edited for clarity 4/29/2020
Hey guys,
Was chatting with my friends that play and came up with a really cool mechanic that adds some cool strategy to the game.
As stated in my other thread fireteam objectives are much to easy to accomplish. Predator can stove this progress only slightly and in the current game is more of a pest than a threat to mission completion. The idea we think would be fun adds pressure to be predator and fireteam. While rewarding the predator and challenging the fire team if success is made on Pred side. A couple of things would have to happen to make this possible. Here is what it would need to be added:
Increase game time to 20 minutes
Mission Time Clocks
Instead of giving fire teams indefinite amounts of time to complete a single objective. I would like to see a team penalized for taking too long to complete or move to the next objective. In a “real world” scenario. Military operations are extremely time sensitive with success or failure pending on how fast you can move. In the game fireteams would be given a time clock at the start of each mission. This could be say 5 minutes. During this time players would have to reach the objective and clear it in order to move on to the next (resetting the clock). This would occur for each mission until the extraction mission is started.
Failing Mission / Penalty Clock
Failing to complete a mission results by not completing the objective in the required time. This results in a penalty clock. This clock time is added to the match and the final extraction mission delayed. Say it takes you 5 minutes to complete a mission. If you fail to complete the mission within the 5 minutes. Then a 2 minute penalty is added to the total game timer as a +2 next to the match timer. That timer does not start until the “game timer” reaches zero. There would be 4 missions in all potentially (times are merely an example) or more. This means the penalty clock could increase 4 or more times (8 extra minutes). Total match time would be increased to 23 minutes.
Penalty Clock Starts: Predator Unleashed
Once the penalty clock starts there would be an audible report from mission command to all members of the fireteam “Fire team, the extraction chopper has shot down by an unknown Tango in your AO. Initiate E&E tactics until contact is made”. From that point the penalty clock begins to tick down, no new missions no new objectives just survive. However, the fire team can no long mud up and their red ping is permanent. This means the predator knows their location at all times and can hunt them. Ammo and health would be removed from facility areas. Fire teams however could possibly have unlimited stamina during this period.
Penalty clock reaches 3 minute warning
At the 3 minute mark the radio transmission “Birds on the way, proceed to new extraction location”. The fire team must get to the extraction point and hold the object just as normal. However the incoming waves would either be increased or the same waves would be stronger (more armored dudes).
Fire team completes all 4 missions
If the fire team completes all 5 missions then they have no waves of NPC’s to contest during extract, and it is just them and predator.
Fire team completes some missions fails others
Each completed mission prevents the penalty clock from growing. Each failed mission adds time. This could also determine how many waves of NPC’s storm the extract point. Each failed mission is plus or minus additional NPC Waves.
User Dead_Skin had a cool idea too of changing the map in some way.
Predator Destroy objectives to auto fail missions
User Slayer_Who93 had a cool idea that Predator could destroy mission objectives to cause teams to auto fail missions. I like this idea if controlled properly.
Reason and thoughts
Obviously this idea can be altered, but the premise is simple.
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this gives more pressure to fire teams to complete objectives quickly and take their focus off Preds.
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it gives predator an edge over the fire team albeit only so long as he can deny a mission completion, and vice versa.
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Prevents teams from sitting in completed objectives and camping the Predator. Forces players to move.
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Gives a tug of war mechanic to the game. Fireteams are challenged to complete their missions flawlessly. Predator is challenged to disrupt or kill the team before the game clock hits zero.
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Provides more strategic victory conditions for the predator.
Ultimately this is a rough idea and would take some balancing. However, I think this mechanic would be not only awesome but enter extremely complicated strategic value that is otherwise lacking on the fire team side.
ALSO Rewards
What kind of rewards should players get? I think if the Predator can deny all mission and kill all 4 members of the fireteam he should get some kind of reward. Equally, fire team members that ace all 4 missions and actually kill the predator should get something too!
Thoughts?

