So I’ve been getting a few ideas for a defence mode that would be fun related and lore relevant.
Game mode: Distraction / feint
Overall idea: An imperial engineer and recovery team is ready to go onto hostile territory, we have agreed to assist them since they are giving us a cut of the recovered supplies. Go to a location, hold out for as long as you can, and give the team time to recover as much as they can. The longer you hold out the more supplies they can recover
Mission structure: generally it can take place in a large existing part of maps that exist or get special made areas (preferable). Acolytes hold out for 5-10 waves at a time. Between waves they can use requisition points gained to assist them such as dropping ammo, dropping a battery for a healing station, resupplying grenades, or providing access to special strikes.
The longer the defenders hold out the harder the waves get. Waves past a certain point (let’s say 10 or 20) start getting special effects like packs of dogs, extra gunners, rager packs etc. Some effects require venturing out to disable them such as resetting power or flushing the vents to remove fog. This might even extent to destroying weapons caches to reduce bombers or destroying a vox jammer to get support phases back.
To compensate special strikes can be deployed. These can range from mortars, attack runs from a valk, temp support from a tarantula turret or even deployable cover. Every few waves will also be a boss wave that will need to be defeated.
Rewards: generally early on it would be a large amount of plasteel, diamantine, and credits. Later on into waves there might be 360+ roll gray or white weapons and maybe even special cosmetics. Super late maybe special kits to remove locks or upgrade the base stays of any weapon.
I think a defensive mission set like this could give a lot of replay value and be a lot of fun to play.
Honestly was thinking that they should have a mission type that doubles down on the extraction section of the map. Like literally nonstop hordes between check points where you close doors behind you as you escape which only hold them off for like 30 seconds and then you have to run for the next part while carrying a object. Current extraction escape sections don’t seem consistent. The one where theres 3 bridges that blow up has the BEST escape section. The others are just like a easy run forward and sometimes you don’t even run into any horde between you and the exit.
I heard someone suggest Defence missions before, and he gave his idea that the Mourningstar could have some cool Defence maps. For example, a Traitor Boarding Party could attempt to breach the Mourningstar and you could have either a more tactical-style gameplay facing off against Traitor Strike Teams, or in the Tertium-based maps you could go guns-blazing while hordes of enemies rush your defensive positions, kind of like World War Z.
This, according to the 2020 teaser trailer, is the horror that Darktide was meant to invoke. Just add the Lights Out modifier and we’ve got a horror mode.
While your idea is absolutely top tier…i had a simmilar but slightly different one.
Repel Boarders.
The Mourningstar is under attack! They have found us and the lower decks (not the hub some other area of the ship) has been breached. You and your team are to hold the line for as long as requested and not a second less. You may recive scrip (does not carry outside mission) for a job well done and this can be used at the adjacent terminal to call in favors from the upper decks from supplies, to bombs to perhaps even a reinforcement squad (bots? Respawns?) There are even rumors Hadron MIGHT be convinced to part with a servitor. They are coming from multiple angles and paths but their goal is clear. This…door here. You will protect it at any cost.
I think having a big ship to run around would be cool and areas that you need to defend being different each time. I think also having to run for centralized supply points and turn on automated defenses or take them back would be really cool.
I think a cod zombies / chaos wastes mode can work.
General idea could be tied to the “Hive city out in the wastes” type area where you get dopped off only to get ambushed and dumped at the lower level of a section. General idea is needing to hold out in the area until you can get enough scrap to open up or repair certain machines you pass by.
General goal could be to hold out for as long as you can or eventually escape if you do enough stuff to open an exit elevator. The weapons you start with can be scattered around and you might need to work as a team to get all your weapons back.
In my head I’m imagining a mix between a Zombies / Horde mode but also mixing in elements from Dungeon of the Endless.