Suggestion: include a Custom Mission Generator in the Proving Grounds
I don’t know about everyone else, but my gripe with the Proving Grounds mode from the 2019 Dive Harder update is that it is a Speed-Run mode with locked missions and modifiers.
The testing of that mode and all of it’s possible modifers and configurations was really, really fun because you were able to reroll the available Proving Grounds maps, objectives, conditions, and modifiers at any time (albeit in a limited fashion).
But having just one set of Proving Grounds missions to choose from for the duration of an entire Galactic Campaign is not very appealing to me, especially since I do not enjoy trying to master the same mission over and over again in order to compete against myself AND/OR other players.
Furthermore, the Proving Grounds mode seems like a perfect fit for a Custom Mission Generator!
So I hereby propose the idea of implementing a simple UI with a small selection of basic filters (limiting the choices to basic functionality and randomized settings insteads of full customization options) into the Proving Grounds game mode in order to generate custom missions for use with public, friends, and private lobby settings.
This Custom Mission Selector could exist as a fourth selectable map-option on the Proving Grounds view.
The UI to access the map customization options could either be:
- accessible from the Proving Grounds selection view by going one level deeper
- available after entering the Hellpod as part of the Mission Briefing Screen
My proposed Custom Mission Settings Menu would include the following options:
Set Enemy Faction: Bugs / Cyborgs / Illuminates
Set Difficulty: 3 / 6 / 9 / 12 / 15
Set Mission Type: Single Objective Type / Mixed Objectives / Arena
Set Modifiers: On (randomized) / Off (deactivated)
Set Conditions: On (randomized) / Off (deactivated)
Set Timer: On / Off
For Set Mission Type the setting Single Objective Type means multiple instances of the same, random objective type on the map (e.g. only Capture Area objectives are placed on the map), while Mixed Objective Types means that a randomized mix of various objectives like we are used to from regular missions are randomly scattered around the map
Arena is, of course, a Retaliatory Strike <3!
At the very least this setting should allow for a binary choice between Mixed Objectives and Arena.
No need for rewards, or galactic campaign influence, or anything else. The people who would likely play this mode are the same people who would otherwise abandon the game whenever the Galactic Campaign stagnates.
As much as I am thankful for the previous Liberty Day content drops and, of course, for the developers’ continued effort, work, and support for this game - including the nice and talented folks from GURU GAMES who worked on the Dive Harder update - I do feel like 2019’s addition of the Proving Grounds game mode was a wasted opportunity and a bit of a letdown for me.
I know that saying this may give off the impression that I am highly critical and ungrateful, but I also honestly believe that if the playerbase were given the option to ignore the Galactic Campaign and access ALL of the content of the game ALL of the time (by that I specifically mean the Enemy Factions) then that it would have a positive effect on the Galactic Campaign in general.
I don’t know why people are so afraid of players abandoning the Galactic Campaign and us losing Wars over and over again if players were able choose to play whatever they want all the time. Because this is what is happening right now anyway. And it happens because players abandon the game entirely for weeks, or months, or forever, out of frustration.
But if we kept the playerbase happy and engaged regardless of Galactic Campaign progress, and people didn’t leave the game, or spend their energy on trying to find or save the missions they want to actually play, then surely these same people would find it in them to help out with the war effort every now and then? Right?!
Maybe it is only me, but I am convinced that more Player Choice is better and that it would not dilute the core principle of the design philosophy of Arrowhead.
A game for everyone is a game for no-one.
But HELLDIVERS™ is already NOT a game for everyone, and more player choice will not turn it into that.