I love the concept of Expeditions and hate to see the player count drop. I have the following small fixes that will breathe a ton of life into the mode:
- More things to buy in the sanctuary. Instead of just grenades and supplies, also provide temporary weapon and armor augments. Don’t make these bought with salvage, have them bought with plasteel, diamantine, and ordos. This rewards players for their massive hordes of resources that they will never otherwise spend. You can even throw in skins to buy that only show up in the sanctuaries. Additionally, I would put actual Deadsiders at these stalls to sell the items.
You will get closer to chaos wastes without stepping on the toes of Mortis Trials.
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Make some areas of interest unlock a new area of interest. This gives the players a potential planning dilemma to go for more or to move to door or extract.
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Put a “crypt” key in every zone at one of the sites of interest. If you collect each crypt key, it unlocks an alternative ending at the last zone where you fight your way through an underground cultist base and fight one or several bosses for additional reward.
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Most obvious, but there needs to be more than sandy map and sandy map at night.
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DEAR GOD FIX THE BOTS. They don’t rez you. They hit like wet paper and fold like it, too. What’s hilarious is that they don’t even use their grenades and yet, when you spawn in via quickplay, you don’t have any, they’ve spent half your ammo, and you’ve got 3 bars of corruption.
At a bare minimum, have it so that the first time a bot is replaced, the player gets to start fresh with full health, ammo, and grenades. It’s so punishing to just play the damn game via quickplay and the player count has dropped enough that that is the only viable route.
***EDIT** ----Here is a recap of some of the good ideas from below:
**Game modes:
Timed Aggression –** Killing enemies slows the timer, killing enough elites adds time. Rewards players for killing and aggroing enemies.
Boss Hunt - a “hunt” mode, where each level has a boss or series of bosses and you have to try to find and kill them before time runs out.
Escalation - The mission starts at Malice (or lowest difficulty) and each 0:00 spawns a horde, a taunt from the enemy over vox (or warning from Hadron) and bumps the difficulty to the next tier.
Transitioning to a new zone could bump the diff up as well, or simply just adjust the timer.
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Patrol Elimination**:If they’re going to have patrols have a way to intercept and take them out fast enough before they call reinforcements. Add those backpack radio enemies that they have.
Sites of Interest Suggestions:
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High Rad Zone:** high Rad sites of interest where you dip into a crater to extract tech remnants, but take corruption damage. Not another auspex interrogation, but a speed run site of interest. **
Underground Arena:** a site of interest where the player unlocks a tunnel segment filled with a boss. You could decide to move through it, collect the loot and fight the boss, or ignore it and go to another site of interest. **
Boss Spawn:** Create a new Unique Objective (once per game only accessible after z2) on the map for players to intentionally spawn a boss. Give the boss fights flair for this, think the twins fight with mechanics. They already have the electric zones with switches.
Battle Servitor: open up a site to reveal a battle servitor that we get running. Harder to implement, but would be incredible. also spawn a boss once it gets going.
Underground Zone: , looking at the assets they developed for the Sanctuaries, they definitely should make an entire map that is about half underground. It’s a missed opportunity.
Weapon Cache: the occasional ammo or grenade added to a site of interest would be greatly appreciated by players as well
Sanctuary Upgrades:
Armory: we could spend ordos/diamantine/plasteel to boost our weapons past 80%. It would be so simple to implement.
I also really like the idea of being able to temporarily buy weapons from other classes, sort of how Melk has his shop, where you might find a weapon with awesome synergy from another class. Have like three weapons available at every sanctuary.
Add chem or fire or electric damage to weapons. Modifiers that increase Rending or impact, etc.
They don’t have to be game breaking, just “tune-ups.” I think I’d do 10% on a weapon per sanctuary. All weapons are currently capped at 80%, so you wouldn’t be able to boost both weapons to 100% unless you had a 5 zone expedition.
It would be an easy way to slot a new NPC into the roster as well.
Tip Jar: You could have a little table you throw the currency on when you have more than you need or even sell back upgrades. Basically, a tip jar, leave it on the table for teammates and anything else once players leave the shop is tipped to swagger.
Buff Station: Buy temporary talent points. One per scavenging zone. It would really open up new class builds.
“Desecrated Sanctuary” that you enter, fight some boss and horde, then enter airlock into the good Sanctuary to resupply/heal, etc and then go to airlock to exit to the Rad-Wastes