Future Missions, Maps/Zones and Modes



So at the moment we have 1 Mode (Lets call it Campaign), 5 zones (Hourglass, Torrent, Metalfab, Chasm Terminus, Throneside) with 14 missions separated in 7 categories (Assassination x2, Disruption x2, Espionage x2, Investigation, Raid x3, Repair, Strike x3)

And we know that it’s going to increase in the future.

We never intend to split our player base - you can expect in-game content, such as new areas, game modes, and missions, to remain free

Additional Sector
  • High Spire (Nobility Quarter)
  • High Spire (Adeptus Monitorum Quarter)
  • High Spire (Other)
  • Ash Waste (Nomad Camp)
  • Ash Waste (Ruins)
  • Ash Waste (Other)
  • Lower Hive Sector (Chem Garden)
  • Lower Hive Sector (Guild Quarter)
  • Lower Hive Sector (Other)
  • Outskirt (Other)
  • Underhive (Other)
  • Other
0 voters


Current Sectors

What does Chasm Terminus need the most
  • Assassination (Already 1)
  • Disruption
  • Espionage
  • Investigation (Already 1)
  • Raid (Already 1)
  • Repair
  • Strike
  • Other
0 voters
What does the Torrent need the most
  • Assassination (Already 1)
  • Disruption
  • Espionage (Already 1)
  • Investigation
  • Raid
  • Repair
  • Strike (Already 1)
  • Other
0 voters
What does the Hourglass need the most
  • Assassination
  • Disruption (Already 2)
  • Espionage
  • Investigation
  • Raid (Already 1)
  • Repair
  • Strike
  • Other
0 voters
What does Metalfab need the most
  • Assassination
  • Disruption
  • Espionage
  • Investigation
  • Raid (Already 1)
  • Repair (Already 1)
  • Strike (Already 1)
  • Other
0 voters
What does Throneside need the most
  • Assassination
  • Disruption
  • Espionage (Already 1)
  • Investigation
  • Raid
  • Repair
  • Strike (Already 1)
  • Other
0 voters

New Missions idea

Assassination (Dreg):

Work in the same way as the regular Assassination, but is against a new target, this one would be a Dreg Lord, like some kind of Nurgle Sorcerer, which like the Scab Captain is made out of 3 parts:

  • Defensive: Replacing the bubble by another damage resist mechanic (Maybe Nurgle Blooms that can be destroyed, which lower his damage resist)
  • Melee: Giving him Nurgle themed weapon, like a Bale 2h Sword or a Scythe
  • Ranged: Here again, giving 2 different weapons/ability, maybe Blight Grenades or Sorcerer abilities

Sector → Torrent (Dreg fortress), Throneside (Invaded Imperial Church)

Escort/Deep strike (might need specialised maps):

Set on specialised maps, where we would have to help a Leman Russ Demolisher move through a level, where it’s main cannon will be used to destroy a Last Stand objective. To make sense on why it need to be escorted, we would need to open gates and activate elevators while protecting it from specialised enemies (Slower but heavier Plagueburster) and bringing ammunition for it’s side guns (Limited firing arc)
Sector → Hourglass, Chasm or Throneside

Sabotage:

Work as an inverse Repair mission, where we go in, plant explosives and then retreat why making them explode (Ideally with a cutscene of the explosion or having the explosion happen while we flee, like in “Hunger in the Dark”)
Sector → Any

Ritual:

Working like “Convocation of Decay”, where we need to stop a Chaos ritual, maybe keeping that for some sort of secondary mission would be better though. But having an upgraded one as mission where we have to be more active rather than just standing inside the Ritual
Sector → Throneside, Hourglass or any

Artefact:

Payday Inspired: We need to drill into a Safe to get a (Chaos) Artefact (Or multiple) and then carry it to our get away, this safe would be in a heavily fortified (Either by the Chaos factions or even before they took control of the area) place like
Sector->Any, but Throneside and Chasm would work best

Modifier:

Nurlgite Bloom:

On the level there will be big flowers, those are spawn of Nurgle, which will corrupt players when they get too close to it (Can be destroyed)

Modes:

(Chaos Waste) Chaos Storm: We all know what it is, maybe set in the second mysterious Hive

Wall of Martyr: Last Stand Mode, but expanded to cover more mechanics

Taking inspo from Chaos Waste but set on a big sprawling map, having internal currencies that can be gained by killing enemies/surviving the wave, and by accomplishing certain objectives
Currency could be used for multiple things:

  • Weapon Change/Upgrades
  • Fortification slots: Set on a Gears of War system:
    → Defined slots on the maps can be used to call reinforcement, this can range from Mine fields, covers, Auto turrets and even some allied units (Guardsmen and Ogryn heavy weapon team)
    → Mines: Caltrops, Shredder Mines, Jumping Mines, Fire mines
    → Gates/Cover (Maybe destroyable ?): Simple Box cover, Sand bag line, more advanced bunker/fortifications
    → Auto turrets: Assault Cannon, Lascannon, Flamer, Melta, Bolter
    → Allied/Bots: 4 Guardsmen (Lasgun + Catachan Swords) + Sargent (Bolter and Chain Sword) etc…
    Maps:
    Chasm:

Wall of Martyr Ranked: Replace weaves, work on a Set map per season, giving special Insignia, etc…

1 Like

Biggest thing is that disruption needs to be more spread out. Currently there are only 2 and they both exist in the same area.

I think also a operation or two based around operator retrieval where we need to find / rescue an operative who has gotten stuck or captured could be good.

Maybe an interception mission based around stopping a group from moving though a well defended area that has a few heavy weapons set up which leads me to my next idea for a modifier.

Weapon teams: the heretics have brought in heavy weapons (auto cannons, multi las, heavy bolters) into the zone and set up several strong points around critical areas. While these areas are a huge danger they can be useful for holding area while we use up their limited supplies

1 Like

I don’t like DT missions almost at all. They are lazy done and lacking of imagination, most events are boring. V2 missions were much less generic in terms of immersion, they fit map themes and biomes much better - destroy skaven bell, push a battle ram, prevent ritual, destroy bubons, blow up a manor. The only one i like in DT is scan. Final events are also mostly boring, like that Consignment Yard where you need to defend a train or Enclavum Baross. I guess it supposed to be epic final stands, but they don’t feel epic. I get it they are done this way so Fatshark can copypaste map chunks and give us more soulless conveyor quality maps. GaaS in th end.

I want more immersive and maybe cinematographic objectives, something likes:
Escort and defend techprist so he can do his techpriesty things
Load and shoot Leman Russ tank to blow up the gates
Mark target for calling a basilisk artillery barrage/valkyrie strike
Defend a running train while on board
Rescue Inquisition accolites

Maps biomes:
Atoma’s moon - a paradise world with lakes, waterfalls, gardens and small rich city streets
Atoma Secundus/planet name - an ice hell planet
Atoma Tertius/planet name - a jungle death world

Also puzzles/special objectives for grims and scripts pls.

3 Likes

Its pointless to vote in these, when answer to your questions is simply:
‘‘Yes.’’

You need to add ‘‘all’’ or ‘‘as much of these options as possible’’ option.

v2 had 13 maps/ 13 missions at the beggining. DT has 5 maps/13 missions. This scuffled lazy content in form of existing content recycling, is one of main factors that make this game unbearably repetitive experience, along with the current, most terrible mission selection.

The game needs more distinctive and characteristic zones (biomes if you will). For example:

Badlands - edge of hive city, with more natural terrain (i think what you imagine as ‘‘ash waste’’)
Junkyard with polluted themes
More surface based themes
More open space themes (like throneside and train station - forgot which mission was this section ending off)
In space - spaceship boarding themes with lots of windows space/planetside sightlines etc…

1 Like

Got to agree with this unfortunately.

Comparing VT1 and 2 maps to Darktide they don’t feel anywhere near as inspired and interesting. It felt like we were doing a larger variety of stuff despite all using the same basic toolkit (live thing, defend thing, destroy thing).

A lot of the missions mostly follow the same role of either move X rod shaped object to Y location or hold down an area while a timer happens and they mostly just burns together in my head.

Mind you most things are going to follow this formula but there are ways to mix it up beyond just “set up the data skull and wait”.

I wouldn’t mind a mission where the idea is for example to distract heretics while agents fix a thing or more strike / raid / disruption missions based around destroying heretic equipment.

Also scriptures and grims, no puzzles for them. Plus poorly implemented into game lore. They are just lying on the floor. Not even on some altar or near a totem. Like…why anyone even cares about them both heretics or inquisition?

Let’s not insult other games by calling the current “mode” campaign. I would prefer to describe them as “optional side quests”.

1 Like

One of my continued issues with this game is that (A) most levels don’t feel that different aesthetically, and (B) most primary objectives are just one of the different challenges types mixed around and randomly happening at the end of the mission.

For (A), Theoneside feels different from Hourglass (that’s the sandy outdoors one?). But the other three I couldn’t tell apart if you asked me to.

For (B), you have the following mission challenges in this game:

  • Hack terminals
  • Kill plague tentacles
  • Carry containers
  • Scan for plague goo
  • Kill the “boss”

I think missions lack any sense of distinctiveness because most of the above challenges can show up mid-mission as well, so them showing up at end the of mission provides nothing new or unique to that mission. Even the “boss” is weaker feeling than the normal mini-bosses you can entire mid-mission. It’s a joke.

So mission types like Raid, espionage, distribution, etc… I can’t tell any of those apart since they are all just different assemblages of the same couple of tasks that are recycled over and over.

So I’d love to just see more very different objectives and approaches to new missions.

3 Likes

100% AGREE. When you destroy the bell, you feel like you achived something. When you kill Bodvarr, you feel like you actually killled someone important, and im not even tellin about Greyseer, whos destruction brings so much joy.
And as you said, levels in DT build like Gaas, they constructed like stupid Chaos Wastes from V2, and that feels horribly boring.
I hopy, heck praing that devs see what they done, and future levels will start feeeling as good mini adventures and not as rush for loot.

I am 99% disagree on that one. I was askin rendomised book locations since V, because that makes players to actually search for them, instead blindly rush trough level gettin every book, cause they always on same spot. Just maybe add some decor to their locations, like add a body holding book, or put it inside a safe or box, not standart yellow one, i mean wooden box.

Unfortunatly feels like its oo late for this game, and all new levels gona feel same bland as we have now. And no more good story content.

1 Like

Mission desings shallow as hell…

  1. missions need to be fit the 30-40 ish min time frame.
  2. Lots of “pattern” are extremly reused (horde encounter - horde encounter - mandatory obsticle - horde encounter - actual end objetive)
  3. No objective / map twist like L4D2 heavy rain ( when you need to walk back in the lvl so you need to conserve resources for the back trip) or for map twist when you have 2 airlock wich is led by diferent mini encounter and the team need made a choose)
1 Like

I was so excited when played prologue mission because how it was narrative driven

  • As long as the core of each mission feels distinct, it’s less important which zone it happens in. (More set pieces like the pillar of skulls “servitor colony”, and fewer generic things.)
  • Shared “intersection” level sections should provide opportunities for varying their look significantly based on the mission you’re running. For example in the coolant rods missions if all the shared sections of the mission had pipes belching flames that would make those sections feel considerably different from other times you ran those shared sections and it was normal (or maybe even icy-cold because the coolant is running).
  • It’s weird to focus too much on main objective variety since objectives in actual military operations don’t actually vary a whole lot. Instead, the conditions surrounding those objectives can vary (sometimes by a lot) and that’s what makes them all very different.
  • However I’d add New Mission Type: Recon, where the team is there to either get direct eyes on an enemy force (that they don’t engage) or to activate security cameras that light up a big monitor to see an enemy force (this also gives an opportunity to show a map and give players a rough idea of how much of the hive the enemy force controls; I’m not talking about a full map of Tertium, just of one particular section).
  • I could also see Raids involving a sort of servitor-wagon, basically an automated platform that follows the team around a mission and lets the team blow something up: either by converting to a heavy weapons platform at the end, or by having carted around a bunch of explosives.
  • New conditions are needed badly. The low-hanging-fruit is to implement a condition for each enemy type (including “more hordes” and “more monstrosities”, but also every specialist). Conditions that relate to the actual conditions at hand might be interesting too (“rain” reducing visibility and stamina in Torrent missions; unusual plague growths buffing enemies around them), especially if there’s a way to deal with them (darkness can be countered with flashlights, though ideally the counter to a condition would be something you can find in that mission so that Quickplay doesn’t feel bad – well, either that or let me reconfigure loadout after you told me what mission I’m going into, what the condition is, and what my teammates are using).
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