Objectives of the mission protect main base from the 3 attacks forgotten.
First wave 0/1
Second wave 0/1
Third wave 0/1
Mission briefing The commander of the intelligence report to Forgotten able to capture GDI weapons warehouse. It is expected the three attacks on our main base. Intelligence reports that were forgotten in the hands of air and ground gdi units. Our agent reports it was seen in the vicinity of one of the field commanders forgotten.
Second wave Attack with forgotten units + GDI air unit
Third wave Attack with forgotten units + GDI land unit + unique unit commander forgotten (if it is not possible to draw at least to repaint one of the available and add to it more life and damage + give him unique name )
delay between attacks 3-5 minutes
p.s. because English is not my native language I ask to understand the possible errors in the description.
mission; make it into one of the top 5 alliances (maybe top 10)
reward; 5M research points 5M credits
must compete the 100 attacks against forgotten and dropped first base before it will activate.
Think of the early in game issues this could help smooth out for all alliances, masters and up and coming.....as well as the competition to be in the top part of the leader board......
This post has been edited by d0tr0tten: Aug 18 2015, 10:10 AM
How about holding at least one base to survive 10 Level 30 and above Forgotten wave attacks to get 1 million of each resource and RP as supplies reward?
Another idea was destroying a certain number of Forgotten bases (PvE) in a given amount of days to get another random reward such as a few supplies of 1-day offense repair time.
Get rid of all the Refineries on your main base/build 2 6-touch Refineries on any of your secondary bases. (But this depends on the layout you start with.)
The mission is to show newcomers: -it is more rewarding to have a one-two 6-touch Refineries rather than few Refineries connected to Tiberium spots; -it is essential to have a decent layout they could benefit from rather than a random-dropped base built as soon as possible; -it is important to get rid of all the Refineries on their main base (if it's a good one).
This should be a nice introduction into the purpose of a secondary MCV (depending on the starting layout). Something should be done on clarifying what another bases are usually used for and what the main one should look like.
This post has been edited by poltershpak: Aug 17 2015, 14:02 PM
It seems a lot of the challenges are based around individual achievement, however I feel the strength of the game and the players is when they work together. so I would suggest a co-op challenge. Something along the lines of:
Work with 3 or more of your alliance players, (including yourself), to destroy a base, (forgotten or enemy) whose base is more than 3 or 5 levels, (specific level to be determined based on achievability) above the highest, (or average), of your bases. E.g. Dave has a level 23 base, Bob has a level 25 base and Sarah has a level 24 base. Together they all co-op to take down a level 30 forgotten base and all achieve the challenge.
All players get a reward, the one who achieves the most cumulative damage as a %age of their offence/base level, (using some funky maths to account for different off levels etc) gets a bonus crate on top of the normal challenge reward.
Or this could be a staged challenge, Stage 1: 2 players kill base level +3 Stage 2: 3 players kill base level +5 Stage 3: 5 players kill base level +7
Destroying a base 5 levels higher than your attack.
It has destroyed 5 bases of 5 levels higher than your attack.
It has destroyed 15 bases of 5 levels higher than your attack.
Having endured five waves with 5 levels above you.
Have reached level 15 base Have reached level 25 base Have reached level 35 base Have reached level 45 base Have reached level 55 base Have reached level 65 base Have reached level 75 base ^^(need)
Destroying 12 camps with 12hrs repair in 1 day, level 15. Destroying 10 camps with 12hrs repair in 1 day, level 20. Destroying 10 camps with 12hrs repair in 1 day, level 25. Destroying 8 camps with 12hrs repair in 1 day, level 30. Destroying 7 camps with 12hrs repair in 1 day, level 35. Destroying 7 camps with 12hrs repair in 1 day, level 40. Destroying 6 camps with 12hrs repair in 1 day, level 45. Destroying 5 camps with 12hrs repair in 1 day, level 50. Destroying 5 camps with 12hrs repair in 1 day, level 55. Destroying 5 camps with 12hrs repair in 1 day, level 60. Destroying 3 camps with 12hrs repair in 1 day, level 65.
This post has been edited by necaxa: Aug 21 2015, 10:14 AM
Log enter world every day, for 5 days. Log enter world every day, for 10 days. Log enter world every day, for 15 days. Log enter world every day, for 20 days. Log enter world every day, for 25 days. Log enter world every day, for 30 days.
Destroying a base 5 levels higher than your attack.
Destroying 5 bases 5 levels higher than your attack.
Destroying 10 bases 5 levels higher than your attack.
Destroying 15 base 5 levels higher than your attack.
This post has been edited by necaxa: Aug 21 2015, 10:09 AM
Oneshot 20 camps/outposts. It's important to involve players into destroying them with a single shot since they first start. Current missions that require recruiting infantry units should be reworked in any way: when it's ~1-10 or even higher levels camps/outposts it's best to take them down with vehicles.
Balance is the name of the game--- keeping a close eye on the resources and balancing your Defences along with Offences.
Get a bonus when Alliance member keeps CY, CC and DF all at the same level as their base level for 5 consecutive base level upgrades.
it is hard to know where you will spend you resources, keep your base level even with your Offensive level and your Defensive Level for 5 level upgrades...
This would start later than base level 35, so that it becomes more a challange and some of the units are probably already off balance by this time.
This will show that there are levels of the game not just Def or Off, keeping both in tune and about equal keeps you from being under developed in one area or another...
This is the way it should be so every world will have better active players,Digger"s & make more money for TA.
1.Start with 200 cp ,Not 100 cp 2.Start with 1day Repair Time ,Not 12hrs 3.Give more RP or sell it in TA Funds. 4.Lower Base moveing time & Relocate time. 5.Killed base make it 12hr to attack not 24 hrs. This will make the game more interesting to every one,And will get more player"s to help there alliance dig to the center faster also make them farmers help dig aswell,This will keep players active and more digger"s to help there alliance"s.
This is the way it should be so every world will have better active players,Digger"s & make more money for TA.
1.Start with 200 cp ,Not 100 cp 2.Start with 1day Repair Time ,Not 12hrs 3.Give more RP or sell it in TA Funds. 4.Lower Base moveing time & Relocate time. 5.Killed base make it 12hr to attack not 24 hrs. This will make the game more interesting to every one,And will get more player"s to help there alliance dig to the center faster also make them farmers help dig aswell,This will keep players active and more digger"s to help there alliance"s.
WoW Down_Satan read my mind i agree all the way with his post thats how it should be.
Posts: 27,251
Clan: GameReplays.org
Game: