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Greatest Content Concept Ever (Updated 3/11/15)


Lightsmith
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Slowly growing post with my various ideas, as I get motivated to type them all up on the forums. Some of these are likely long term additions, but I feel they would bring added value to Warframe. Like or Comment if you have interest in these.

3/11/15 - Updated Topic Title to get people to read it.

3/10/15 - Added Expanded Leveling Section and Cleaned up post.

3/8/15 - Adjusted Void Tower Rework

Story

-I will be expanding on this over time.

There are multiple facets of the story that develop separately. Some of these have quest levels associated with them but do not have to be activated like current quests.

There are three types of quests.

First type is what we currently have, you "Begin" the quest from a menu and that starts a chain that is done on normal nodes. These will be repeatable, as DE is working to implement.

The second type is based on missions that must be completed in order, each one completed unlocks th next. They are soloable missions but can be done with groups. The missions scale to the number of players participating and the relative level of the Player. These missions are located on the inner most circle of the Planet's Node listings. To begin the quest chain players simply start the first node. Since they stand out, if a new quest opens Lotus simply gives a message saying "Investigate.... on X planet" There may also be a marker, like there is for Type 1 questions currently in the game. These quests are linear and don't bounce around planets like Type 1 do. Since these missions are designed to tbe soloed rewards are not as good when doing the Story mission again, with the exception of rewards that are only obtainable on that mission, but Credits rewarded will be lessened.

The third type unlocks scenes as the player completes a specific number of objectives. Ex. Player receives a new scene after killing stalker. ex: 1,5,10,20,50,100 times. DE could also add new scenes at higher values as time goes on. These types of quests typically wil be for targets or missions that players tend to "Farm" (Stalker, Void, etc) The scenes are not shown until after the mission is complete, so not to disrupt play.

Unlike the first type, the other 2 are always active. The quest appears in the Codex after the first stage of it is completed. Scenes can be rewatched in the Codex as well.

Core Story

These are missions that take place on the planets and all missions take place on the innermost circle of missions (see Navigation 3.0).

This story focuses on the Tenno, Lotus and their current role and overall objective in present time. Lotus's mission is developed throughout these missions.

They need to be completed in order. In addition players must also clear sufficient regular nodes to move onto the next planet. The final mission is on Neptune.

Side Stories

These quests take place on moons and satellites. As players unlock access to these locations they are prompted to look into various situations.

Each "planet" is its own microstory that contributes to the overall present universe.

These Side Stories are focused on developing the background on Grineer and Corpus.

Kepler Belt Story

These take place after the core story and introduces a new faction Sentients as well as Vorokin.

Stalker Story

Uses Lore from my Lore Post under Fall of The Orokin.

The stalker story is a different type of quest. Unlike others you do not have specific missions. As you encounter and defeat the stalker the Tenno have flashbacks as to the events around the end of the great war and the Tenno turning on the Orokin. As well as the origin of the Tenno.

These flashbacks happen after the mission is complete, so not to disrupt the gameplay.

Players do not receive flashbacks every time they defeat the stalker. Ex. Player receives a new scene after killing stalker. 1,5,10,20,50,100 times. DE could also add new scenes as time goes on.

These scenes can be rewatched from the Codex

Betrayer Story

Uses Lore from my Lore Post under Rise of The Tenno.

While the Stalker's story focuses on flashbacks to the end of the Great War and the Tenno turning on the Orokin. The Betrayer focuses on the war itself and around that specific "Betrayer." This story will show battles and hardships the Tenno had from the early to mid part of the Great War with the Sentients.

Void Story

Similar to the Stalker Story, new story scenes are unlocked after a certain number of void missions are run. In addition to unlock the next scene, in some cases, players must defeat Vor in T4's.

This story involves Vor and his motives and actions involving the Void.

There can also be similar quests for Orokin Derelict, Corpus R&D and Grineer Arsenal

Void Towers Rework

---Recent Tennolive discussed the possibility of the Void being removed as a central location and Prime parts added to regular missions but still using keys.

-Backstory- The Orokin ruled the solar system, their constructions were everywhere and when their fall came, they hid them all. The outposts surrounding their worlds vanished to never be seen for hundreds of years.

- Alternative: Vor has gained control of the Orokin Towers and has been moving them into position in preparation to strike the system worlds.

Of the 8 planets (actual planets) players can use Void Keys to gain access to certain Void Towers. There are the same types of keys, based on missions. To access these Void Towers, players select the node of the specific mission type (for Defense, players select a Tile on Earth such as Lith) and it will give players an option to use a Void Key (much like when there are multiple mission options on a single node for alerts). Then players will choose which level of the Tower to access, 1-4 (using the respective key). Prime Items are spread out by planet and mission type. Even if there are more than 1 order of that mission type (i.e. Lith and Lua on Earth) they have the same drop tables for each tower. Void Towers sorted this way will also motivate players to unlock all planets / nodes, as they cannot use a key unless they have beaten the node normally.

This method will allow for more room to spread Prime parts. The 6 Modes(plus 1 exclusive to Tier 4) currently available for Void Missions, 4 tiers of towers, and 8 planets yield a total of 200 different drop tables. This assumes that all planets have the 6+1 game modes that the Void Offers. I am not certain if that is the case, and how much that would impact the totals. Every new game mode added to the void (affecting all teirs) would add 32 new drop tables. If it would only affect a single tier it would add 8.

Assassination could also be added where players battle the Neural Sentry in virtual space (an idea thrown out there in an old devstream).

How to release this: (basing this on 6 Games Modes for all 4 teirs, plus a 7th for tier 4)

Currently we do not have enough Prime Parts to fill a full 200+ Drop Tables. (currently 101 Prime Parts), even with fillers, like Fusion Cores, Orokin Cells, Forma, it would still spread the gear a little thin, considering endless levels have multiple drop table groups (ABC) Yes there could be duplicates, but even then, releasing all 200 may be to much at the start.

The solution, make it available on only a few planets at the start. Start with the inner solar system, and work your way out.

Currently there are 25 modes in the Void.

It would break down to 25 per world, I suggest releasing 2-3 worlds at a time.

First: Earth, Mars - 50 tables

Second: Venus, Mercury - 100

Third: Jupiter, Saturn - 150

Fourth: Uranus, Neptune - 200

If they choose to apply this to all current planet / planetoids, the total possible tables would be 350 possible drop tables.

Expanded Leveling:

-The question is how to add higher level content to Warframe allowing players to become more powerful. Simply Increasing the level doesn't seem to have much impact as a fully Forma'd Frame / Weapon can handle a full load of max mods of any type. So how do we go about doing this? Here are my ideas

Currently these are not really needed, but if more difficult content is added (My Kepler Belt ideas, under Story and Expanded Solar System) such options may be necessary.

Warframes

- Taking the recently introduced "Augments" for Tenno Skills it is to be expected there to be more of them down the road. So this idea will rework them into a different method of use.

Once a Tenno Warframe reaches level 30, players begin to gain extra Affinity to truly "Master" the Frame. What this does is open a Skill Tree that players get points for every level gained beyond the 30. Levels can be 1-10 or 1-30. If players use a Forma on a Warframe this does not reset the skill tree and *does not stop the accumulation of Affinity towards the Skill Tree.

- *Alternative: Affinity towards the Tree does not accumulate until the Frame is Level 30 again.

Within this tree are options to alter / add effects to the Abilities of the specific frame. These would be the exact function of the current Augment Mods (like Skill Mods, Augment Mods will no longer be in the game). Generally players are given a series of options to choose from, one type of modification to Skill #1, and they would have to forgo the other augment to the skill. The generally the #1 Ability will be lower on the skill tree than the #2, and then #3, etc.

In addition there are passives, that improve the base stats of the specific frame and options that improve the innate passives that all frames have (will have eventually).

Beyond being able to choose the option, players can then put additional points into the chosen option. Currently players can upgrade the Ability Augment Mod, they can similarly do that here. Each option selected has a maximum number of additional points that can be added.

Options appear as the Tenno reaches higher levels (beyond the 30) and the options may not require points be entered previously. ex. If a Rhino Stomp Augment is available at Level 10, the player can save points until he reaches level 10 and then use all the saved points on that Augment as soon as it is available.

Allocating Points into the Tree will not be permanent and players can simply reset (much like removing mods) from the Arsenal Menu. There is no penalty for doing this.

-Potential Issues: 1. Other than balancing, players could be upset that they lost their Augment Mods, also players who are currently using the Augment Mods but now lose it and are required to level more just to use it again. 2. Currently most of the Syndicate Offerings are Augment Mods, if these are removed Syndicates would lose a big chunk of value, but this can be handled by other content (See Primary / Secondary Weapons below)

Primary / Secondary Weapons

Weapons receive an custom ammunition slot. Much like the Stances for Melee these slots have dedicated Mod Types. Many of these Mods are unique to the specific weapon. *Weapons only gain access to the Ammunition Slot once it has reached level 30 and remains available even if a Forma is used.

-* Alternative: Or it is always present.

- Ammunition are possible items that can be obtained via Syndicates

These Mods are leveled from 0-30 and increase base stats of the weapon as they level. In addition this ammunition can alter the base damage of the weapon. Ex. The Boltor has 20 Puncture, 2.5 Impact, 2.5 Slash, an alternate ammunition could be 2.5 Puncture, 2.5 Impact and 20 Slash. Generally the Alternate Ammunition is balanced to be no better or worse than the original. Some special ammunition may be better or even have special effects.

- An additional option would be "Prime Ammunition," this ammunition carries the base stats of the Prime version of the weapon but can be used on the original. This would allow for players who prefer the original appearance of the weapon to still use it but get the benefits of the Prime. This could also be the case with Limited Edition weapons, like Vandal, Wraith, Prisma and Dex. Of course the player must first possess the original weapon and level it to 30 before the ammunition would be available to place in a different version weapon.

--- This may be a negative, as players can spend all their time using Forma / Catalysts on the original, and forgo having to do that on the newer version by simply transferring the ammunition once it reaches 30.

Melee Weapons

- With Primary and Secondary weapons being reworked to provide further end game improvements Melee would have to be as well. This can be done by reworking the Stances.

Similar to Warframes the Stances have a skill tree as well. The stances begin to grain Affinity when the weapon it is equipped on first reaches level 30. Within these skill trees are options to adjust the combos, as well as base stats of the weapon they are equipped on and in some cases special effects.

- Potential Issues:

-There is already a spot for these so unlike Primary / Secondary weapon options this will have to be available to be used from the very start of obtaining the weapon.

-Unlike the Warframe tree, Stances can be used across a variety of weapons with a variety of stats.

-Stances currently have a boost to available points for mods, so even removing them would have a negative impact on existing players who have have needed them for their builds and used Forma to make it work with their weapon.

-Stances are currently tradeable, Ammunition would not be so, this would have to be adjusted to match, or the level of the stance would not transfer to another person, and would be the same across all versions of the stance.

***Alternatively: Leave all Melee Stances as is, and any Bonuses to Melee would come from the Warframe's Skill Tree.

Relay Additions

Growing the Relay

Relays change as players complete missions on the planet they are located around. As players complete missions the relay grows in size and new features / room are added. This is done through two possible ways:

-Simply completing missions on that planet will grant "Completion Points" for the relay. These points are not visible per mission but are listed on a board in the Relay. This is a passive way to improve the Relay while players go about their normal game play.

-Completing special Alerts on that planet. These are special alerts that players can complete to provide extra "Completion Points" and are limited time offerings, like regular alerts. -Alternatively, these could me "Mini Quests" that the player receives at the Relay. Even when the Relay is at max level Style points can still be accumulated to adjust the style of the Relay.

What is special about the Alerts is that they have multiple options, depending on which option the player chooses (like when doing Corpus / Grineer invasion missions) It will also contribute "Style Points" to that specific Relay. As players work toward these goals, the interrior of the Relay may change to look different. Overall offerings will be the same, but it may cause it to look more Industrial, Technological, have more of a Western Theme, or Eastern Theme, etc.

One of the DevStreams they mentioned wanting to have the Relays more unique, this is one way to do it while involving the players.

Some additional options in the Relay:

- Arsenal, currently there is an option to change loadout, but that is all. My thoughts would be to have everything on Liset be able to work in the Relay, so players can hang out there rather than alone on the Liset, if they choose.

- Weapon Testing (simple shooting range perhaps.

- Dueling Arena

- Obstacle Course (as well as one for Archwing) These will vary based on the style of the Relay

- Leader Board: This is where you can see your contribution as well as the total status of the Relay

- Trading Post

- Clan Rooms: Mentioned in DevStream (More on this in another section)

Clan Rooms in Relay

Clan rooms are awarded to the top 3 (possibly 5) clans that have contributed to the growth of the Relay (See Relay 2.0 above)

The Top Clan's room is more prestigious than the others. The total Contribution of Clan Members is calculated at the end of each week and the top 3 clans are able to use the room for the following week, when the totals are calculated again.

Other than bragging rights, the clan members will receive additional benefits like: Lower Tax from trading in that relay. able to able to work with their Dojo research from their clan room. And More (but I can't think of any more at the moment.

Relay Defense

Relays are occasionally attacked by enemy forces. When this happens players will be given missions to protect various areas of the Relay. All the missions take place in special areas of the Relay, not normally accessible. This allows for the Relay to function as normal for those who don't want to participate.

There are a variety of missions offered: Defense, Exterminate, Mobile Defense, Sabotage, Crossover. In addition there are Archwing mission options listed as well, while Tenno fight inside, with your archwing you will defend the outside of the base or strike against the enemy ships. Near the end of the Invasion an Assassination mission will be come accessible for Players to participate in.

Depending on the success of the players defending / driving enemy forces away the Relay may be reduced in size and will therefore require additional contribution to be expanded again.

There will be rewards for participating in the Relay Defense. Possibly various weapons and even a Warframe (from assassination mission) that are unique to relays. Beyond that, possibly tokens based on the individual contribution that could be used to purchase items / resources.

Clan Improvements:

Mobile Clan Dojo

New rooms "Bridge" (or some variation) Once built it allows clans to move their Dojo to a specific planet.

Clans can move their Dojo to a specific planet (all excluding Void and Derelict). Once a Dojo is in orbit around a planet clan members get access to special mission nodes. These nodes have a full range of levels regardless of planet (see below). Mission Types will vary by planet, but there will be a variety on each. This will allow all members of the clan to be able to participate, regardless of level.

Why- There will be special resources that drop only during these missions. These resources will be used for researching clan items and weapons in addition to players being able to craft them. Each planet will have a specific resource, some researching may require more than one type of resource so the Dojo will have to be moved from time to time.

Each time a clan member completes one of the special mission he increases hate with the force of that planet. After accumulating sufficient Hate the player is "Marked," similar to other marks, these hunters can appear while the player is doing any of the special Clan missions on that planet. In addition the Hate clan members accumulate also go towards the Clan total. Once the Clan total reaches a certain amount the Dojo is attacked by the enemy faction of that planet. This becomes a limited time mission where Players must repel the invaders. During the invasion of the Dojo players can still access the normal Dojo so it does not prevent normal use. However if the clan does not repel the invaders by the end of the time frame the Dojo will be forced from the planet. If a clan gains enough hate to be invaded it does not guarantee that will happen, it is a % chance that is checked after a certain about of time. The more Hate the clan gathers above the minimum required the higher the odds.

Once a player is attacked by a hunt squat the "Mark" and all hate he has gained is cleared. This does not affect the clan total. The Clan total is only cleared by repelling invaders or moving the Dojo from the planet. Defeating the Attack Squad that is sent, gives extra Hate to the clan. Special resources have a higher chance of dropping from Attack Squads. Attack Squads are also present during Invasions, therefore higher chance of dropping resources during the clan invasion.

Moving the Dojo - To move the Dojo an authorized clan member must initiate the move, it requires a resource to start (likely a Forma or something along those lines) Then it takes 12 hours to arrive at a planet. The Dojo can only be moved once every 7 days, with the exception of leaving a planet. Once the Dojo leaves a planet, either by choice or by losing an invasion, it cannot go to another location for 7 days. Leaving a planet does not require a Forma. Example: if a Clan goes to earth, stays in orbit for 7 days it can then move directly to another planet of it's choice (still requires 12 hours to move), if a clan goes to earth, gets forced out after 2 days, it cannot move to another planet (or return to earth orbit) but 5 more days. The Clan cannot relocate while getting attacked by enemy forces (optional).

Other players can be invited to participate in these special clan missions, but they are not able to receive the special resources unless they also have a clan in orbit around the same planet. The same is true with Hate.

When the Clan Dojo is under attack the Dojo around the planet changed into a mission node. If players want to access the dojo normally durring this time, they will need to go to the Dojo directly (from Tier 4 of the Navigation)

Travel Time: 12 hours

Cooldown: 7 days

Item Required to Travel: Forma (I think Orokin Reactor sounds better but those are not farmable and would not be fair)

Hatred Level to initiate an invasion: Scales with Clan size.

Attacked by enemy when marked: 5%

Invasion Chance: 15%

Invasion Check: checks every 8 hours, Every 8 hours game rolls D100, 1-15 you get invaded, 16-100 no invasion, hate keeps accumulating.

Invasion Timelimit: 3 days

Time Before another Invasion can happen again: 2 days

The outer ring of nodes on a planet will contain the Dojo and all of the Mobile Dojo missions. Each of 8 mission types will be arranged. Clockwise from the Dojo the missions will be higher levels, 1-7, 8-13,13-19, 20-25, 26-30,31-34, 35-39, 40-43

The mission types are all present, but are arranged differently depending on the planet, i.e. a Defense mission on Earth may be the 1-7 mission, but the Defense on Venus may be the 26-30 mission. MIssion Types: Exterminate, Spy, Sabotage, Defense, Survival, Mobile Defense, Capture, Deception. Hive may be swaped on worlds that are infested hubs (i.e. Eris)

Clans & Syndicates

Clan Dojos get a new room "Embassy" (or something like that). This room houses a representative from all the Syndicates. For space purposes it will be a single room, likely rounded, perhaps with alcoves for each syndicate. -Alternatively each syndicate would have their own room but with six syndicates (and who knows if more come in the future) this might make to many rooms in the Dojo.

Clans can gain reputation with Syndicates which give access to various items / research for the clan members. What these are I'm not certain yet, but various Skins come to mind.

How to gain reputation: Clan members donate Reputation Items (Medallions, Datums, etc.) which provide an amount of gain for the clan. These items are donated in the Clan hall. This option keeps players playing the Syndicate missions even when they are maxed with their reputation. So not to limit Clan's growth and diversity, clans can get reputation with all factions donating the items only yields positive reputation gain, not negative. Like for individual players each tier requires a certain amount of reputation, this would scale with the type of clan (Moon, Ghost, etc) just like with resources.

-Three options for how it works

1. Clan activates a faction and only while that faction is activated can Items be donated, and of course only corresponding items. The activation can be "deactivated" but there is a penalty (either lose all reputation, but not highest rank, or clan can only change active syndicate once every amount of time, a week for example).

2. Like above but the Syndicate AND it's Ally Syndicate can have items donated

3. All syndicates are active at the same time.

Of the three options, the first will lead to the longest time for a clan to get ALL possible options, but members who are not the corresponding syndicate wouldn't be able to contribute much. The second has a similar issue, but as 2 can be increased at a time, the overall time it would take to max out a reputation and move on is lessened. Third option would be the most inclusive option and would allow all players to participate.

The clan spends reputation to unlock the offering, then players can spend their individual reputation to get the now unlocked item for themselves.

Offerings could include Skins for each Warframe for each syndicate, certain weapon skins, Syndicate Liset skin, special rooms that match syndicate styles, and decor.

Clan Virtual Missions

Clans get a new room, a VR mission room. (This is probably a lot of work for DE to implement)

I got this idea when I heard my clan mentioning "a Test" to get a higher rank in the clan.

Premade missions (like rerunning Mastery wouldn't be to hard, but the "Customize your own" would take some work)

The VR room will look like our Mastery tests. The clan must research various room layouts, enemy types (Including Bosses).

Then authorized members can design a mission and initialize it. The layout can be stored for later use as well.

There is a resource cost to start the mission. Resource cost will vary based on how it is customized (if game code allows)

Once initialized it can be accessed for 12 hours. It can be closed early (authorized member only). Items and Credits are not dropped, Affinity is not gained during these missions.

Things that can be changed:

Level layout

Objective: Survival (just a timed mission), Defense, Exterminate, Assassination, etc.

Time Limit

Number of Tries

Enemies (Including Bosses)

Spawn Rate

Drop Rate (Ammo, and Orbs)

The number of VR rooms allowed is based on Clan Tier, 1 per tier. The number of saved missions is 3 per VR room.

Updated / Expanded Solar System

Navigation 3.0

Navigation will now have 4 Tiers. The Default Tier is Tier 2. (See "Story / Quest for more information on progression). The locations will be arranged in a circle like they are now, but players can now scroll to different "tiers" which contain different locations.

Tier 2: Planets: Core Storyline takes place on all these locations and include: Mercury, Venus, Earth, Mars, Jupiter, Saturn, Uranus, and Neptune

Tier 1: Moons and inner solar system bodies. Side Stories happen on these planets and include: Ceres, Phobos, Callisto, Titan, Ganymede, Triton, Hyperion, and Io (two of these locations will replace Eris and Sedna)

Tier 3: Kepler Belt. These contain the new End game Story and include: Eris (revamped), Sedna (revamped), Charon, Quaon, Haumea and Makemake.

Tier 4: Contain Orokin Void, Dojo, Derelict, Corpus R&D, Grineer Arsenal and Conclave.

-Alternatively this could be at the center of the circle and be accessable from any Tier

Nodes will be arranged in a circle around a planet like they are now. The innermost circle will contain Core / Story Quests. Two layers will contain the space for normal missions. The outer Ring will contain the Clan Missions (See Mobile Dojo) Each ring has 9 potential tiles for nodes, as it currently does.

New Locations

-This idea likely a ways away since there is still much development that can be done with the existing locations, but I will include it as it may relate to information in other sections.

There will be new locations further out into the solar system. These will be the "Trans Neptunian Bodies" (TNB) encompassing the Kepler Belt. These locations will be part of the extended story and be much more difficult than current planets. Two of these TNBs are Eris and Sedna, they will be redone fitted to the difficulty of this area.

Players must complete all nodes on Neptune to gain access to Pluto, the first TNB of the Kepler Belt group. The other TNBs are Eris (revamped), Sedna (revamped), Charon, Quaon, Haumea and Makemake.

Due to Eris and Sedna being changed, two new stellar bodies will be added in addition to others. Titan, Ganymede, Triton, Hyperion, and Io are all options to be added to the Inner Solar System.

Conclave will be it's own node.

Grineer Arsenal

An additional End game farming location is the Grineer Arsenal. These locations function similar to the Void (2.0) and take place on inner system Moons and Asteroids controlled by the Grineer.

Similar to gaining Void Keys, players gain Grineer Security Codes. These are used to gain access to high end Grineer weapon storage. By completing these missions players get blueprints and parts for new equipment. A "Prime" version of Grineer based technology would be from here. Since these modes are planet based alternative mission types are available compared to the Void. Hijack, Spy, Deception, Excavation and Rescue in addition to the modes that exist within the Void.

-To begin there are no tiers like Void Towers, options will be similar to Orokin Derelict, one option for each mission type.

Corpus Blackships

Like the Grineer Arsenal, Corpus Blackships are secret missions done on Moons and Asteroids controlled by the Corpus. Once around a planet players will select a node and then choose the "Blackship Coordinates" to gain access to the mission. These take place on ships so mission types Excavation, and Hijack would not be an option, but Hive can be. Like the Grineer Arsenal, Corpus "Prime" quality items can be obtained here.

-To begin there are no tiers like Void Towers, options will be similar to Orokin Derelict, one option for each mission type.

PvP

-Not sure how long this will matter since an overhaul is coming soon. The goal of this is to create the style of Warframe but keep it balanced so that if you jump right in you don't get destroyed by others. As it is, if an unranked were to compete with a level 30, he'd bearly make a dent. The current method that i've seen in Dark Sector Conflicts is kind of annoying, I believe everyone starts unranked each battle and has to work their way up in that specific battle. These ideas are to allow it to carry over from one PvP match to another.

PvP 2.0

- PvP will be, like Archwing, a different play style than the regular game.

Players will level their equipment in PvP mode, independently from normal mode. As players level their Warframe and weapons they get options to add Mods, each additional level they can use points to add another mod or increase the potency of already equipped mods. Each Warframe and Weapon has a selection of mods, so that certain mods may appear as options on one Warframe, but not another.

Mods are not as significant as normal game mode. (I will update with more detail later) but some examples would be Quieter weapons, Less Recoil, Fire Rate, Reload Speed, Mag size, Ammo Size, Zoom, and minor damage alteration.

Warframe Abilities may be slightly altered depending on the ability. Universally all 4th abilities are locked. An option also is that abilities have a cool down in conjunction with number of uses. So Excalibur can use Slash Dash, it has a cooldown of 20 seconds, but you can use it 3 times, each time you use it starts a cooldown for that individual use. This causes the abilities to be more like Grenades in other games, not something that can be spammed.

Once players reach level 30 with a Warframe or Weapon they have the ability to use an Orokin Reactor (or Catalyst respectively). This has a similar effect as the normal game, in that rather than 30 points you have 60, but unlike normal mode. This Resets the item to Unranked and the player must level it to level 30 again, this time, you get 2 points per level rather than the 1 per level. This does not consume an Orokin item from the players inventory.

Also once a frame reaches a certain level (15 or 30) they get the option to choose an Aura. These auras do not add points like normal mode, but the effects boost the whole team. Melee Weapon Stances can be chosen at the start.

Polarities and Forma are not present in PvP.

PvP Matchs

Conclave locations are no longer available on worlds. Instead there is a singular location (like Void, Derelict, etc) that players click and can choose their type of match. Due to the above changes in PvP 2.0, there are no restrictions on level or need to match. This allows for a larger pool of players, reducing wait time for matches.

Most match types are fairly basic:

Deathmatch: No teams, all players fight each other. Continuous respawn after 5 second delay. Timed, once time expires match is over.

Team Deathmatch: Similar to Deathmatch, but players are on two opposing teams. -Option: Can be timed or have a number of lives, once the team runs out of lives, their people don't respawn and once the final one is killed, match is won.

Capture the Flag: Team based, the goal is to capture the enemy flag while protecting your own. -Option: Timed or total points from capture to win.

Tug of War: Team Based. 5+ points that need to be captured and defended in order. -Option: Path can branch, so the enemy can flank, taking side paths to get behind the team that is pushing forward.

Assault / Defense: Team Based. Players defend a point or series of points while the opposing team tries to break in / destroy them. Once time runs out, or the attacking team destroys the final goal, sides switch and repeats. Victor is determined by who had gotten the further, or in a case where both destroyed, who did it faster.

Gear

-As mentioned in the Devstream they won't release all Frames and weapons at once. So to build on that idea, here is a release order that I feel will bring the best variety as quickly as possible.

Batch 1:

Warframes: Excalibur, Mag, Loki

Primary: Braton, Burston, Strun, Paris

Secondary: Lato, Kunai, Furis, Sicarus

Melee: Glaive, Skana, Cerramic Dagger, Bo, Furax

Batch 2:

Warframes: Ember, Volt, Frost

Primary: Vectis, Latron, Boltor

Secondary: Lex, Akvasto, Magnus, Bronco, Ballistica

Melee: Kogake, Fang, Galantine, Scinido, Dual Zoren

Batch 3:

Warframes: Vauban, Rhino, Banshee

Primary: Boar, Flux Rifle, Gorgon

Secondary:Akstiletto, Castanas, Spectra, Marelok

Melee: Lecta, Kronen, Fragor, Ether Reaper

New Enemies

The Betrayer

Like the Stalker, the Betrayer is an enemy that can appear if players are "Marked" this specific mark will happen if the player Defeats Mutalist Alad V (who I believe will be the eventual boss of Eris), Phorrid, Lephantis or J3 Golem as well as any future Infested Bosses.

He is inspired by SilverBones Post

3d501868-d9ec-4e71-b804-d6ee1580da5c_zps

The wings would not be on the model in the mission, unless he could appear durring Archwing Missions.

With him comes a new set of weapons (Also on SilverBones post)

saakrith_zps086a5e70.png

Lore:

The Tenno were always at risk for falling to the infestation and should that happen their allies would quickly kill their fellow Tenno. The "Betrayer" was one of the greatest Tenno, a general in their armies and when the unfortunate event of him becoming infected happened the Tenno set out to dispatch him.

Most noble Tenno accept their fate to die by their friends hands once they become tainted by the infestation, to great surprise the General did not. Unfortunately due to his great skill all that went against him fell and as a result he was never stopped. Over time the infestation grew and took full hold on him.

Miscellaneous

Mastery Rank Rewards

MR 1 -

MR 2 - Access to Void Tower 1

MR 3 - Orokin Derelict

MR 4 - Access to Void Tower 2

MR 5 - Machette

MR 6 - Access to Void Tower 3

MR 7 -

MR 8 - Access to Void Tower 4, Raids

MR 9 -

MR10 - Boar

MR11 -

MR12 -

MR13 -

MR14 -

MR15 - Snipetron

MR16 -

MR17 -

MR18 -

MR19 -

MR20 -

Syndicate Kill Squads 2.0

-Lets make these things more than just annoying.

Syndicate kill squads have a low chance to drop items from that syndicate's offerings, best example would be the weapon mods. Perhaps even a chance to drop a blueprint for the special syndicate weapon(s).

The mods have a 1% chance to drop, or if game code allows 5% chance from the last of the group to be killed. The blueprint for the weapon would extremely low, like 0.01% (I'm hesitant to have it as a drop at all)

- Alternatively squads could drop a rep item, but how thiS will benefit all involved, I am not sure since players on the mission could, potentially, have completely different syndicates.

In addition the kill squads could have a chance to drop a rare resource, each syndicate has a specific resource type.

Steed Meridian - Neural Sensor

Arbiters of Hexis - Orokin Cell

Cephalon Suda - Morphics

Perrin Sequence - Gallium

Red Veil - Neurode

New Loka - Control Module

Cover 2.0

When a player crouches near a barrier (low barrier), the warframe automatically leans into the barrier. With the camera facing the barrier, the player fires, the warframe fires over the barrier while staying crouched, this would be like blind fire, and lower the accuracy. This is also the case when standing at a tall barrier.

When at a low barrier with a melee weapon attacking with the melee option will have the warframe go over the barrier with an attack.

Enemies can also use this fire from cover method.

Skill Combos

Skill combos help increase the use of certain skills in late game.

No combo will involve two types of skills required for a combo, an instant skill and a duration skill. The duration skill is used first, then the instant skill from another frame is used, within range that will add an extra / enhanced effect.

I will add a list with some examples later today.

Warframe Passive Abilities

The goal I had is to add to the Theme, but also try to balance out the purpose of the frame. So if currently many abilities make people tend to use Melee, I tried to make at least one of the passives benefit ranged.

Ash: +20% Suppression on all weapons | 10% less Charge time with Thrown Weapons | +10% Critical Damage with Bows

Banshee: 20% Higher Stagger chance on Weapons | +10% Damage using Daggers | +50 Health when using Melee

Ember: 50% less damage from fire hazards | +10% to Weapon Fire Damage | 50% resistance to Fire Status

Excalibur: +10% Parry Chance with one hand swords | 20% less stamina used when wall running | +10% Reload Speed with Tenno Rifles

Frost: 50% less effect from Cold affecting shields | +10% to Weapon Ice Damage | 50% resistance to Cold Status

Hydroid: +10% Attack Speed with Dual Swords | +10% Parry Chance with Dual Swords | _____

Limbo: 50% resistance to Knockdown | ______ | _____

Loki: +50 Stamina with Melee Equipped | ______ | ______

Mag: +10% Magnetic Damage | Immune to Magnetic Status | ______

Mesa: +10% Fire Rate on Pistols | +20% Reload speed on Single Sidearms | +50 Health when melee weapon equipped

Mirage: +10% Parry Chance with Daggers | +50 Shield when Melee weapon is equipped | _____

Nekros: 10% faster reviving allies | +20% Attack Speed with Scythes | +20% Bleed Status Chance

Nova: +10% Damage on Beam Weapons | ______ | _______

Nyx: _____ | _____ | _______

Oberon: _____ | _____ | ______

Rhino: 10% less Stamina used when Sprinting | +10% Damage when Running / Sprinting | +20% Attack Speed with Two Hand Axes

Saryn: +20% Resistance to Toxic Damage | +10% to Weapon Toxic Damage | 50% resistance to Toxic Status

Trinity: 50% resistance to Bleed Status | ______ |______

Valkyr: +20% Chance to Stagger Enemies | +10% Attack Speed with Brawling Weapons | _____

Vauban: +20% Reload Speed on Sniper Rifles | 50% resistance to Radiation Status | _____

Volt: 50% less damage from Electric Hazard | +10% to Weapon Electric Damage | 50% resistance to Electric Status

Zephyr: Jumping uses 50% less Stamina | _____ | _____

New Items

Warframe Syndicate Helmets - via Clan Syndicate. Each syndicate has its own custom helmet that can be used on any warframe.

Betrayer Items - via killing Betrayer, Primary, Secondary, Melee and Sigil.

Grineer Security Clearance - via completing missions against Grineer. Used like Void Keys but for Grineer Arsenal.

Blackship Coordinates - via missions against Corpus. Used like Void Keys for Corpus Blackships.

Carrier Skin - Steel Meridian Clan Rep

Wyrm Skin - Arbiters of Hexis Clan Rep

Helios Skin - Cephalon Suda Clan Rep

Death Cube Skin - Perrin Sequence Clan Rep

Shade Skin - Red Veil Clan Rep

Djinn Skin - New Loka Clan Rep

More to come, but please let me know your thoughts on these ideas.

Edited by Lightsmith
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Yeah, I try to balance the possible with desirable. Thanks for the feed back I'll keep updating. I have a Relay update ready to post today.

I totally support u. Its just 1 thing  I dont understand. Why people ignore such good ideas and dont support them?

Its all about marketing, pictures and a slogan, lol. Hopefully DE sees these and may give them some ideas.

Edited by Lightsmith
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Alternative to Primes and Void Towers

-personally I don't see how Corpus and Grinder equipment could be Primed. So as an alternative we have "prime" equivalent for those factions.

To do this it also would not make sense to have them drop in the void towers. So I suggest a new addition to end game.

Corpus R&D are ships the Tenno infiltrate and completely objectives. This functions exactly like void towers.

The items to access would be similar to Void Keys but instead they are coordinates, Grineer would be Locator Beacon. These are obtained in a similar fashion as Void Keys but on from their respective faction missions. I.e. players must be fighting Grineer to have the Beacons as a reward. Void keys can still be obtained like normal.

Mission types like Spy, Deception, Hijack, as well as other future mission types that don't make sense in the void can be here.

The benefit of this is that it will diversify the loot tables as the Void Towers are getting packed with gear.

-possible issues:

currently the void trader like Prime stuff, but he would not likely be interested in the items from these places. Likely a new Trader, in similar fashion, would need to be added to balance this out.

Also, its hard to see a warframe obtainable from these locations, with the exception of Valkyr, so either an explanation would need to be added as to why, or non prime, but equal, would need to be added for frames that are obtained here.

Corpus tech would come from: Corpus R&D Ships.

Grineer tech would be from Grineer Arsenal.

Names for these types of weapons (place holder)

Corpus: Vandal

Grineer: Wraith

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i dont think, we will ever get a cover system due to the fact that it would slow gameplay down. basically it would turn warframe into destiny, which is something i and a lot of other people dont want.

Yeah, really the Cover system I want, is just a little more visual appeal. currently if you duck near something it looks no different than if you duck in the middle of a field. I think one reason we haven't seen it so far is they don't want to slow down gameplay, so they have to be careful. Currently there isn't much use for cover, but if you think about if the game will get harder (my ultimate plan for the Kepler Belt planetoids) They can create a level of difficulty that would require more use of cover, rather than just blitz through as fast as possible.

 

If it were to come down to slowing the gameplay down just to add cover I'd say no way. Its not one of my favorite ideas in my list (I think Relays and Mobile Dojos fall are) but figured I'd throw it in.

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I SHIP all of this ^____________^ specially the Navigation 2.0 I hope you do not mind but I will probably be making a post pertaining to a expanded or better navigation, I am just glad someone else is was thinking like me :P good on ya mate

Thats fine.

 

Some other information I'll be adding:

Planets have 5 rings for missions. The inner most ring is Story Missions, Then 3 regular rings, basically missions like they are now, Nodes, Archwing, Relay, etc. The 5th and outer most ring will be the Mobile Dojo Missions Ring.

 

They all contain 9 tiles, so a potential total locations of 45 missions. 9 Story, 8 Mobile Dojo + 1 Of the dojo itself, leaving 27 spots for existing missions.Dark Sector, Relay, Archwing and Regular Missions. Currently I think only 1 planet has more than that 27 (Eris or Ceres I think) and only by like 1.

 

I have a horrible piece of art describing this, but its just an array of 9 tiles in a circle, then another 9 around it and so on.

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Thats fine.

 

Some other information I'll be adding:

Planets have 5 rings for missions. The inner most ring is Story Missions, Then 3 regular rings, basically missions like they are now, Nodes, Archwing, Relay, etc. The 5th and outer most ring will be the Mobile Dojo Missions Ring.

 

They all contain 9 tiles, so a potential total locations of 45 missions. 9 Story, 8 Mobile Dojo + 1 Of the dojo itself, leaving 27 spots for existing missions.Dark Sector, Relay, Archwing and Regular Missions. Currently I think only 1 planet has more than that 27 (Eris or Ceres I think) and only by like 1.

 

I have a horrible piece of art describing this, but its just an array of 9 tiles in a circle, then another 9 around it and so on.

 

It makes sense, tho, I am currently working on a Tenno Concept so this might be a while in the making it was only going to expand on more planets, or even other Galaxies, etc. 

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It makes sense, tho, I am currently working on a Tenno Concept so this might be a while in the making it was only going to expand on more planets, or even other Galaxies, etc. 

I will say, I have heard that DE has mentioned not leaving the solar system. The good thing is we still have the Kepler Belt (and even the Oort Cloud). The Kepler Belt contains a number of potential bodies to be used.

 

I wanted to let you know in cause you want to craft your idea around their desires at all. Thats how I try to do things, but it can be....limiting.

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I will say, I have heard that DE has mentioned not leaving the solar system. The good thing is we still have the Kepler Belt (and even the Oort Cloud). The Kepler Belt contains a number of potential bodies to be used.

 

I wanted to let you know in cause you want to craft your idea around their desires at all. Thats how I try to do things, but it can be....limiting.

 

I understand, but I mean... Andromeda is so close tho :D hahaha but thank you very much thanks for the advice and looking out for me. Maybe I will leave the planet stuff to you then :3 I am more into making fun frames anyway XD.

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I understand, but I mean... Andromeda is so close tho :D hahaha but thank you very much thanks for the advice and looking out for me. Maybe I will leave the planet stuff to you then :3 I am more into making fun frames anyway XD.

Nah, don't limit yourself, don't be afraid to dream.

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  • 2 weeks later...

Some much stuff. I want Syndicate versions of sentinels to do this!

 

Carrier Skin - Steel Meridian Clan Rep
Wyrm Skin - Arbiters of Hexis Clan Rep
Helios Skin - Cephalon Suda Clan Rep
Death Cube Skin - Perrin Sequence Clan Rep
Shade Skin - Red Veil Clan Rep
Djinn Skin - New Loka Clan Rep

 

Great stuff Light!

 

Edit: Maybe swap Perrin & Red Veil tho

Edited by ItWasntMeIPromise
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