[Idea] New operation type: Blitz Offense

  1. Will consist of 3 consecutive (randomly selected) missions you must complete one after another; you can preview the missions and their modifiers before starting the match
  2. Will be accessible through Mission Terminal, being always present at each difficulty level and shown as a single icon
  3. Missions comprising the operation and their modifiers will be rotated at some short interval; they are your normal missions and modifiers, nothing new
  4. To participate you must have at least 4 operatives of 4 different classes, all leveled up enough to access this level of difficulty
  5. No default capture/rescue mechanics, on death this operative - in fact, this class as a whole - is crossed out, and you must choose one of your other operatives of another class within 30 seconds; you are immediately spawn near your group then; you are also allowed to select specific build you want to use (loadout preset)
  6. You have 3 respawn attempts in total (thus you can play as 4 different classes during this operation)
  7. Join In Progress is supported, but JIP players have to live with the legacy left for them; so if the previous player already “have spent” their Veteran and Psyker attempts, you can’t use those too; “Quick Play” can send you into this kind of mission too, with new checkbox added, allowing you to exclude those (as those operations are kinda lengthy); it’s set to exclude them by default
  8. If all respawn attempts are spent for some player, this player’s slot is locked out and team will be permanently short of one player from now on, nobody can join instead of them
  9. New set of penances and unlockable cosmetics tied to this mission type

P.S.
10. You can also change your operative/build between missions within the operation; you can only choose between operatives that are still “alive”

2 Likes

I like the idea, it could be added as a more arcade-style special assignment as an alternative to Maelstrom missions. I think the automatic revive/permadeath mechanics are really interesting and would work well for increasing the pace of combat and make the gamemode more casual/quick compared to regular missions, but not like mortis trials where you just wait for waves. There is the issue of encouraging solo speedrunning since you can instantly revive multiple times though. I also think full-length missions might be too long since it seems like it would just turn into a regular mission but easy-mode because dying isn’t really a big deal and no one needs to clutch or wait to be revived unless someone goes down too many times. A short map with a big final event with lots of elites/bosses to kill would make more sense to me since your idea seems to be more about “having fun” and just killing heretics in a quick mission rather than worrying about going down and playing defensively in a normal mission.

Yea, the main idea (hence the name) was to emulate a feel of a big military offense operation, when you have some pool of reserve forces, and when a regiment is eliminated another one immediately rotated in to take their places and keep the whole thing rolling forward. I’m not entirely agree about it being more casual though, more on that below.

Is it considered an issue? I thought solo speedruning is a sign of valor in the community :slight_smile: My opinion on solo of any kind is that if somebody wants to play a coop game alone, they just should be left alone and allowed to do their thing, different strokes and everything. Setting some bottom difficulty bar to not allow people to easily grind for cosmetics on Malice should be enough IMO, like it must be at least Heresy difficulty. And there should be good rewards (via penances) for completing this operation on higher difficulties separately too.

Valid concerns, and would we have big enough mission pool, I would add one more item to the list in OP, saying that at least one of those missions will be a short mission, like the train mission. But the train is the only short mission we have, so..

And though you are right and at Heresy difficulty it may seem like an easy ride (though there are people who die on Heresy too, let’s not forget we still have a constant influx of new players in the game), at Damnation it’s much more frequent occurrence. And in Auric, you may see missions failing one after another sometimes, especially now, with them being mostly the event missions - as those are rather tough.

And there is certain strategic planning involved too, what makes it somewhat more challenging. You may play as ogryn much better than as psyker, and as you know what missions (and with what modifiers) you’ll need to beat beforehand, so you need to decide whether you start as ogryn and risk dying with it and being unable to use it in the last mission of the sequence which is particularly challenging (think of Tox Gas / Rottern armor combo) - or may be you better start as psyker and keep ogryn in the pool as long as possible, to use him as last resort. You have only 4 attempts at it, that means you can die once per mission, plus one extra attempt - and when you are gone, the rest of the placers will have to go on with a reduced squad. Playing with the number of respawn attempts may also help, may be reducing it to just 3 revives is a right thing too.

As difficulty bar rises, it becomes much less of a fun-only ride, so to say :slight_smile: As long as it’s still somehow rewarding to beat those operations at higher difficulties (new cosmetics, titles etc), it makes sense imo. And there could be additional rewards for beating the operation with so or so respawn attempts left.

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