How will this feature improve the game?
These will add more types of missions, objectives, and play experience which the players can mix together in many combinations in order to generate a plentiful amount of different game events/operations.
Describe the solution you'd like
(Part 1 of 3)
Introducing new types of missions on top of the vanilla ones. Examples can be:
• Resupply a forward base outside the walls (involves departing from the base towards the wall, picking up supplies, and running them back to the base). Involves escorting a wagon containing the supplies.
• Build a forward base outside the walls
• Protect the construction of a bridge so that the Survey Corps can traverse a river or a ravine/canyon.
For a ravine, this process will look something like this: (1) two construction hooks with wires attached to them will be fired over the gap and will land on the other side of the ravine/canyon. (2) A team of players would need to carry supplies and bring them to the other side. (3) Players will build from the extremities of the bridge to the middle. Through a process of placing down the wooden planks and setting up rope railings tied to support on both side of the bridge, the players would have built a functionable bridge which will support to the traversal of the formation.
For a river, players would need to bring down trees and use their trunk as a floating device to build the bridge. Ropes and wires will be used to stabilize the bridge.
• Exploration missions where players would need to explore a procedurally generated map with objectives in them. Players would need to interact with those objectives to complete the map discovery.
• Escape missions where players would be spawned in a forward base outside the walls which will be overrun by titans and would need to fight through a horde of titans in order to escape back towards the Walls.
• Scatter and Regroup missions where players will start as one formation, split up into two different formations having to accomplish two objectives far from each other and to meet up at a rendezvous point.
Missions can have the option of being played as a single one or a combination of missions will also be possible if the players desire it.
(Part 2 of 3)
For increased difficulty, players will have the option to select one or multiple handicaps. Players would also have the option to receive a number of random handicaps if they wish. For those who really want to have a bad time (queue Megalovania), you may choose all of the handicaps available.
Handicaps can include (numbers presented here are up for change)
• Faulty gear: all players for the duration of the mission can have only up to 50% of their gas
• Rusty Blades: maximum of 50% blade durability for each player for the duration of the mission
• Broken wagon: at the start of the mission, the players would not have access to a functionable wagon. Players would need to scavenge for supplies in order to fix their wagon. Would add another level of challenge to resupply, exploration, and escape missions, especially if paired with Timed Mission.
• Bad Weather: mission will have fog and rain which will result in bad and limited visibility
• Tornadoes: tornadoes will be circling around the map and any players that comes into contact with it will be killed instantly
• Timed mission – players will only have a certain amount of time to complete their mission or they will fail regardless of their progress
(Part 3 of 3)
Procedurally Generated Maps
The map layout for the missions will be procedurally generated. The location for the objective, the resupply stations, the path to the objective, the buildings and trees found in the way will all be procedurally generated.
On this topic, I have seen an issue on GitHub about procedurally generated maps
• Some personal thoughts here: this does not need to be 100% procedurally generated like Minecraft. In addition, it does not have to be infinite. In fact, I think that a good mission map should be “just big enough”.
• We could match a couple of map templates from a bank of templates together in order to form a new map.
• In other words: Instead of generating each pixel independently and check if they could match together, we could load preset “chunks” of terrain and piece them together.
Contributor instructions (Do not modify)
Determine if the feature is compatible with existing features and fits within the scope/design of the project
If the idea is denied, please provide a reason and close the issue. If the idea is accepted, consult your team to do an estimation of effort. Remove the [PROPOSAL] name and label.
Move the issue to the Future Milestone. On rare exceptions an issue may be moved to Release if there's sufficient upvotes.
Once the issue matches the current milestone, follow development procedures.
How will this feature improve the game? These will add more types of missions, objectives, and play experience which the players can mix together in many combinations in order to generate a plentiful amount of different game events/operations.
Describe the solution you'd like
(Part 1 of 3)
Introducing new types of missions on top of the vanilla ones. Examples can be: • Resupply a forward base outside the walls (involves departing from the base towards the wall, picking up supplies, and running them back to the base). Involves escorting a wagon containing the supplies.
• Build a forward base outside the walls
• Protect the construction of a bridge so that the Survey Corps can traverse a river or a ravine/canyon.
For a ravine, this process will look something like this: (1) two construction hooks with wires attached to them will be fired over the gap and will land on the other side of the ravine/canyon. (2) A team of players would need to carry supplies and bring them to the other side. (3) Players will build from the extremities of the bridge to the middle. Through a process of placing down the wooden planks and setting up rope railings tied to support on both side of the bridge, the players would have built a functionable bridge which will support to the traversal of the formation.
For a river, players would need to bring down trees and use their trunk as a floating device to build the bridge. Ropes and wires will be used to stabilize the bridge.
• Exploration missions where players would need to explore a procedurally generated map with objectives in them. Players would need to interact with those objectives to complete the map discovery.
• Escape missions where players would be spawned in a forward base outside the walls which will be overrun by titans and would need to fight through a horde of titans in order to escape back towards the Walls.
• Scatter and Regroup missions where players will start as one formation, split up into two different formations having to accomplish two objectives far from each other and to meet up at a rendezvous point.
Missions can have the option of being played as a single one or a combination of missions will also be possible if the players desire it.
(Part 2 of 3)
For increased difficulty, players will have the option to select one or multiple handicaps. Players would also have the option to receive a number of random handicaps if they wish. For those who really want to have a bad time (queue Megalovania), you may choose all of the handicaps available.
Handicaps can include (numbers presented here are up for change) • Faulty gear: all players for the duration of the mission can have only up to 50% of their gas • Rusty Blades: maximum of 50% blade durability for each player for the duration of the mission • Broken wagon: at the start of the mission, the players would not have access to a functionable wagon. Players would need to scavenge for supplies in order to fix their wagon. Would add another level of challenge to resupply, exploration, and escape missions, especially if paired with Timed Mission. • Bad Weather: mission will have fog and rain which will result in bad and limited visibility • Tornadoes: tornadoes will be circling around the map and any players that comes into contact with it will be killed instantly • Timed mission – players will only have a certain amount of time to complete their mission or they will fail regardless of their progress
(Part 3 of 3)
Procedurally Generated Maps
The map layout for the missions will be procedurally generated. The location for the objective, the resupply stations, the path to the objective, the buildings and trees found in the way will all be procedurally generated.
On this topic, I have seen an issue on GitHub about procedurally generated maps • Some personal thoughts here: this does not need to be 100% procedurally generated like Minecraft. In addition, it does not have to be infinite. In fact, I think that a good mission map should be “just big enough”. • We could match a couple of map templates from a bank of templates together in order to form a new map. • In other words: Instead of generating each pixel independently and check if they could match together, we could load preset “chunks” of terrain and piece them together.
Contributor instructions (Do not modify)