Jump to content

Endrian

Hunter
  • Posts

    562
  • Joined

  • Last visited

Posts posted by Endrian

  1. On 2018-12-05 at 3:23 AM, -VM-Haru said:

    Would really like to see some concept art for a Chroma Umbra design. The entire backstory is incredible and similarly to how Excalibur Umbra was suffering because of what he did to his son, I could see Chroma Umbra be tormented by the combined screams of pain and horror coming from the consciousnesses of the four people that became Chroma.

    Hmmm. I'll see what I can put together in the next week, been busy with Christmas season shenanigans.

  2. On 2018-12-05 at 10:36 AM, (XB1)GameNerd300 said:

    The one thing I never really liked about Chroma is that with him being a supposed "master of the elements" he doesn't have the ability to swap elements in a mission. Vauban gets to switch between what kinds of mines he uses for his minelayer, why can't Chroma swap his elements mid-mission? Was that too hard to program for him or did they just leave tat out because of "balance" ? I'd really like to know why.

    He was the first Warframe to come out with "variable" abilities. He sort of introduced the concept of an "obvious" passive, the passive in this case being that his abilities changed based on his initial energy color. Only in the next update, with Equinox, would the concept of abilities being able to change in function mid-mission get introduced. After that, his passive fell further and further behind and he was never really addressed/reworked, except to be partly buffed (Vex Armor gaining aura effect so allies can benefit) and then mostly nerfed (Vex Armor nerf to damage and survivability) later on.

    • Like 1
  3. 2 hours ago, (PS4)Absoluteboxer said:

    Hey so what would you do to rework something less conventional like the dual daggers.

    They are all pretty weak. Ive managed to make my okina good due to  riven but otherwise the entire class is horrible. 

    My thoughts was to have atleast the combo multiplier go up higher/ faster ala venka prime.  (Pretty much the same range and feel but outclasses the entire dual dagger class).   Imo dual daggers has always been about combo small cuts,  like an Apache knife handler or death by thousand cuts etc. 

     

    Tough question. It really depends on whether they already have an improvement planned for them as part of Melee 3.0.

    They could be corrected with just baseline improvements to the weapons themselves that fall under the Dual Daggers category, or maybe animation/stat improvements to the style mods, make them more rapid-multi-hit weapons.

  4. On 2018-11-29 at 3:47 PM, Dark_Chroma_Prime said:

    The only problem is that we didn't even got an response on the thread with 50+pages full of chroma reworks, which is really sad tbh

    At a similar point in my original Dragon thread (pre-Chroma), I had just about given up, but my despair was misplaced. Don't mistake silence on DE's part as ignorance. They might have already or could still be reading these threads, like the Chroma rework megathread over in Warframes or this one, or any of them.

    • Like 1
  5. On 2018-11-22 at 8:10 PM, maddragonmaster said:

    on a side note i thought of a intresting idea. make chroma's pelt act like a moa. and make chroma's and effigy's spectral scream work like sentinal weapon or primary weapon.

    did i kill this forum?? i didn't mean it.

    Like a MOA? You mean stomping around and crouching instead of hovering?

  6. 14 hours ago, rinaxln said:

    Hi there again~ (OuO)/
    i try to use Google Photos instead of Imgur, 
    it's seems to be working fine on my devices
    does it working on yours?

    Much better!

    I think what causes the imgur links to break on the forums is if the URL says https:// instead of just http://. The more secure URL, for whatever reason, makes the images not display.

  7. Hmmm... Ash's abilities aren't bad conceptually, they could use some math improvements though, along with the "theme" revamp. Maybe something that would encourage him to stay invisible, like a stacking damage buff the longer he's unseen and doesn't alert the enemies. But it'd need a way to work on endless modes, where all enemies are alerted by default.

    Sorry for the delay in posting, got busy with Thanksgiving prep, and then I got addicted to Crusader Kings II modding.

  8. 19 hours ago, NeonPanda2112 said:

    Don't know if you would be interested but I would love to see your take on a titania rework.

    I can't remember, but is Titania listed as one of the Warframes in DE's list of planned reworks? If so, might be a little late for me to come up with anything (especially given how little I've used my own Titania, so I'd have some research to do), buuuut I could always take a look.

  9. 44 minutes ago, HugintheCrow said:

    I stand corrected then, I suppose. Hmm, I expected better of DE.

    In fairness, I'm not upset that they used bits and pieces of my ideas from that thread (although I do wish I could've gotten Chroma/Chroma Prime for free, given the work I put into that thread/concept). I was especially pleased with how Chroma Prime came out; I much prefer his appearance to Chroma's, since it comes even closer to my original vision, and actually improves on my artistic concept in a lot of ways.

    It's just why I feel like the legal disclaimer might be necessary, so they don't have to make alterations to be "just different enough." I'm basically stating, "It's okay if you want to use the whole thing! Go for it! That's what it's there for!"

    Although it might also be nice if I could actually work for DE as a regular in that capacity, churning out ideas and concepts to bring every Warframe up to a point where they're all equally desirable for a broad swath of content—there would of course be the "specialists," Warframes that would be better at specific missions (like Loki and Spy), but every Warframe would at least be desirable for more than just their niche specialties.

    As it is, Chroma is only desirable for his weapon damage buff, since weapon/Amp damage is all that matters on eidolon hunts, and that's a sad place to be, where the only reason your Warframe is desired is because most Warframe abilities themselves just aren't viable except when they provide passive increases.

    • Like 4
  10. 22 hours ago, HugintheCrow said:

    Even IF there is a legal need for DE to seek the fan's agreement, I'm pretty sure that in such case DE would just reach out to the player in question asking for that agreement.

    To my knowledge, all of the fan concepts transformed into official material have been made after DE contacted the original creator. The situation you mention where DE just took something without notifying the concept-maker hasn't been a thing, as far as I know.

    In that case, I can speak from personal experience in saying that I was never contacted by DE as far as Chroma's creation, despite being the one that most heavily lobbied for a dragon-themed Warframe. They even nearly directly used my "Challenge" concept for Vex Armor. Just for comparison, a screenshot of "Dragon's" third ability from my original Dragon concept thread

    ppB4cZk.png

    And then compared to Chroma's own third ability, as currently implemented/worded:

    ReBTqfB.png

    Then you can go further beyond that and just look at the Chroma Prime aesthetic design versus the bits and pieces from my "Concept Art" heading in the first post, comparing his arms design, shoulders, head, and hips, and you can see further similarities.

    I was never contacted for any of this, to be clear.

  11. 7 hours ago, HugintheCrow said:

    Pretty sure it is automatically theirs if they wanted to use it. I mean, it is fan-made stuff for THEIR copyrighted material. 

    I don't think that's the law, or else every Sonic fan-character OC would be copyrighted by default by SEGA.

    If DE were to exactly reproduce a fan Warframe concept that was obviously unique and not an existing Warframe ripoff, some litigious creator who wanted to take advantage might be able to make an intellectual property claim and sue for a share of the profits from platinum-based purchases or something along those lines (which might also be why Tennogen is a thing).

    So, better to get that out of the way ahead of time for these ideas, since a lot of it does involve original artwork/ideas.

  12. 2 hours ago, (PS4)Absoluteboxer said:

    I like the idea of the syndicate helpers.  

    What do you think of the idea of an ever growing syndicate relay that is system wide based on particpation.  Like having the entire community who are part of one faction almost building a giant dojo, but specifically on a single faction.

      They could construct and research new sydnicate weapons (new ones of course).

    Heres the interaction idea. These weapons are completely not tradeable unlike the other syndicate weapons we currently have. However you can purchase them from the syndicate relay for a higher price if you are not a member. This price increase is parallel to the affiliation of said syndicate.

    For example:

    At the perrin sequence relay:

    New loka which is an ally only pays 125% the price perrin sequence members pay.

    Red veil which is neutral pays 150%

    Arbiters of hexis which opposed 175%

    Steel meridian which is a direct enemy 200%

     

    Further more I just thought of this is that rank 6 commanders can vote on type of weapons that get made. Meaning there will be two types of weapons sold at relay: uniques made by DE specifically and zaw/kit like weapons.   

    All levels of the faction can contribute but only the rank 6 can vote on which one goes into the roster. (Meaning what parts)

    This could lead to faction like zaws (which would ofcourse have their bonuses such as entropy or justice etc).

    These zaw/kit weapons would only be available for a limited time and would go through quarterly cycles. 

    This would make all 6 factions interesting and engaging since you would have 18 (6 factions primary secondary and melee) weapons cycled throughout a 3 month period.   

    By making them non tradeable, fan voted, and limited time- it would create more urgency for player retention. 

    By having rank 6 being the only ones able to vote it creates an awarding level of prestige, like you worked hard and sacrfice and now you can make a difference which affects the entire community.   

    Certainly a possibility. Steel Meridian already has their own styled Relay (though I swear they got it confused with Red Veil, because that's a lot of red and fire), so I could see future Relays being built in such a way.

    2 hours ago, (PS4)Absoluteboxer said:

    Ok this next idea is a bit of a long shot. Im not good at formatting the posts as you are so forgive and bare with me.

    Currency of the relays.  It should be a separate universal currency which can only be obtained in syndicate missions. Reason why is I often find syndicate missions currently very vacant. Alot of times I will be set to public yet I am completely solo. Thats because with sigils, you can play regularly and passively build standing.  By having the syndicate missions have its own currency it forces more players to participate.  (You can make that currency an extreme rare drop in other missions but basically you are much better off playing syndicate ala credits and the index mode..)

    Heres the kicker. Borrow a lil game device from one of my favorite games the souls series..

    Thats right only for these specific missions you can choose to invade opposing sydnicate missions as a adversary.   Unlike the stalker who lets face it gets owned by anyone who has made it passed war within, this will be your set up.  You can have one additional person with you vs a team of 4.  Your life and shields (not armor) are doubled from your initial load out if you go solo though.  Your skills are the same as it is in the dojo sparring room. 

    when you kill a member from the faction team you get their would be currency points. So you have a chance to get 4x the currency points.  When you kill a player they cannot be revived and cannot respawn until after the invader has either killed all 4 or has been beaten. 

    If you are player who has been killed you still get half the currency points you would have obtained for completing the mission (which would still be more rewarding than any other game mode)

    Eh, I don't really do PvP, so I can't really give an informed opinion on that. I can't say I'd like being invaded by other players when just trying to play a chill mission if it's not something I signed up for. I could see it as possibly being a PvP mode you opt into though, part of the Conclave system.

  13. 3 hours ago, Oru5732 said:

    That would probably be ok, but why? The only reason you give is the existence of tankier frames, which is not a valid reason for a change.

    Actually, it pretty much is valid just because of that, given how lackluster his other abilities are.

  14. 1 minute ago, Darkvramp said:

    when's the last time you went to Davros deals to buy something? conclave can be teleported to if you need to, limiting interaction overall, also its conclave.......so who cares about conclave? and the same problem applies to cephalon simaris, because of his fast travel point, you never have to interact with anyone on the way. the relay is supposed to be a social space, but if your loading in, fast traveling to where you need to go, and then loading out, why have a relay at all?  the relays are not going anywhere, so trying to undercut it is going to go nowhere. try and find a way to build up the social space of the relay, instead of breaking it down.

    I dunno, this seems like a weak argument against the idea if it's because you don't go to the Relays for anything but turning in marks, given that there's plenty of other things there. It's not like you get it immediately either; like I said, it'd require getting to rank 6. If you want to see Baro, you still gotta go to the Relays. If you want to do a Clem mission, Relays. If you want to buy things from Simaris, Relays.

  15. Ideas came to me while I was trying to sleep again. I thought about how little is done with Syndicates—they have their individual quests, but before and after those are done, very little is done with the Syndicates themselves, not much interaction is had outside of their little chambers on the Relays. And yet, they're full of potential, for deeper personal interaction with them. So, I had some thoughts on how to flesh that out with...

    SYNDICATE RANK 6: COMMANDER

    Obviously, each rank would have a different name per the rank system of each individual Syndicate. They would all unlock their own new items. Specifically:

    • Syndicate Specters: Functionally, they'd be like the rank 1 Specters; you throw a deployment beacon at the ground, a Specter pops out. However, in this case, you would get one of the NPCs that assists you on Syndicate missions, armed with a random selection of Syndicate weapons (always the melee weapon, randomly either primary or secondary).
    • +20% Sigil: Just a better, fancier sigil with additional special effects that rewards more than the rank 5 +15% sigil. The daily standing cap wouldn't be increased, it'd just be easier to reach it.
    • Syndicate Assistant: A placable "decoration" for your Dojo or Orbiter that places a Syndicate human NPC on your ship. They will wander around the ship, sit on edges where possible, lounge on the couch or meditate in your quarters. Sometimes, you might even catch them staring in a concerned way at the Helminth door from behind a corner. They would all have their own voiced responses/ambient dialogue that gives your Orbiter a more lively feeling; they might even talk with Ordis when you're idle; if you have multiple Assistants from different Syndicates, they would even engage in conversation. Functionally, their purpose would be able to let you talk to them in order to turn in Syndicate tokens, rather than having to visit a Relay. You can only one Assistant per Syndicate on your ship.
    • Syndicate Construction Beacon: This is where the main idea I had comes into play. Once you bought this, you'd be introduced to a new system in Warframe:

    NEW SYSTEM: WARFRAME STRATEGY LAYER / SYNDICATE ORBITAL OUTPOSTS

    While you have an undeployed Syndicate Construction Beacon in your inventory, whenever you select a world on the navigation screen, there would be a button:

    Spoiler

    c4ZN5OV.png

     Something like this, just a rough concept.

    You click it, and then the same way you can choose different Extractors, you'd be able to pick from whatever Syndicate you're currently at rank 6 with. By "spending" the Syndicate Construction Beacon, you could then issue an order to the chosen Syndicate to begin constructing a small orbital outpost. This would take anywhere from 12 hours to 3 days. However, once it's constructed, you would then be able to visit this particular world in order to enter the constructed outpost. Each outpost would be heavily themed on the chosen Syndicate's style and flair. Obviously, it wouldn't be Relay size; that'd be unnecessarily large.

    When doing any missions on this world from then on, you would always be accompanied by one Syndicate agent. (You'll always have that Syndicate with you on Solo missions or when you're hosting the mission; if you join another player's mission, however, it would be their Syndicate accompanying them or none at all, if they don't have the Outpost built.)

    However, the Outpost could be expanded beyond that.

    SYNDICATE ORBITAL OUTPOST EXPANSION

    There would be locked doors, like on a Dojo, where the Outpost could expand, and you would need to supply resources in order to fund the construction. The rooms would follow a predetermined blueprint for the Outpost's layout, but you could choose when to fund the desired rooms. Rooms like:

    • TRAINING ROOM: Upgradeable. Constructing one of these strengthens the individual agents. The Syndicate agent that accompanies on your missions in the area would be higher in level. If you spend additional resources and Syndicate standing, you can upgrade the room up to three times (which would come with visual upgrades and an increase in the number of agents visually sparring inside it, increasing liveliness), further increasing the Syndicate agent's level. The level boost works thusly:
      • No Training Room: Agent/Specter level is equal to the mission's starting enemy level -2 (minimum of 1)
      • Training Room [Unranked]: Agent/Specter level is equal to starting level +2
      • Training Room [Lv1]: Agent/Specter level is equal to starting level +5
      • Training Room [Lv2]: Agent/Specter level is equal to starting level +8
      • Training Room [Lv3]: Agent/Specter level is equal to starting level +12
    • ARMORY: Upgradeable. Unlike the Syndicate specters, Syndicate agents for the chosen world will only use basic Tenno weapons such as you see on Relays—Bratons, Burstons, Latrons, Skanas, and the like. However, if you construct an Armory, they will be able to arm themselves with the Syndicate-specific weaponry. By upgrading the Armory, they will begin modding their weapons to be even more effective.
      • No Armory: Agents use basic Tenno weaponry.
      • Armory [Unranked]: Agents use unmodded Syndicate weaponry (always melee, either primary or secondary for "main" weapon).
      • Armory [Lv1]: Agent weapon damage increases +25%, magazine size doubles.
      • Armory [Lv2]: Agent weapon damage increases +75%, reload speed halves.
      • Armory [Lv3]: Agent weapon damage increases +150%, weapons are modded with elemental mods thematically appropriate to the Syndicate that add further damage, potentially exploit weaknesses, and cause status effects:
        • Steel Meridian: Adds Blast damage.
        • Arbiters of Hexis: Adds Cold damage.
        • Cephalon Suda: Adds Electric damage.
        • Perrin Sequence: Adds Magnetic damage.
        • Red Veil: Adds Heat damage.
        • New Loka: Adds Radiation damage.
    • OUTFITTER: Upgradeable. This is where Syndicate agents become truly impressive. When built, the Outfitter arms every mission-active agent in a special Syndicate armor. With further upgrades, they gain improved defenses and capabilities. Each upgrade marginally improves the visual appearance of the agent's armor. All Syndicates use the same armor mesh on their human agents, just with different color schemes.
      • No Outfitter: Agents wear no armor and have no special actions.
      • Outfitter [Unranked]: Agents wear Syndicate armor [Ferrite Armor added, gain damage reduction]. Agents occasionally throw thematic-element grenades:
        • Steel Meridian: Blast grenade (knocks back/knocks down enemies).
        • Arbiters of Hexis: Puncture/"needle" grenade (ignores armor).
        • Cephalon Suda: Magnetic grenade (strips shields).
        • Perrin Sequence: Electric grenade (electrocutes/paralyzes enemies).
        • Red Veil: Heat grenade (creates patch of fire DOT).
        • New Loka: Radiation grenade (confuses enemies).
        • Reasoning: Some of the grenades use different damage than the "elemental mod" damage versions from the Armory because I'm trying to match the grenade with either the Syndicate's theme or with the damage type(s) its weapons already do. Arbiters of Hexis weapons already do Puncture damage on every weapon, so it wouldn't have added much if the Armory elemental mod just added more Puncture, rather than another possible effect. However, the grenade was designed to do the same damage, because Puncture is obviously the Arbiters of Hexis style.
      • Outfitter [Lv1]: Agents gain stealth capabilities (they turn invisible and sneak with you whenever you're crouched, if not in battle). More Ferrite Armor added.
      • Outfitter [Lv2]: Agents gain shields and a short-range teleport (can teleport to an enemy to engage in melee, or to reach you if they cannot otherwise path to you). Even more Ferrite Armor added.
      • Outfitter [Lv3]: Agents gain health regeneration and mark all targets that enter their line of sight; mark lasts for 30 seconds after they leave agent line of sight. Maximum Ferrite Armor added.
    • QUARTERS: Upgradeable. When built, this provides a new room full of fresh, clean bedding and other Syndicate stylistic touches. The actual purpose of the Bunks is to increase the number of Syndicate agents active in each mission.
      • No Quarters: One Agent that travels with you on a related mission (any standard mission on the world the Outpost orbits); Ops teams consist of one Agent, low chance of mission success
      • Quarters [Unranked]: Two Agents that travel with you on a related mission (as if it were a Syndicate mission); Ops teams consist of two Agents, moderate chance of Ops mission success
      • Quarters [Lv1]: One backup Agent (if an Agent is killed/incapacitated, they will be replaced by a new Agent); Ops teams consist of three Agents, increased chance of success on Deception and Spy Ops missions
      • Quarters [Lv2]: Two backup Agents; Ops teams consist of four Agents, increased chance of success on Rescue and Assassination Ops missions
      • Quarters [Lv3]: Three backup Agents; Ops teams consist of four "bonded" Agents, increased chance of success on Defense, Excavation, and Survival Ops missions

    SYNDICATE REGIONAL OPERATIONS

    The Orbital Outpost will always start with an Operations Room. This is where the magic happens, where the entire purpose of the Outpost becomes clear: the actual strategic layer I was hinting at.

    • OPERATIONS (OPS): Prebuilt and upgradeable. From here, you build up the Syndicate's regional forces and send them out on missions and alter the very nature of the (client-side) chosen world's power dynamic. You become the mission commander, overseeing Syndicate operations in the sector. As you upgrade the rest of the Outpost, Ops is automatically upgraded to grant you special actions and increase how many operations you can have active at once. There are also facility upgrades for the Ops room that have special functions. When you send the agents to perform their missions, they will leave for a period of time, then have a chance of returning with relevant rewards, in addition to regional resource drops (and boss drops, in the case of Assassination missions). Missions cost nothing to initiate, but they take time to complete (shortest mission being 30 minutes, but could last hours, depending on the mission type).
      • MISSION OPTIONS:
        • Reconnaissance—Short-term. Low-risk mission. Success: Codex/archive data (on regional enemies, can include rare enemies and bosses)
        • ProcurementShort-term. Mission can fail if agents aren't adequately informed. Success: Regional resources, regional enemy-drop mods
        • Assassination—Short-term. Mission can fail if agents aren't adequately armed or informed; upgraded Armory greatly increases chance of success; success: Credits (large amount).
        • RecruitmentMedium-term. Mission can fail if agents aren't adequately informed. Success: Warframe Specters (commonly x5-15 Vapor/Phase, uncommonly x2-5 Force, very rarely x1-2 Cosmic) 
        • Spy—Medium-term. Mission can fail entirely if agents aren't adequately informed; stealth/teleport Outfitter upgrades greatly increases chance and level of success. Success: Spy rewards (x1-3, dependent on level of success; tier of reward dependent on regional Spy mission tier).
        • Rescue—Medium-term. This mission only becomes available upon an agent's failure in Assassination, Reconnaissance, Procurement, or Spy in which case they're imprisoned and must be rescued. While an agent is imprisoned, the operation slot is locked for a set number of real-time hours (1-6?), after which they escape on their own, so it is very important to rescue agents so you don't get all your slots locked once you have multiple slots. Success: Restored operation slot
        • SurvivalVariable-term. Upgraded Outpost greatly increases potential mission duration. Success: Endo, mods (more Endo gained the longer agents endure)
        • DefenseVariable-term. Upgraded Outpost greatly increases potential mission duration. Success: Relics, mods (more and higher-quality Relics gained the longer agents endure)
        • Excavation—Variable-term. Upgraded Outpost greatly increases potential mission duration. Success: Cryotic, mods (more Cryotic gained the longer agents endure)
      • FACILITY UPGRADES:
        • Codex Interlink: Your Codex data on relevant enemies (regional factions and assassination targets) is linked to the Outpost tactical mainframe; this improves the success chance of Assassination, Procurement, Recruitment, and Spy Ops missions based on how thoroughly you've scanned the relevant targets/enemies.
        • Cephalon Insertion Point: You're able to have Ordis infiltrate the regional faction's computer systems. Functionally, this lets you instantly free a captured Agent by opening its cell door remotely (thus removing the need for a Rescue operation), but it has a 12-hour cooldown as the faction scrambles its communications until the hacking threat is over.
        • Tactical Operations Matrix: Mini-game assistance for active operations that either increase overall success chance (for any mission), "restore" agent durability (for variable-term missions) or decrease remaining mission time (for short- and medium-term missions).
      • CAPABILITIES:
        • Unranked: Can have one operation active at a time.
        • Lv1 [Unranked Training Room and Quarters required]: Can have two operations active at a time.
        • Lv2 [Lv1 Outfitter, Armory, Training Room and Quarters required]: Can have three operations active at a time. Insurgency unlocked.
        • Lv3 [Lv2 Outfitter, Armory, Training Room, and Quarters required]: Can have four operations active at a time. Orchestrate Conflict special action unlocked.
        • MAX [Lv3 Outfitter, Armory, Training Room, and Quarters required]: Can have five operations active at a time. Revolution special action unlocked.
      • SPECIAL ACTIONS:
        • These are temporary special actions you can take once per day, lasting for a few hours each. (They require Standing to activate.)
        • Insurgency: ???
        • Orchestrate Conflict: Cannot be active at the same time as Revolution. Orchestrate Conflict turns every local mission into a pseudo-Crossfire mission, by having the Syndicate covertly orchestrate a conflict between the regional faction power with another random faction power (Grineer vs Corpus, Corpus vs Infested, Infested vs Grineer). Whenever you fight in a regional mission, the regional faction will be in battle with another random faction, providing an effective distraction, but both can attack you if they don't have one another to fight nearby. [In endless missions, this results in the warring factions coming in from opposite sides and spending as much time attacking each other as they do you or the defense point.]
        • Revolution: Cannot be active at the same time as Orchestrate Conflict. Revolution is similar to Orchestrate Conflict, except that it floods every local mission with basic Syndicate agents (not armed or armored like the specially-trained Outpost agents) in pitched battle with the regional faction power. Unlike with Orchestrate Conflict, you don't have to worry about the Syndicate agents ever attacking you, making for a powerful advantage in endless missions.
  16. 17 hours ago, FeralKuja said:

    DE Should hire you on a contractual basis to help design warframes and mechanics for the game overall!

    Seriously, your proposed changes, up to and including the Dragon King tier, are all amazing ideas that tie his lore and promotional material to his role and abilities.

    Your Operator suit and equipment/gameplay proposals are also pretty amazing, as Operators do feel lacking as far as abilities and offense.

    The ability to pair up a particular Amp with a particular Arc would be incredible, and Arcs and the new Operator abilities and Umbral school are all definitely great ideas.

    I can only hope the Warframe universe gets expanded with even a fraction of these ideas, and I wouldn't be surprised if perhaps DE might want to contract you for concepts like this for any current and future frames and perhaps even to consult for lore and blending the lore with mechanics.

     

    8 hours ago, (PS4)Elixz8247 said:

    That Chroma Umbra backstory sounds amazing

    Thank you both very much!

×
×
  • Create New...