Opinion:
Beautiful!
The maps are really beautiful, I like them a lot. The new monsters were a pleasant surprise. Especially the Almire Knights. The difficulty seems aproppiate, they're danger missions after all! I don't think they are easy, no, they aren't, whoever is telling you they are is either very very experienced or doesn't want to sound as if they weren't. I like the idea of an Almire-based mission too! However, there's several things that HAVE TO be fixed...
Suggestions and flaws:
!!!-This is the most important- PAYOUT. It DEFINITELY needs to be upgraded to start at D24. Period. If you don't do this, they will be played very sparingly in the end and FSC will stay the main experience in game. PLEASE, upgrade it to start in the second stratum. This makes sense after all- they are DANGER missions, AND part of Almire, therefore should be located at the same depths as Almire. Plus, they aren't exactly easy to complete thus would need a very rewarding payout. 2-3k is completely ridiculous. It would be a HUGE waste if they didn't give about 4-5-6k so people will be motivated to play them again. So, PLEASE, re-think the payout and upgrade it to start in S6. Also Almire Knights should drop loot too- they certainly must've had some crowns on them! You can do JK MUCH faster and easier and get almost the same payout. -.- EDIT: IF this is because I'm still a Squire on this server obviously and it will be S6 for Vanguards, then I hope that the payout will be double what it is now.. and still.. the Almire Knights must've had something on them!
-Fuse Time on the bomby zombies and how they need a warning radius. They explode very fast and give no time to react, which makes them frustrating not a challenge. Plus, I wanna know how far do I have to run, aye? I suggest making their fuse longer, not by very much, but longer. And giving them a warning radius, like the totem one.
-It's not gunner friendly. Dunno if bombers feel like they are discriminated too- but I know I did when I went all-guns in. The game should give equal chances to everybody. So why is it anti-gunner? First, the Silkwings are hard to manage for a gunner- Autogun line is risky, Callahan is slow, and Valiance doesn't deal so much damage, plus they're usually surrounded by other enemies. Second, the movement space. This doesn't apply everywhere, but, in the last and first battle, and another one within the keep it's been most annoying for me, in the first one there's so many blocks around that I hit the blocks rather than the mobs. This has been present in other places too. So, please rethink certain fights, and give more movement room, and less blocks.
-Did I mention the payout? Yeah, really, please, fix that. You want people to play this, aye? They want to be rewarded for the effort. The last room doesn't cover that at all.
-Arsenal Station on the second depth. Pretty please?
-Fighting the chancellor in the last room? A bigger version of an Almire Knight, with more health and stuff. Would be nifty. Would give you a little speech when you enter.
!!Very important too- Less, and slower respawn pads for bomby zombies. But why Ters, this has to be hard after all! Because the dang critters are annoying enough with the things I've said earlier, and it can become kinda ridiculous when there's constantly swarms of them, and it takes away from both the fun and challenge factor, and adds a lot of frustration, and a player's thoughts would be "Hmm should I do the danger mission again..? Nah, too many bomby things, mewmews and the payout isn't worth it" ALSO, they should be easier to distinguish from regular zombies.. and ugh that sound FX. XD Where did you even get that? It doesn't sound so.. nice. The bombies are a nice idea and I like it - but it's horribly overdone.
-Less mewmews. They make the area where you fight them an impossible to dodge field of bullets.
-Levels have no description lol.
-Phantoms? In the Necropolis Grounds.
-More vitapods? I mean, just because it's hard, it shouldn't mean that two vitapods of 3 should drop in the entire run... imagine that in a full party.
-What about fixing that stunfreezing now, eh? Since there will be more stun in the game, generally, with all the regular zombies.
-Healing pads after you read the artifact.
Other suggestions outside of this mission
-More bomby zombies! I suggest that you make every zombie have an about 10% chance to spawn as a bomby one- would surely make things more interesting!
-Almirian Spears for everybody! Or, well, let us collect a certain token- let's say, an Almire Token, or well, 3 of them in the last room, and we could trade 30 in for one of those. They would work like the Flourish line, except they'd deal elemental. I'd LOVE to see this happen. :D I've wanted an ele flourish for long.
-Almirian Ember, and Almirian Flame. 4* and 5* piercing versions of the Antigua, the recipe for the 4* would be 10 tokens, and 30 for the 5*. We desperately need a viable Piercing gun- would solve the Silkwing problem. Slight chance of medium fire, too. :>
That's it for now. I'll replay the missions with swords now, and most likely add more.
I just went a bit in this run.. do I spot randomized levels? Mm.. neato.
+1 to the piercing antigua idea