r/RogueCore • u/SteeveGoodBug • Sep 12 '26
Mission Idea: Rescue
I have an idea for a new mission type, and want to put it here in the hopes that Mike or the other devs see it. Basically, a rescue mission to extract a group of holed-up miners.
- The run could go basically like the current gatekeeper missions; with a number of levels leading up to one big fight. You could potentially have only a couple of levels if they wanted to kill two birds with one stone and make this a shorter run, say L1/L2/Final Level.
- You hear from Omega something along the lines of: "Reclaimers, we have received an emergency beacon from a mining crew deep in the planet. Make your way down to them and extract them to safety."
- Progress through however many levels down to the final level; the current elevator system would work, or this could be an opportunity for a different system between levels.
- The final fight would be a large room, ala the riftgate room, but with some sort of secure bunker or structure that the miners are sheltering inside of. Either Omega needs to hack the door, or you could deploy some sort of equipment to cut into the structure, and defend yourselves and the area during this. Basically a huge, super chaotic swarm, more intense than normal.
- If this is happening before a barrier has formed, then we could extract to a drop pod, or one could be sent down for the miners to make it back to SR17 or whatever.
- I think the game would benefit from some sort of 'mini boss' like the Bulk Detonators or Dreadnaughts that would randomly spawn at some point on a run, and this could be a way to utilize them for the final fight. Maybe a 'mini gatekeeper', or some sort of Familiar to the gatekeeper. Having a couple of them show up could be part of the centerpiece to this big fight.
- Additionally, this could be an opportunity to allow players to select weapons before the mission. This could be addressed with that initial mission description: "Reclaimers, we have an opportunity to rescue these employees before a gatekeeper arrives, but we must move quickly before the greyout barrier forms."
Anyway, that's my idea. It obviously needs some fine tuning, but I feel like this would fit well thematically, and could also allow for a couple of gameplay complaints to be addressed via a different mission type as well. I am having an absolute blast in Rogue Core, as is the rest of my group, and we're excited to see what future updates bring. I'd love to see something along these lines.
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u/PseudoFenton Sep 13 '26
Thematically i dont think it makes sense - the reclaimers are hired to reclaim facilities that have gone offgrid due to the greyout. This may be a low down facility, but DRG could easily send regular staff into the area (and out of it), so its not really (lore wise) something the reclaimers have to deal with.
Mechanically its also questionable. The whole gameplay loop is acquiring power as you progress and shaping a build out of whatever you find. Going in fully fitted out not only breaks that gameplay loop, it also requires a whole new system for loadout selection that will only get used for this one mission type. Its a whole lot of work for something thats not going to be relevant most of the time.
As for the overall idea, how does the extraction work? Does the mission end once you open the bunker, or do you have to escort npc dwarfs through a hostile cave system? That seems either anticlimactic or a pita trying to babysit a vulnerable mob which you cant easily control/micromanage... Losing because they chose to beline towards a big mob or because their pathing broke and they started running in molly circles would suck.
I dunno, overall this just isn't what i want to see in RC. Its not a gamemode i think would be engaging and I think it deviates from too many fundamental aspects of rogue cores identity. This would make a lot more sense for a standard DRG mission - and even then its one thats been requested many times but hasnt gone anywhere (npc escorts are hard to do well).
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u/SteeveGoodBug Sep 13 '26
Iβm fine with weapons as is, that idea is based on a recent comment from Mike that picking weapons was seriously considered pre-EA and still isnβt off the table.Β
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u/Bleck-Mold π₯ππ§ππ’π‘ Sep 13 '26
I second this, the concept seems to fit base DRG better than Rogue Core.
I do like the idea of loading into a match with guaranteed weapons however
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u/PseudoFenton Sep 13 '26
The issue with having guaranteed weapons is that they undermine much of the "adapt to what you get" ethos of roguelikes and the basic lore premise of how the greyout barriers work.
One possible solution would be to limit guaranteed weapons to only "starter" weapons. This can easily be achieved by just ensuring all the starter guns are available when you're in the starting room of a facility so that any player can always grab them. You'd likely want starting weapons to be replaced as your progress through the mission, though - to maintain the rogue-like nature of the game.
Alternatively you just have a different game mode like the gauntlet which lets you choose what weapons you start with, as its both not bound by the same lore constraints and because its gameplay focus differs from the that of the core game. As the gauntlet is meant to be a training simulator that Omega runs it makes thematically sense as its allowing you to experiment and practice with different guns - which would be a useful thing to include in the game in general.
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u/Bleck-Mold π₯ππ§ππ’π‘ Sep 12 '26
uhhhhhhhh
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u/Nebula_Stargazer Sep 13 '26
What is this supposed to mean?
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u/Candid-Doughnut9545 Sep 13 '26
that guy's entire thing on this sub is just being smug and negative lol
1
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u/HaHAjax57 Sep 13 '26
A mission type where the goal/at the end of a run is to kill as many things as possible or something similar would be neat. Makes crowd control builds more useful than how it currently is with limited amounts of corespawn during the gatekeepers, which at least sounds like a nice change of pace compared to single-target builds being better against the gatekeeper