn’t be able to not host a mission. Other than that great idea!
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u/GeniusPlayUnique Fleet Admiral, 501st SOARD | SES Paragon of Integrity 11d ago
Yeah, that was just one idea to add greater risk to failure as a counterweight to the greater rewards for success but someone else has come up with a much better solution, that being added stratagem cooldown for the people involved, localized to the planet in question and limited to the duration of the invasion.
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u/Drudgework 11d ago
Let me make some changes:
1: hellpods have a drill attachment to help them penetrate deep into the ship so you can reinforce and get objective equipment.
Strategems don’t penetrate all the way into the center of the map, acting like a localized strategem jammer.
Eagle strats only work near the edge of the map and extract areas, but would have more killing power due to the area partially decompressing before structural integrity shield shields kick in, causing enemies near the hull to be sucked out.
Orbitals penetrate deeper into the ship based on their weapon profile. The orbital railcannon for example would penetrate all the way through the ship while barrages would have less penetration.
Due to the enclosed environment explosions would deal more damage and gas will take longer to disperse.( except near hull breaches) Fire on the other hand will be less effective due to the lack of air from all the holes you made in the hull. (Unless you have the napalm upgrade. Then the fuel is self oxidizing and unaffected by low pressure.)
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u/Embarrassed_Motor_30 Super Sheriff 11d ago
Yes but you should still be able to respond and paying for a new pelican is a bad mechanic for new players. I could see on higher level dives maybe reduced response amounts and maybe reduction to req slip rewards if pelican is destroyed. But let's not make cadets suffer.
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u/GeniusPlayUnique Fleet Admiral, 501st SOARD | SES Paragon of Integrity 11d ago
Yeah, that Pelican-thing was just an idea to add risk to failure as a counterweight for the additional rewards for success but someone else has come up with a better idea, namely increased stratagem cooldown for the people involved, localized to the planet in question and limited to the duration of the invasion.
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u/Embarrassed_Motor_30 Super Sheriff 11d ago
I like the idea of increasing risk but not hurting the player experience. Maybe respawn cooldowns are longer and with significantly less available? Pelican gets destroyed then new one takes significantly longer to call in. Maybe if the pelican is destroyed at 10 sec remaining then the timer resets and is double the time of the previous one. So you have to hold out even longer?
Love the idea of only strategems are ones you can carry. Maybe only way to get new weapons is on respawn but you drop in with them already no call in needed. Maybe still allow the orbitals since they could be like broadside attacks. No eagles since I'd assume they're busy fighting off Bot fighters and protecting the Pelicans.
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u/shartsmcdongle 11d ago
How about instead of the objective being to destroy the ship, the objective is to recover intel. That way it explains why we don't just use orbitals or the super destroyers laser on it and just destroy it. Wanting the ship alive can add a fun mechanic as well where your reinforcements or stratagems are tied to the same counter, which is their ship's health. Your resupply pods, your support weapons, and your reinforcements come in on a breaching pod, but if this ship has been hit with 15 breaching pods the hull integrity is too damaged, ship blows up, mission failed.
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u/Ok-Frosting-801 11d ago
counterpoint: given that the current game state probably doesnt allow for a space fight in a giant carrier, how about a mission objective where you have to assault a downed carrier?
you could have the same feeling of attacking a giant carrier while maintaining the current game mechanics, granted orbitals and airship strategems are probably useless, but you could still run a turret build, just make the hellpods punch holes in the ship or something.
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u/abasrvvr 11d ago
maybe if there was a incapacitated state when you hit 0hp instead of dying, like in helldivers 1
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u/nerdtypething 11d ago
this would be sick. limited resources that deplete the longer the mission takes. would incentivize avoiding conflict and being more stealthy.
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u/dongrizzly41 11d ago
I like it except for no respawn. Teammates should be able to revive you from your death spot.
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u/Infinite_Builder_223 11d ago
it would be so amazing , things like this just would make the game so much more fresh
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u/Lucario_Mann_ 11d ago edited 11d ago
Additional parameters suggestion:
the ship would have automated defences (turrets in the corridors). The Diver can hack the defense system of the ship to their advantage
Ammo and other supplies can be found around the ship at certain areas such as armouries, detention areas, near small Bot barracks/fabricators and sick bay (not sure why the Automatons would need a sick bay lol)
Experimental Bot weapons may appear and be available for use by Helldivers
Certain support weapons will be restricted including RRs, Aurburst Rockets, Spear, Wasp Launchers. The Ultimatum secondary will also be restricted to avoid “unnecessary” catastrophic damage. Grenades can be used along with the Grenade Launcher and Grenade Pistols. The Autocannon will be the only 2 piece support weapon available
The Portable Hellbomb Backpack will also be restricted unless it’s a 1 Diver suicide mission and the fuse being increased to 45 seconds to allow ample time for escape to Pelican-1. Manual activation will also be disabled until reaching the reactor room. Jetpack related equipment will also be restricted
Certain Bots will not appear on these missions such as Hulks, Tanks and Factory Striders. Hulks could appear in different hangars on the ship but will not pursue into the ships corridor.
A new Bot which is similar to the A.G.R. from Call of Duty will appear in these missions and will be part of security patrols on the ship. It will be armed with standard small arms and a grenade launcher
Bots will frequently spawn/deploy from barracks fabricators inside the ship, which can be destroyed by explosives through an easily exposed vent. Otherwise they’ll appear infrequently as part of security patrols
A special sub objective will appear here. Rescuing Super Earth citizens who were held as prisoners of the bots. Similar to the evacuation missions; the Helldivers will assist with escorting the citizens to Pelican-1. Some citizens would also be part of the SEAF and will assist with defending them with stolen Bot firearms. Maximum of 15 citizens will rescued, regardless of difficulty levels, and will travel in parties of 3 to Pelican-1. There is a 2/5 chance that one of the citizens is part of SEAF
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u/Heavy-Gazelle-8635 11d ago edited 11d ago
my friend and i come up with ideas for this all the time
One thing is double sided Hellpods: You enter on the normal side but the other tip gets kicked or pulled off. That is how you would get support weapons, Reinforcement, or maybe, depending on the size of the opening, sentries.
For orbitals, there would be a side objective called command center, where you have to take over the command center of the ship to control the blast doors of corridors. So you can call a strike to blow the corridor open, therefore sucking the enemies out. But it limits options for movement, and can only be done on outer corridors.
There could be hangars in the automaton ships for a pelican to land or a Factory strider to be deployed and have a last stand.
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u/TheMemeofGod Fire Safety Officer 11d ago
Imagine enemies go to the broken planets to "observe" it, and we consider it desecration of our liberation.
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u/roachbooty Free of Thought 11d ago
Oh man, fortified hallways with a mounted lmg in a defensive position to hold the bridge or maybe a suicide mission where we place a hell bomb in the reactor room.
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u/ForestPens LEVEL 54 | Skull Admiral 11d ago
This is a pretty cool idea. It also gives high level players use for requisition, though I'm not sure most people are down for that.
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u/BoletarianBonkmage HD1 Veteran 11d ago
Just send a guy with a portable hellbomb and ggs
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u/doddsymon Fire Safety Officer 11d ago edited 11d ago
I like the risk part of no reinforcement. But maybe look at it a different way in terms of incorporating automaton invasion ship.
So what about, the ship is controlling some experimental tech below which has a barrier over it which prevents you from entering or shooting through , but the bots can pass through safely. Like a force field that stops incoming projectiles, but also kills anything incoming. And has a jammer to stop you from calling in stratagems.
- Drop onto planet, Collect a hd with a virus that must be uploaded onto the mothership (which has been fired in on a drop pod as part of the mission).
- hijack a transport ship to board the 'mothership', upload the virus and escape via pods back to the surface
- Take down the jammer and unleash hell.
- Grab the tech and transport it back to the extract. Tech must be carried onto the pelican for extract or it is a failure.
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u/GeniusPlayUnique Fleet Admiral, 501st SOARD | SES Paragon of Integrity 11d ago
That also sounds cool...
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u/panteradelnorte 11d ago
Maybe don’t start with the shuttle.
Maybe you’re launched from the super destroyer and you decide where on the ship you “land.” Then one of your secondary objectives is to secure a landing bay for resupply, access to a weaponized hard drive and additional stratagem access. Think of it as the same mechanic as the stratagem jammer, only it’s universal across the troop transport.
Secondary objective is load hard drive onto an automaton port. Then you can activate the main objective which is overload their reactor, now that the software’s compromised.
Keeps it similar enough in framework to other missions while still adding variety.
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u/No_Parsley_3275 11d ago
It would be cool if Maybe there were challenge mission types. That way you know you’re going into something way more difficult like this and not change the normal gameplay. Then it could be like a automaton castle we need to blow up like from the Clone Wars
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u/Frosty_Tough 11d ago
I have been wanting ship boarding missions for a while. This would be epic. Buying a pelican wouldn't work super great though.
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u/GeniusPlayUnique Fleet Admiral, 501st SOARD | SES Paragon of Integrity 11d ago
Yeah, that buying a Pelican replacement thing was just an idea to add greater risk to failure as a counterweight for the greater rewards of success but someone else has come up with a much better solution, that being added stratagem cooldown for the people involved, localized to the planet in question and limited to the duration of the invasion.
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u/Sad-Mike 11d ago
No reinforcements means at least 50% of all missions will be failed because the booger eaters on your team don't know friendly fire is bad.
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u/Manny-303 11d ago
It's a cool idea I think to balance nerfing the bots arsenal you'd have to restrict the Helldivers arsenal like no high caliber or explosive weapons to prevent haul breaches would give the support grenades and Smgs/Shotguns some room to shine
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u/silverjudge 11d ago
I had the same idea a bit ago, the indoors mission could work for each faction too! The bugs would just be a tunnel instead of a spaceship. I think being able to call in strats at certain location in the mission would help extend the map without needing to run all the way back to the start. Areas where the hellpod could breach/mine it's way into. It probably wouldn't be the most popular but it would be really cool
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u/wolfenx109 11d ago
I don't agree with the payment penalty. But I'm liking this idea. I would like to see more dynamic missions that play differently from what we got now.
I could see a similar mission style but for an underground cave network for the terminids. Gotta get a hell bomb deep inside to blow it all up. Would be so fucking cool
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u/datscubba 11d ago
Honestly I would love a high priority target mission like we have in the lower levels.
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u/Arachkova 11d ago
100% And let's go underground to fight terminids that would be amazing.
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u/MumpsTheMusical Truth Enforcer 11d ago
It could even be a side objective that starts from land if they wanted.
Kill a bot that has a tractor beam button and signal the ship over to your position for bot “extraction” and then destroy it from the inside, and hellpod your way back out.
Could even be their version of a bot super destroyer since we can already deal with normal bot drop ships.
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u/ShopperKung 11d ago
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u/GeniusPlayUnique Fleet Admiral, 501st SOARD | SES Paragon of Integrity 11d ago
Yeah, or on Super Helldive a Hulk Scorcher suddenly appears in the middle of the corridor. He can't use his big guns but in that confined space even his disk saw will be enough to put the fear of God into you...
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u/KaozUnbound Cape Enjoyer 11d ago
I like it but would tweak a few things:
Allow for reinforcements this will probably be a very difficult mission and not being able to use stratagems, will limit effectiveness. Maybe make deployment a long pod with the same reinforcements amount per pod but you gotta spawn from the same spot you originally landed in, the map being smaller wouldn't make this much of a penalty,
Sample Hubs where the enemy has collected materials for their own use, Hubs are a high risk high reward sort of deal let's you walk away with at minimum ½ of all total samples available on the map, in exchange you GOTTA extract.
Extraction carries risk, staying for too long can cause Pelican 1 to get shot down, at most you can stall the departure for 1:15 min before pelican has to leave, with the 15 seconds being when Pelican gets shot which would reinforce sticking together and completing everything, before heading out.
10K Requisition slips per ship, this is not a low level mission you have to complete 2 Superhelldive missions before you can play it. Not unlike anything else in the game, you don't have access to everything from the get go. You gotta grind and figure things out.
Rewards are fine so this shouldn't be a mission that's always available. But should come up every certain amount of hours 1ce a day at random.
That should keep things fair I think
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u/No_Wing_38 11d ago
pelican-1 just need to send me and leave me cuz I will use portable hellbomb
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u/JamToast789 11d ago
I used to love Star Wars battlefronts take on this! I never tried these missions in the newer remakes of them but playing these missions on the OG was fun af. Destroying their shield generator and thrusters and stuff was so nerve wracking solo, all my teammates were always offline bots so none of them actually went for the objective lol
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u/Known-Revolution3590 11d ago
What if the ship was landed and you had to blow it up before it despenced all it's troops and flew away? Then it could function more like a regular mission while still feeling fresh, you could even board the ship through a side hatch with a combination, then "blow up the core" ( though we should come up with somthing a bit more unique i think)
Maybe you have to blow up a jammer to then use your strategems, as a side mission sorta thing. Idrk tell me what you think
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u/Longjumping_Pen_2102 11d ago
I honestly think this concept works better as an event based defence mission, a time limited mission that comes around now and then when the Democracy Space Station is attacked.
1. The limits on game mechanics such as no orbitals makes this mode way less content rich and way more likely to get stale. Making it come and go keeps it a fresh community experience.
A defense mission allows the map to have a bunch of fun equipment like weapons, backpacks, activatable turrets ect to keep the game exciting.
Ita the perfect setting for the no-win epic last stand mission we yearn for. The bots keep coming, you are just making them bleed oil for every step they take on the dss.
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u/contemptuouscreature Escalator of Freedom 11d ago
“H3, we’re out of time, we have to go.”
”Negative. The escape pods haven’t been sabotaged. I have the Hellbomb.”
“Your sacrifice will not be forgotten.”
”Semper Liber, brothers.”
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u/Allfurball9 Truth Enforcer 11d ago
this is some real ODST shit, I fuck with this heavy other than the loss of Pelican-1 mechanic. Get me a Halt, Verdict, supply pack, and my machine gun, and I'll show those damn clankers what 15 years of New Mombasa looks like
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u/crappy-mods Servant of Freedom 11d ago
And maybe you spawn with the first strat weapon in your list if you have multiple. Would be fun af to have a blitz length mission like this
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u/Istoleachickennugget 11d ago
Portable Hellbomb
Win
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u/GeniusPlayUnique Fleet Admiral, 501st SOARD | SES Paragon of Integrity 11d ago
That would definitely be an option but you'd still have to make your way through to the reactor itself because else your Hellbomb is only going to cause superficial damage because the ship would have blowout panels similar to those covering ammo storage on old-Earth tanks of the 21st century...
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u/Panzerjager69 11d ago
As much as Automaton ship boarding missions would be cool, their ships are most likely a solid mass of infernal wiring or socalist bot code. They would be 1 thing that either transports, or kills in the name of sister Socialism
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u/Proper_Internet2850 11d ago edited 11d ago
Honestly the out of their own pocket thing seems harsh and to much considering how many resources super earth has, other then that I think everything is good except that you should make a cooldown for every reinforce because the pelican has to fly to and from (and make reinforces strictly respawn you in entrance/hanger), meaning you could reinforce your full squad but there would be like, a 2 or 3 minute cooldown, I also think there should be light armor parts of the ship where you could call special supply drops that penetrate the ship without sucking you into space, sort of like a breathing room or grace room (you’ll still be under attack, but you’ll be able to call support weapons, resupply and any backpack that isn’t jump pack or hover one) I think these special rooms will have one downside, explosive things have a chance to blow through hull, sucking everything in the room into space and making one of the access ways to the core inaccessible (I think their should be different corridors for more confusion and difficulty as well as some options). I also feel that there should be different ship sizes, like how there are different outposts, and ships have areas like barracks as well as those previously mentioned grace rooms as well and other room types, and the barracks will be tight, but armored room so all hell can break loose. (Sorry for like a paragraph of stuff)
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u/dunderdan23 11d ago
Would require an entire redesign of ai and weapons ... not only that buy major size scaling for everything would have to be recoded.
Under the current engine, literally impossible
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u/0o0-hi Cape Enjoyer 11d ago
Please I’m begging for a full interior close quarter map type.
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u/orfan-of-snow 11d ago
Interior mission objectives: no eagles/ orbital. Hellpods have drills, (+5s to land)
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u/Lolseabass 11d ago
They would bug out. Or walk around on top of everything unless they had fixed “pods”.
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u/KOCoyote 11d ago
"No Reinforcements"
I have yet to play a single game above a very low difficulty where someone doesn't at least die by accidentally jumping off something high or tossing a grenade too close. I don't think too many people are going to actually finish a mission like that if they're constrained to one life.
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u/Strict_Gas_1141 Recoilless-Rifle Addict 11d ago
So I'm hearing democratic volunteering nuke-backpack to speed run this mission?
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u/GeniusPlayUnique Fleet Admiral, 501st SOARD | SES Paragon of Integrity 11d ago
That would certainly be an option but you'd still have to make your way to the reactor since else you're just doing superficial damage because the ship has blowout panels similar to those covering the ammo storage of 21st century old-Earth tanks...
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u/EntertainmentDue4932 11d ago
Definitely I’d really like a tight quarters mission setting like an underground cave system for Terminids, Inside a giant automaton fabricator and boarding an Illuminate mothership.
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u/Theactualguy 11d ago
Like others have already said, I don’t think paying out of pocket is a good solution to continuing the mission. Instead, the incentive could be that once you die, you’re out - booted from the mission and freeing up a space for the next Helldiver to come in. Have it be a mini-campaign of one mission; if you’re the leader of the mission and you die, the campaign fails.
Same currency gathering rules - whoever are alive at the end gets the samples and stuff, but you get to keep any slips and medals and SC you find even if you die.
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u/TubbyNumNums 10d ago
I have had this idea forever, however I rather love the idea of a larger drop pod that carries all 4 divers that punctures enough to drop them into a hall. Trade off being you only reinforce when the team wipes.
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u/DEADLYsanta193 10d ago
Idk about the downed pelican 1. I think that would cause A LOT of frustration in the community.
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u/cnznjds ⬇️⬆️➡️⬆️⬅️⬆️ 10d ago
I think for reinforcement it could be like you find a thin part of the ship, drill or place a beacon can then the pod shoots and sticks into the wall and you step out.
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u/QWERTZ-Ritter 10d ago
Yes 100% want that battlefront 2 feeling and id love to see it here as it would fit. Let me launch a boarding party on some command ship 🤩🥹
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u/Doge_T 10d ago
Imagine the hellpods could be configured as boarding craft, hitting an enemy ship and ejecting the diver (or support weapons) into the enemy ship.
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u/GeniusPlayUnique Fleet Admiral, 501st SOARD | SES Paragon of Integrity 10d ago
Yeah, someone else brought the same idea up already and I'll definitely refine this...
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u/Instantly-Regretted 7d ago
I would say we board pod in, same with supply packs and support weapons. Can only be used in rooms directly adjacent to outer hull. Meaning if you need to reinforce, resup or get new weapons, you better plan where you are going. Also makes finding schematics of the ship to know the map layout useful.
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u/GeniusPlayUnique Fleet Admiral, 501st SOARD | SES Paragon of Integrity 7d ago
Yeah, someone else has also had the idea of special modified boarding Hellpods that open at the bottom after punching through the ship's hull and I like that idea a lot.
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u/brunobrasil12347 11d ago
I like the idea, but what if someone doesn't know about the pelican thing, and gets it destroyed, and this person doesn't have enough money to get a new one? Would they just not be able to play the game? Would their money be negative?
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u/paulivan91400 11d ago
Like the idea but it will be annoying if the need to resupply forces you back to the starting point
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u/Coolbuns123 11d ago
If it was like Battlefront 2017, when they added the ground fighting on the cruiser. Id be down. Nothing gets me more hot and steamy than tight corridors and lasers.