Condition: Complete the mission with Silent Assassin rating without changing your suit or pacifying anyone. Alternative: Complete the mission with Silent Assassin & Suit Only condition, but on Master mode instead of No Pacification. However, seeing as there are zero challenges or achievements in the game involving Master mode (which I find very strange), No Pacification seems like a good substitute to up the difficulty in case Master mode challenges are not desired.
This suit is already in the game and making it unlockable, logistically, is a no-brainer. Players can even use it already, but only on Colorado – it cannot be used on any other map or in Freelancer. So, why not make it available everywhere?
The historical reason for this is that often it’s the variants of default location suits that are unlockable instead of the suits themselves, either through Elusive Target completion (Season 1, part of Season 2) or mastery (Season 2 DLC, Season 3). And since most of these variants are just the same suit with gloves and the default gloveless options are not really desired, it’s fine.
However, it was different for Hokkaido and Haven – since the unlockable versions were way different, their default outfits were retroactively made unlockable as well. And in case of Colorado, the situation is really similar – Tactical Gear with Hunter’s Hat, despite the only difference being a hat, feels too much different from the standard Tactical Gear to be the only available option.
I’ve said this a lot on the forum, but this is exactly whats missing from these missions for me that keeps them from being great. The arcade contract almost taunts you with having one challenge for completing the mission story. I want more of this!
Only in Arcade mode though. Otherwise it would be impossible to complete all those challenges. And would kill my 100% challenge completion in the game.
Come to think of it, seeing this post just reminded me that there was a challenge proposal thread.
I’ll post here the challenge proposal I previously submitted to the “THE HARBINGER” thread.
Ideally, it would be a standalone special mission, but it might also work as a challenge in the Arcade mode.
From ICA with love - Challenge Pack
A 007 inspired challenge pack of the worlds most famous spy.
To celebrate IOIs success with the launch of First Light.
Get ready to claim your 00 titel agents.
Standard Issues
— Standard Issues —
Type - Assassination
Condition:
• Elliminate your target(s) from behind, using a silenced pistol.
• Elliminate 10 guards from behind, using a silenced pistol.
• Do not get spotted.
• Complete the mission.
Mission - Any map
Reward - Walther PPQ
Standard issue firearm in the British Intelligence Service.
Small, compact and reliable.
This small pistol has a history.
Now you get to write your own.
A concealed firearm that can be brought through frisk zones.
10 shots in a magazine. You get two magazines. However, since it uses such a small caliber, no ammo can be picked up.
Make every bullet count 47.
Can I Borrow Your Lighter
— Can I borrow your lighter —
Type - Assassination
Condition:
• Distract 3 guards at the same time by setting something on fire.
• Kill a target in a fire accident as they light their cigarette.
Mission - Any map
Reward - Remote Lighter
Either toss it or lay a trap and place it somewhere convenient.
Then simply trigger it remotely.
When triggered, a small flame ignites.
Perfect for small distractions or starting a barbecue.
(It’s basically a “The Big One” re-skin with a trigger function and it only draws attention to 1 person when triggered)
Flashy Penmanship
— Flashy Penmanship—
Type - Assassination
Condition:
• Flash 3 guards
• Take them out while they’re blinded
Mission - Any map
Reward - Remote Flash Pen
This used to be standard equipment in the British Intelligence Service back in the 90’s.
A sleek pen with a bright surprise.
Simply place it somewhere and press the trigger.
It also doubles as a backup plan when confronted by enemies. Giving you that final chance to escape.
(If the pen is in your inventory and you do a fake surrender, a new prompt shows up allowing you to trigger and blind the targets where you stand and giving you a clean escape.
A neat detail would be if 47 covered his eyes with his elbow when you press the prompt, so he doesn’t get blinded)
EM-Phone
— EM-Phone —
Type - Feat
Condition:
• Get caught on camera.
• Take out a surveillance station with an explosion.
Mission - Any map
Reward - EMP Phone
Sometimes the best way to erase evidence, is by letting someone do it for you.
Once triggered, a familiar tune will play.
When they answer the phone an EMP charge will take out any electronics in the vicinity, including their precious evidence. All while your hands are clean.
(Has a wider radius than the EMP device but can only be triggered by an NPC answering the call)
Trick-Case
— Trick-Case —
Type - Feat
Condition:
• Bring an illegal item through a frisk zone, inside a briefcase.
• Do not get compromised.
Mission - Any map
Reward - Sedative Briefcase
Inspired by the British Intelligence Service.
This briefcase releases a potent sedative when opened by the “wrong” hands.
Simply twist the latches counter clockwise to open without knocking yourself out.
Perfect for slipping through checkpoints and keeping your things safe when traveling.
Allows you to do a frisk with illegal items once.
Allows you to knock out guards during frisks with the sedative poison (a promp appears during the frisk)
Has a one time use.
Turns into an ordinary briefcase once used.
0047
— 0047 —
Type - Feat
Condition:
• Complete the other challenges in the pack.
Mission - Any mission
Reward - Riepers Suit
The name’s Rieper, Tobias Rieper.
Look dashing in any situation with this elegant wool suit, inspired by the classic spy.
You may not talk your way out of every situation, but you’ll dashing fighting.
(I can’t decide on the suit.. I really feel like we need a blue/navy classic suit! But we kinda need a more neutral yet all fitting 3 piece suit too)
This pack would add a few new mechanics and it might be a bit ambitious, but fitting and fun.
A little update to the USB we recently got and you have a pretty good spy pack.
I’ll leave the balancing of the pistol and such to you guys.
— Golden God — Type : Group Condition :
Complete all of the Golden God challenges.
• Danegeld
• Midas Touch
• Idolized
• Merchant’s Gild
• Here’s To Your Wealth Mission : Multiple Reward : Golden Suit (cut from Absolution), +4000 XP
— Danegeld — Type : Feats Condition :
• Acquire 5 tokens by force using the Viking Axe. Mission : The Ark Society Reward : Forseti Axe (Golden Viking Axe that can drop coin on kill, like Devil’s Cane), +2000 XP
— Merchant’s Gild — Type : Assassination Condition :
• Disguised as a shopkeeper, eliminate a target lured by a coin. Mission : A Gilded Cage Reward : +2000 XP
— Here’s To Your Wealth — Type : Feats Condition :
• Make both Perez and Mann sick by poisoning their drinks. Mission : Golden Handshake Reward : +2000 XP
— Sanguine Magic Show — Type : Assassination Condition :
• Eliminate both targets while on the catwalk, disguised as the Vampire Magician.
• Do not get detected. Mission : The Showstopper Reward : Vampire Magician Suit, +4000 XP
---- The Trio of Fools ---- Type : Assassination Condition :
• Kill Ljudmilla Vetrova, Steven Bradley, and Tyson Williams with Apples
• Do not get spotted. Mission : The Last Resort Reward : Pineapple, +4000 XP
Inspired by this scene from The Three Stooges, which I’m surprised hadn’t been suggested earlier:
Balance concerns for two items here: Trick-Case: So basically the Blue Easter Egg but…more convoluted?. Even if the egg or goldbrick didn’t exist, this would still pervert the puzzle design where you have to find alternate ways to get weapons past guards. This is just nullifying the frisk mechanic with sedatives, a mechanic that has become far too problematic in recent years because it tends to unnaturally speed gameplay up. I admit, it’s a cleaner implementation than the player simply throwing an egg at a pair of guards, but it’s still the same end result. And it being able to be used once is not a good downside; the places this’d be used on would only require one frisk to get anywhere, as most maps only have one tier of frisking.
It’s like the ManyPass; the upside of being legal to publically use, versus the downside of only having two charges, a negative that is such a non-factor because keycard doors are not that tightly controlled on most maps to warrant using it more than twice, so it’s a straight upgrade to the other keycard hackers, which are illegal to use and have three charges.
EMP Phone: Call it what you want, but it’s still a legal to carry and place electrocution phone. It’s basically a straight upgrade to the already-existing EMP device (as this would be able to allow for distractions via the ringer), and would just lead to all the problems the E-phone had (I.E, rampant usage because it broke the intended gameplay loop of learning target routines and broke contracts mode, discouraging the creator’s intended gameplay design).
I find the frisks in general to be a sort of wasted mechanic in this game, seeing how you can only use the frisk if you carry nothing illegal.
So far the only way to bring illegal items through a frisk zone is by droping the briefcase to then get frisked and pick it up again. A very goofy way to cheat the frisk system and it pretty much makes frisks a complete joke.
This was meant as more of a third option to pass the frisk zone, but with its implementation the entire frisk mechanic would need a re-visit.
The case can only be triggered by doing the frisk action, but since you can’t always do that as of now the use of the case is very limited.
What if we switched the sedative with a flashbang or that bomb type that knocks people unconscious. Or added smoke, like a big smoke screen that comes out and makes the guard disoriented for a few mins allowing you to walk by. It doesn’t have to be sedative.
Didn’t think about the electrocution part as I never use the EMP that way. I just wanted an EMP that could be carried by a guard and take out the camera station without one ever going near it.
I would argue that the EMP already is breaking the game as it is a legal item to place, lures npcs like coins and can electrocute in puddles. I just added a ringtone to it, but I get what your saying.
A simple fix would be to remove the ability to eletricute with both the normal EMP and the this one. Its a weird mechanic anyway.
The frisk system is one of those mechanics that nobody really likes, and only exists because not having is far worse. Basically a necessary evil.
Oohh, a flashbang briefcase sounds kinda cool! It’s a hell of a mod idea if people wanna whip that up.
Concussive properties break S/A, and a lot of frisks are outside, so that may also limit their usefulness.
Didn’t think about the electrocution part as I never use the EMP that way. I just wanted an EMP that could be carried by a guard and take out the camera station without one ever going near it.
I would argue that the EMP already is breaking the game as it is a legal item to place, lures npcs like coins and can electrocute in puddles. I just added a ringtone to it, but I get what your saying.
A simple fix would be to remove the ability to eletricute with both the normal EMP and the this one. Its a weird mechanic anyway.
I mean, you can put an EMP in a briefcase. Hell, the fact you need to manually apply it makes it fairly balanced, as it forces the player to interact with the environment. Plus, it’s disposable, so it’s one-use nature matters a lot more. Adding a rington will just encourage the EMP phone to be an E-phone, and there’s a reason IOI doesn’t do gadgets that cause distractions and kill people, It’s just too cheesy. You at least have to do the distraction yourself via coins or other means. It’s not perfect, but it’s much healthier.
I wouldn’t be against a nerf to lack electrocution of people for the EMP’s, considering how utilitarians these devices already are.
Challenge Name: The Case Against Don Archibald Yates Type: Assassination Condition: Eliminate Don Yates by explosive smuggled in briefcase carried by Aaron Ford Jr. Mission: The Farewell Reward: Makeshift Explosive