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Official Challenge (for myself to work on): Daily/Weekly Modifiers #1000

@ModdedMarionette

Description

@ModdedMarionette

Official Challenge: Protocol

Name is subject to change (Open to suggestions). This is more of a placeholder, but if it sounds fine I'll keep it.

TL:DR

I intend to work on an official challenge intended to both add replayability and encourage players to band together and beat common challenges that cycle every day/week.
However, there are some limitations that prevent me from ever producing a result I would be satisfied with, which is why this discussion is opened mainly for devs who can solve this problem from the game's end, but also for anyone interested in seeing.

Idea / How it works

The challenge variants are as follows (subject to change):
Protocol Daily Normal - Forced onsl
Protocol Daily Brutal - Forced onsl & hcff
Protocol Daily ASBI - Forced Brutal, ASBI rules apply
Protocol Weekly Normal - Forced onsl
Protocol Weekly Brutal - Forced onsl & hcff
Protocol Weekly ASBI - Forced Brutal, ASBI rules apply
Every daily variant will consist of a different combination of modifiers per day, meaning 3 different combinations for each.
Every weekly variant will consist of the same set of combinations of modifiers per week, meaning 1 combination for all 3 variants.

Player will be rewarded for their first completion of each of the 6 variants. (Obviously, completion resets daily/weekly depending on the variant)
Completing all weeklies should reward about as much as completing every daily for a whole week (this is to prevent players from missing out on too much reward just because they cannot play this video game every day, especially considering how hard it can potentially be).

Goal

The idea is, as mentioned, to improve replayability, as well as to encourage players gathering together to beat common challenges together, far more often than before thanks to the constant supply of new challenges every day and week.
Going straight for directly adding this to the game (after internal tests of course) should give it a much greater potential that can allow this project to produce a much more meaningful and satisfactory result compared to merely a Workshop item.

Modifier Examples

The following are examples of what I came up with. I have more but I won't go over them one by one. All modifiers are subject to change.
Modifiers that conflict/overlap with each other (directly or in terms of purpose) will not coexist for obvious reasons.

Negative modifiers:

  • Every onslaught horde spawns a Shieldbug.
  • Every onslaught horde spawns an Antlion Guard.
  • Every onslaught horde spawns a Mortarbug.
  • Every onslaught horde spawns a Harvester.
  • Pre-spawned first aid kits are removed.
  • Pre-spawned ammo caches are removed.
  • Ammo Satchel disabled.
  • Parasites are 1 HP, but infestation kills instantly.
  • Xenomites are 1 HP, but deal lethal damage.
  • One randomly chosen player will have +100% max health, but all damage taken by the team will be directed to them. If said player dies, the mission fails.
  • No offhands.
  • Mortar bombs will periodically spawn at random locations.
  • Limited view (darkness covers long-distance locations).
  • An unkillable Uber Drone (or maybe Red Giant w/ slight tweaks if we are daring) will be stalking the team. If enough damage is dealt, it will be halted for a brief moment.
  • Halved max health.

Positive modifiers:

  • Damage against long-distance targets is increased.
  • Damage against short-distance targets is increased.
  • Offhands regenerate.
  • Doubled offhands.
  • Ammo Satchel charges are doubled.
  • One randomly chosen player will have a buff that restores 50% of all nearby teammates' max health (including themselves) and deals damage to nearby enemies every 60 seconds. If this player dies, another player will get this buff.

Limitations / Issues

There is a limit to how much a challenge script can do. This is where I need help from devs who can do something about the following:

  • (Optional if the reward is also local) Assuming LocalTime() simply reports the server's system time, there is nothing stopping a player from skipping time on their local server to fool the challenge to generate another daily/weekly. Either restrict challenges' reward to only HoIAF servers, or have a way for the challenge to learn current real time. I can do neither.
  • Important! (Optional, but extremely helpful) Due to challenge limitations, there is no way for me to announce what the current active modifiers are for a variant until the mission actually starts. If left as is, players will have to rely on restarting the mission right after starting it if they wish to prepare for the modifiers. This would be a huge annoyance for many reasons.
  • Most important! There needs to be some sort of map restrictions (otherwise nothing stops players from always picking the easiest map for every Protocol variant), but shutting the mission down right after starting it just to then tell the players what map(s) are they allowed to play is a huge annoyance. Can there be better ways to do this?
  • (Optional, but not really) Any ideas on better rewards than simply counting a player's points on a server locally? Perhaps medals that count your points (which brings another question of how to track completions across servers)? Or a system like HoIAF's point systems? Or just use the HoIAF system, but I can currently think of no way of doing that that would make sense. While tracking points on a server locally does solve both the problem of having to track completions across servers and having to check if the local time is legit (because you do whatever you want on your own), it would present less incentive for bothering with the challenge, as well as limiting the options to where players can gather.

There might be more that I just haven't thought of yet. But as for now, if some of these problems cannot be solved, I will very likely put a hold on this project as a whole. (So I don't put too much effort into a project that's going to either fail or result in something underwhelming)

Current Reward Idea

A unique currency type. Dailies reward 10-20 units. Weeklies reward 100-200 units. (Very rough estimates as placeholders, just giving an idea of where I'm going with it)
Put a reasonable cap on the currency. This is a safe option to control the economy of this currency.
Said currency can be used to redeem Strange items. 200 for a part, 300 for a weapon/suit, something like that.

Right now HoIAF is the only "long-term progression" the game has to offer. The idea itself is perfectly fine -- climb ranks by pushing your limits. However, it has a fundamental flaw (which mostly isn't its fault): It's not relevant to 90% of the players, especially when the top ranks involve repeatedly beating the hardest difficulty the game has to offer.
This should serve as an alternative that everyone can access, as all redeemable items are permanently available.

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