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My ideas on how to improve some of the older TFOs

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  • peterconnorfirstpeterconnorfirst Member Posts: 6,012 Arc User
    > @fleetcaptain5#1134 said:
    > Agreed. Players need to pay attention. It's not that complicated.
    >
    > Adding visual hints in one room in Khitomer ground so that players know which node is which one or moving some personnel around in Infected ground so that players see what happens the first time they cross a certain line, would be an improvement.
    >
    >
    > Besides all this, if players don't like the Borg TFO's: don't play them. I don't like Battle of Procyon V so I don't play it either. It's fine to suggest that some flaws in the design need to be corrected - but it's too simple to suggest that anything that may require the smallest amount of teamwork or some awareness from the player, is a flaw.
    >
    >
    > Not everything needs to be dumbed down or made easier for everyone just because some players might have some trouble comprehending something. At some point you're just going to have to accept that some content may simply not be the right kind of content for those players who have difficulties understanding something.

    Thank you for this post Risian. Easy to agree with. :)
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  • somtaawkharsomtaawkhar Member Posts: 8,851 Arc User
  • reyan01reyan01 Member Posts: 14,258 Arc User
    I'm tired of Storming the Spire in general. I mean, I USED to really enjoy it, but its badly broken (as already discussed).

    The Random queue system dumped me into an instance which had already started. It became clear why - there were only two players left in the instance. We were joined by two more players, one of whom quit as soon as they realised where they were and another who flew into the fray, exploded, and then decided to quit instead of respawning.

    I'll confess, whilst I initally decided to adopt a 'lets see what happens' approach, the 'Voth ships on Steriods' made it beyond tedious. Torpedoes can't catch them, Gravity Wells don't work on them, they fly out of range and can't be caught easily and the laughably fragile allied transports were getting no-where near the troop drop points. The 'Voth' troop number sat comfortably at 250 and climbing whereas the allies were stuck at 75; also painfully obvious that the only ship that would be remotely targetable would be the Dreadnought, and then its a boring game of chase the random (super-speed) shuttles when they bother to spawn.
    I threw in the towel and quit too. Something I hate doing - but honestly, between how broken the instance was and the fact that were only three players in the team, it seemed like a better idea to swap character and play something else.



  • somtaawkharsomtaawkhar Member Posts: 8,851 Arc User
    edited December 2020
    So I was thinking of ways to improve the mark rewards in older TFOs that are the worst offenders, and this is what I came up with. If I know what the current TFO reward math is I will like it before listing what I think would be better.

    This is for advanced, using the Infected Space, Crystalline Entity, and Defense of Starbase One, measure of 75 marks.

    Azure Nebula
    • The current math is 1 mark per each point worth of ship saved, and 10 marks for each of the two bonuses. Total mark reward on a good day, assuming RNG doesn't TRIBBLE you over, is about 45-50 marks.
    • Improved math. Change the 1/2/3 point ships into 2/3/4 points each. 20 marks for completing the TFO(20-30 marks is typical of newer TFOs) Give out 1 mark per ship point. Keep the optionals at 10 marks each. At around 30-40 points worth of ships saved on average, this would make the max reward around 70-80 marks.

    Borg Disconnected
    • While I don't have the exact math for this one, I got all of 60 marks for completing all three ship saving bonuses, and killing all the dreds within the normal time frame, and the bonus time frame.
    • New mark reward payout. 30 marks for completing the TFO, 15 marks for each of the three ship saving optionals, 10 marks for killing all three dreds in time, and another 15 for killing all three in the bonus time. This would bring the total possible mark payout to 100 marks.

    Undine Infiltration
    • Current math is 15 marks for TFO completion, 1 mark per right accusation, 10 marks for completing the optional objective. Total reward is 35 marks.
    • Improved math. 20 marks for TFO completion. 4 marks per right accusation. 10 marks for the optional objective. Total reward is 70 marks.

    Viscous Cycle
    • Exact math is unclear on this one. But the max reward on advance seems to be around 35 marks.
    • Improved version. 20 marks for TFO completion. 10 for each bonus. 1 for each Undine Larva killed. Total mark reward is 70 marks.

    Herald Sphere
    • The math on this TFO is bizarrely complex, and its bugged so one of the sections doesn't work right. But if you play it today you will get around 48 marks for your trouble.
    • New reward scheme. 20 marks for completing the TFO. 10 marks for the less than 15 ships bonus. 10 marks for the boss timer bonus. 5 marks for every 10 ships destroyed during that phase. 2 marks for every command ship destroyed. With 50-60 ships destroyed, and 10 command ships destroyed, max reward is around 90 marks
    • I will note I don't recall how many command ships is was common to destroy back when those spawned. If someone could tell me it would be helpful is possibly readjusting this.

    Vault Ensnared
    • Another mystery box TFO reward system. Played today, with only 40% station web happening, you will get around 47 marks.
    • New system. 20 marks for completing the TFO. 1 per Reman ship saved(10 total). 10 for destroying the bonus Tholian flagship. 10 for keeping the station below 20/40/60/80% webbed. Total mark reward is 80 marks.

    Brotherhood of the Sword is another notable offender. Played today, completing every optional, you will only get 47 marks. But I just don't even understand how the reward math works on this one, and its too easy, and theres so little to do, I can't think of something to bring it up to 70 marks and make it feel fair. to other TFOs.
  • nikephorusnikephorus Member Posts: 2,714 Arc User
    reyan01 wrote: »
    Azure Nebula Rescue is one that particuarly annoys me. Its almost impossible to get all three optionals. As already noted above, the captured ships respawn too slowly and its rare that the 5-point (Falcion Dreadnoughts) pop. Again, the speed in which they respawn helps nothing, but when they do finally pop its almost always a 1 or 2 point ship and you can't rescue enough of them to obtain the ten points required to complete the optional.

    That annoys me as well. I've done this TFO where only 1 point ships spawn throughout the entire mission.
    Tza0PEl.png
  • keepcalmchiveonkeepcalmchiveon Member Posts: 1,810 Arc User
    > @somtaawkhar said:
    > Gateway to Grethor
    > -Remove the extra mobs from this map
    >
    > I'm so tired of going into this TFO and half the team just flies off to attack the random Iconian ships in the asteroid belt instead of attacking the ships at the shipyard or starbase

    Be nice. I did that once.
    meh

  • garaffegaraffe Member Posts: 629 Arc User
    reyan01 wrote: »
    I'm tired of Storming the Spire in general. I mean, I USED to really enjoy it, but its badly broken (as already discussed).

    The Random queue system dumped me into an instance which had already started. It became clear why - there were only two players left in the instance. We were joined by two more players, one of whom quit as soon as they realised where they were and another who flew into the fray, exploded, and then decided to quit instead of respawning.

    I'll confess, whilst I initally decided to adopt a 'lets see what happens' approach, the 'Voth ships on Steriods' made it beyond tedious. Torpedoes can't catch them, Gravity Wells don't work on them, they fly out of range and can't be caught easily and the laughably fragile allied transports were getting no-where near the troop drop points. The 'Voth' troop number sat comfortably at 250 and climbing whereas the allies were stuck at 75; also painfully obvious that the only ship that would be remotely targetable would be the Dreadnought, and then its a boring game of chase the random (super-speed) shuttles when they bother to spawn.
    I threw in the towel and quit too. Something I hate doing - but honestly, between how broken the instance was and the fact that were only three players in the team, it seemed like a better idea to swap character and play something else.

    So this is broken on PC too... Here I thought it was just broken on Console. At this point, I AFK this TFO. It's time gated, so all I have to do is fly close to a landing bay, deploy my pets, and walk away. This is not a tactic I normally use in TFOs, but I refuse to put any effort into content as broken as Storming the Spire.
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