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Chaosrejin78

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Posts posted by Chaosrejin78

  1. I didn't buy the weapon, but even so, I have to say this is probably the worst weapon so far.  The bounce and pointless charge are killing this weapon from what it could be. 

     

    Like the thread starter suggested, making it a puncture gun would be cool.  I also haveype some other suggestions.

     

    Maybe keep the charge time the same and the bounce the same, but when the gun fully charges, instead of bouncing the blade will home in on up too three targets.  At 2/3 charge it would home in on 2 targets and bounce off the second one to a random spot.  At 1/3 it acts as it normally does.  This justifies the ammo type it uses and the give the charge a cool and unique purpose.

     

    Second idea

    Switch the ammo type that it uses, make it use shotgun ammo pool/clip capacity.  Get rid of the charge all together and have and increased fire rate.  That way it feels more like the Grineer counter part, a fury of blades that can hit a group that is tightly packed.

     

    Anyway, this gun could be awesome, but right now for me it s get too 30 fast and dump.

  2. Awesome job guys on listening to the community, this is turning quickly into my favorite game because of the response you guys are giving to the players and their suggestions.

  3. You guys are complaining about the resources already, in a 30 man clan, your resource cost will be less then a 101 man clan.  They explained in the live stream video that the largest clan tier would not see much of a cost change.  While the next tier down from the top will see a 10 times reduction of costs, followed by another 10 times reduction on the smallest.

     

    In other words, it's going to be far cheaper for your clan to build.  Gotta integrate your information gathering abilities a bit here people, so you don't start a huffing and a puffing.

     

    As far as it being unfair, if you build up your dojo then recruit to a larger size being unfair.  Well, I had a solution to a lot of that with the clan vault idea I had stated previously in the dojo feedback section.  Where instead of donating to a room, members donate to a resource pool for the clan leaders/builders to use for the dojo buildings only.  Upon donating certain amounts of resources, they would be given a special clan useable type of credit.

     

    The amount it takes to get one credits varies based on the rarity of the material they donate.  The credits would be used to buy blueprints and maybe have access to certain area's of the dojo as in you buy into the clans rooms through donation.  This forces players, no matter the size of the clan to always work towards expanding the clan/helping it if they want use of it.  On the flip side of this, you could have members that don't donate at all, but in the end, they won't gain as much from being in the clan, so it only hurts themselves not to donate.

  4. Hence they need a formula where if X1=X2 then fires at X1.  It's a Limiting formula with initial distance formula D1  and the formula they are using too calculate D2 set as the limits, this should prove to be correct limits for the Euler formula needed.  As opposed the current D= {Xo=Square Root((x3-x2)^2 + (y3-y2)^2 + (z3-z2)^2)}+ V(T) T=time it would take for the projectile to reach the position X3=(x,y,z)3= position of kela X2=(x,y,z)2= position of player will be at time of impact: in 3D spaces.  V is the velocity formula need to know when to fire the shot to hit V=sqrt(Vplayer^2 + Vprojectile^2)  Vplayer and Vprojectile=D/T with D and T varying on the time it takes for the player to reach the position and the projectile.  You need a D1 formula for like the one above only with X1=(x,y,z)1 as the initial limit to the limiting formula. So if D2=D1 then the solution to the firing position would be D1.  So the limiting formula looks like this D1-{D1(1-[x/D1])} with limits of D1 and D2 set for x.  This means that if D2=D1 in value, then D1 is selected.  If D2 does not equal D1 in value, then D2 is selected.

     

     

    lol, looking at that post, some people won't get what I am saying, but I am hoping a developer/programer does.

  5. Ok, I noticed a bit of a problem when doing the event.  I picked this boss to farm the drones off of right, but when I was running the boss I ran across a exploit based on how the boss targets. 

     

    Apparently if you lure the boss below the starting ramp, just past the stairs on either side, you can make her miss every shot.  You do this by running into the railing, since the boss targets where you would be at your current speed and not your current position, you make her miss every shot.  The saving grace for it is the roller balls, but those are easy to deal with.  That being said, the formula you use for that bosses targeting is flawed. 

     

    Right now you have it set as a simple calculation where it fires based on where you should be if you could move, it doesn't have a limit on it or factor that allows it to hit if your position doesn't change.  That being said you need a slightly more complex formula based on three position set up.  X1=initial position X2=position where you would be if you are moving X3=From where Kela is firing from.  Right now you only have X2 and X3.  X1 becomes a factor if you are moving, but not changing position.  Going to test other bosses see if I run across this on any others.  If needed I can demonstrate the flaw so you get a better idea of what I am talking about.  D1 and D2 are the distance formulas.

  6. Maybe, since this was a highly solo oriented event, should have made individual bars of completion with tiers of rewards based on how far you got in the event.  Like the first tier could have been for a Snipertron Bp-100 kills, second Tier Snipertron Bp and Snipertron Vandal-500 kills, and third tier Snipertron Bp, Snipertron Vandal, and Mod for 1000 kills.  Or something like that, rather then having a huge community pot where some that only got 20 got the same rewards as those that got 2k, but just under the amount for making top 100.  That's harsh to those players and I suspect a few of them will be leaving the game because of that.

     

    This is more along the line of a future suggestion on how to run an event like this, because it's too late to doing anything about it

    now.

    37507778_zps8b506c1d.jpg

  7. If I remember from the live stream, they said that the top tier of clans won't experience price changes on building stuff for the dojo.  So if we take that into account, then that means at current costs, a room that took 120,000 nano spores or 35000 circuits, it will take now the small two tiers of clans 12000/1200 nano spores (Mountain/Shadow respectively) or 3500/350 circuits (Mountain/Shadow respectively).

    That's a lot easier for a clan to manage, but a question is how much will this affect the forma costs for the rooms?  The scaling on that has got to be different then just a straight ten times down or will they be removed as a material?

  8. Not really, clan hopping is a way for players just to get the weapons they want fast, with the least amount of effort.  Often has little to do with the people of the clan's members or the leadership.  I can't say I blame people for it, as it's seems to have turned into human nature to take what you want as fast as possible, this not being a trait to any particular nation but rather a trend that has spread globally.

     

    More to the point, clans were meant to be a place to make a community of people you wanna play the game with and help each other get better at the game.  Right now, with clan hopping, that idea is quickly evaporating with cost to build and larger clans like Broframe, where 90% of the people will never talk to each other.  I mean, I see Broframe people in region chat or recruiting chat looking for parties and people all the time and it's not to say they don't party up in their own clan, but if you aren't able to find a complete party in your own clan of 7k+ people, when the can claim they have a min of 100 people on at any given time, something is wrong here.   Not that I don't like partying with random people from other clans mind you, as the clan I am part of Triedge with 104 people right now and still find myself partying with randoms occasionally, but it's typically with at least one other person from my clan.  But even so, the population in my clan is feeling the effects of the dojo, where some have clan hopped from large ones into ours and visa versa.

     

    I would say, maybe limit clan sizes based on the dojo size, but that's too late too make possible now, as people in really large clans like Broframe would be screwed if they didn't have a dojo large enough to house all 7k+ people.  Casasara though, as hind sight is 20/20 on things you would do different if you could.

     

    People can and do jump into a larger clan at any time, without penalty or ties, take what they want, then leave starting or joining a smaller clan.  When they do this, they lose motivation to help build up these smaller clans, as they already got the weapons they want, hence why 4% of the clans in warframe right now are single person clans or small clans of less then 50 members. 

     

    The idea I had for vault seeks to build these ties forcibly, because if a person is forced to give  forma or lots of spores for one weapon, they might consider staying in the clan a little longer now they have something invested.   They may not, but at the very least, even in their short time at the clan, they will have helped contribute for the future of that clan. 

     

    Now you may be asking, what of the clan hoppers that already got the weapons they want?  Well, unfortunately or fortunately (depending on your perspective), going to have to live with it as I don't see a really reasonable way to force them to pay anything more then they did.  That being said though, it's up to the developers to release content that makes a person want to stay in a clan, and there have been tons of suggestions on this.  Some of my favorites were a Sentinel research, Mod Research, personal rooms for members, clan based missions, more weapons, and a few other ideas here and there.

  9. First, it's already been known resources wouldn't sit in there for long, as they have confirmed that the dojo will have multitudes of customization features for rooms and more weapons that will require them to be bought through the oracle and cost resources. Not to mention lots of other rooms will be coming.  So your first point is based on what currently is, but it's changing with the next big update.   As such this idea stems from what the developers said they have planned.

     

    As far as feature of the Clan Vault, it didn't really say too much other then it's a place where you can put stuff, and with my idea, tracking who is donating turns into a mute point. 

     

    Because rather then track  individual resource donations, it would pool all the resources donated, tracking then impossible other then to the person who donated-as they would get a clan credit after they donated a certain amount.  And furthermore hating a person not donating wouldn't make any sense then, because if a person is not donating they are only hurting themselves.  While a person who does donate, gets all the benefits a clan has to offer through the use of clan credits.   As opposed to the current, join, get all the blue prints, then leave.  Which a lot of clan leaders/members are complaining about. 

     

    Now the scale on clan credits that was proposed in the first post, probably should be adjusted, but it was more or less an example of how it could go.

     

    This idea in turn, has the benefit of having even large clans like broframe will still have contributing members and members in smaller clans have larger reason to stay in a smaller clan and build it up, rather then jumping to a large clan.

  10. A Clan Vault:

     

    Members would be able to contribute resources at any time, in exchange they get a clan credit:  Clan Credit is a name for type of credit that would only be usable in the dojo.  They would be used in addition to normal credits when a person buys something from the Oracle.

    1000k of common resources like the nano spore would give 1 clan credit

    100 of uncommon resources like rubedo would give 1 clan credit

    10 fieldron would give 1 clan credit

    1 forma will give 1 clan credit.

    ...etc...

    The clan credits would allow you to buy blue prints from the oracle, say 15 for something like the lanka bp.  This way the minimum amount a person can give to the clan before they can buy the rank 7 blue prints would be 1500 rubedo or 15k nano spore.  This would mean that even clan jumpers would have to give something in order to buy the blue prints.  No more joining then bailing after you take the blue prints.  This vault has the added benefit, of even if your clan is not building a room currently, you can still get clan credits, as it wouldn't limit the amount you can give.

     

    The resources that go into the clan vault, could be used by those that can build onto the clan's dojo, the sages the officers, the generals, and the warlords.

     

    The vault would do a log for the players that donate too it and would be the only place where you can put resources in, so no more room to room donations.  This saves time for the players on looking for rooms and labs they wanna donate too.  As well as allow them to track how much they donate and how many clan credits they earned-it wouldn't be visible to anyone else.

     

    The room should be automatically be added on to current dojo clan room(first room you start in), by adding a third door that leads into it.  So that it costs nothing for the clans, like it was always there kind of deal.  Not to mention it would make it easier for people to find and donate toward something.

     

    This was part of a topic that was asking for a way to see who donates, but I decided this actually might stand as an idea that might be worth checking out as a way to deal with more problems.

  11. I agree to this.  Having a way to track it would be awesome.  Further more I would like to propose an idea to help organize this idea into a dojo room and control for the warlords/leaders of the clan, to address other complaints that I have noticed, as such I have made a topic just above this one as a way to deal with multiple issues at once.  One of which is this issue.  But I hope the developers take a look at this, because it is an issue that a lot of clans are facing.

  12. Could be easy enough to fix, just add a clan vault that stores resources and have a leaving fee of a certain amount of resources.  Only the General and the Warlord would have access to the vault and they could only put forth the materials in it to the dojo rooms.  That way, even if they wanted to leave, they have to contribute something to the clan.  Tada, easy solution for something that people find annoying and some what real world based, cause often in organizations such as clans or gangs or even mafia, there is a buy out fee, where a person leaving the clan/gang/mafia, would have to compensate the group.

  13. Not that hard of a solution, just make it so the potato carries over to the upgrade form.  Deth dive would only do damage and knock down, not almost insta or almost insta  kill up to three enemies.  And as far as the first three being melee, mainly, isn't that big of an issue honestly.  Seeing as how current sentinels fire when they want or when you do, which either gives away your position or you give it away.  So having a melee type would reduce them giving away your position, offering an easier time at a stealth play through, while at the same time not limiting your rush play through, as each would go back to your side instantly if they get too far from you.  The idea behind the melee type would be so that they would have a reaction range of about 5-8m from your side.  That being said, no one would force you too upgrade your sentinel, it would still be your choice.

  14. I put this in the fan section, but think it might fit with your idea a little better (of which I like your idea).

     

    Sentinels Upgrading based on rank:

    Things to keep in mind, the cost was made this high to encourage participation in alerts and void, the rank was set that high to encourage using new frames and weapons.  This is meant to be a reward for dedication to the game.

    The old sentinel will be capable of upgrading along a set path, which is done by blue prints for the new ones and only usable when the users is rank 7 and then rank 10.  The cost for each first upgrade is 600k credits to buy the blue print and 50,000 to manufacture.  The second upgrade will cost 1 million credits to buy the blue print and 75,000 to manufacture.  The old sentinel will vanish, similar to how weapons blue prints work when made into dual wield.  The new sentinels have some new precepts, while some carry over from the original.  Each upgrade to the sentinels increases their max hp, armor, shield, and attack power.  At max upgrade, they will have about 1/2 the attack power of a normal frame and at first upgrade about 1/3 the attack power.

     

    In order to upgrade a sentinel to the next stage, you need to have it at lvl 30, an orokin cell and the upgrade bp.

    The path they upgrade along:

    Shade upgrades to a robotic wolf form.  No longer capable of firing, they will be restricted to a melee combat.  They have melee similar to an infested charger, but one of the precepts will allow it to use a charge attack every once and awhile for higher damage.  Will still cloak the user, and will not attack unless the user attacks first.  It should teleport to user if the user gets too far from it, to avoid any issues that it may get with being a ground one and getting stuck.

    Wolf then upgrades into a robotic knight form.  The final form is about 3/4 the size of a normal warframe, floats off the ground a little.  The knight uses a sword like gram and will once again be restricted to melee attacks only, only now capable of hitting more than one target per attack.  The sentinel carries over the occasional charge attack and stealth, along with the not attacking until the user does.

    Wyrm upgrades to a floating mini robot wyvern form.  Now wields dual laser rifles and will firing on targets that are in range.  The dragon loses the ability of the wyrm for the crowd dispersion, in favor of a group shield, similar to how the corpus ones work.  This makes the dragon more prone to be shot at.

    Wyvern upgrades to robotic dragooner. Again about 3/4 the size of a normal frame, but floats above the ground by about a foot, bring it up to about shoulder height.  This form uses an orthos type weapon with charge attacks.  The charge attack however, is more like a krestel or glaive with a smaller max range of about 18m.   Carries over the previous precepts of the wyvern form.

    Dethcube upgrades to robotic vulture.  Uses a mixture of melee and gun fire, depending on if the enemy is close or far from user, carries over the precepts from dethcube, but vaporize changes to death dive.  Death dive is an up close attack that impacts hard one opponent doing good damage and knocking down multiple opponents in a 1 meter radius.  Same cool down time as vaporize

    Hawk upgrades to Reaper.  Again, the Reaper is about 3/4 the size of a frame and floats a little off the ground. No longer having gun attacks, the reaper now wields a scythe, similar to reaper prime.  The attacks hit multiple targets, stunning them, no charge attack.  Death Dive changes to Death Gaze, which hits multiple targets, up to three, similar to damage on vaporize, but on up to 3 targets.  Does not knock down or stun targets.  Same cool down time as vaporize.

    New Sentinel:
    Oculus: Big robotic looking Eye Ball with 5 tentacles hanging down from it.  Uses a semi-auto ballistic rifle.
    Precept:
    Seeing is Believing: Will only fire after the user fires. The same idea behind the shade’s precept.
    Eye of Beholder: Has an enemy radar function that occasionally turns on, range at min is 8 meters and at max 12 meters.

    Oculus upgrades to Robotic Manta like thing.  Uses a sniper rifle, mounted where the tail is, looking similar to the vulkar.  Carries over the same Precepts from oculus.

    Manta upgrades to Archer. Archer is about 3/4 the size of a frame and floats a little off the ground Carries over the same precepts as Manta and Oculus.  Weapon is now a bow similar to Paris in function and use, so thunderbolt can be attached on to it.

    Nemu: long snake like body. Uses a semi-auto ballistic handgun
    Precepts:
    Patient Strike: Attacks targets after the master does.
    Regeneration: Heals the master every once and awhile with a burst of hp. Min 5 hp max
    10 hp restored. Cool down on skill of 1 minute.  Will only activate when enemies are nearby.

    Restore: As a passive precept decreases the time needed to be revive, but loses guardian.
    Increasing this Precept decreases the time needed by .5 seconds min to a max of 3 seconds.

    Nemu upgrades to Robotic Salamander.  Salamander uses dual semi-auto laser pistols. The precepts carry over from Nemu; Patient strike and restore.  Still no guardian.  This one will, like the wolf, teleport too you if you get too far from it.
    Regeneration now becomes a group heal, called Heal All, same healing ranges of 5 min d 10 max hp restored, only does so now for a group within a certain range of you. The cool down is still 1 minute. Will only activate when enemies are nearby.

    Salamander upgrades to robotic Valkyrie.  Valkyrie is about 3/4 the size of a frame and floats a little off the ground Valkyrie uses quad semi-auto laser pistols.  Valkyrie uses the precepts of salamander and nemu.  Heal All now becomes Massive Regeneration, restoring a min of 10 and a max of 15 hp. The skill cool down is still a minute. Will only activate when enemies are nearby.

  15. New Modes of Play for Clans:

     

    A lot of these ideas are probably some that have come up in one form or another, but some not, even so they bear saying again.  That being said, more could be done so that people remain in a clan for longer periods then just to get blue prints for weapons and efforts for people to make those weapons.  With that in mind, I thought of these ideas.

    Vault:
    Vault allows access to the invasion mode and where you can buy traps and units to put into the dojo during an invasion mode.

    Invasion Mode:  Based on Clan sizes, where a small is a clan of less than 80 members a medium is a clan of 81-200 members, a large is a clan of 200-500 members and a giant is a clan of 501+ members, they will be allow to raid another clan’s vault.  The vault doesn’t actually take away resources from the raided clan, but rather the team that makes it too the vault get s mission complete reward of some resources.  In order to participate in the raids, you must have built a clan vault.  This will be a clan based mission and only doable once per day per person.  The opposing clan must agree to the invasion.

    In order to defend against an invading clan, your clan must set up traps and defenders, some users and some automatic units, in your dojo.  If you succeed in defending against a raid you get the mission reward instead of the other team.  The teams will consist of up to 4 players on each side, just like a regular mission.  The host team is the team that is being invaded and their traps won’t hurt them.  The invasion can only happen if both clans agree to the invasion, think of this as more of training exercise between two clans, rather than a competition or trying to destroy each other, similar to how war games are done in real life.  The traps include ones from the void missions.  The layout of the dojo is the map the other team has to run through, only now your traps are active and visible.  Normally your traps won’t appear in dojo, but are rather an upgrade that you can do to a room.  Invasion mode can only be done once daily for any one person and the rewards are scaled based on clan size.  If you fail the mission no rewards and can’t be run again for the day.

    Star Ship Dock:
    Another clan room, called the dock can be built.  From there, invasion and star ship mode can be activated.  Star Ship mode is a mission for up to 8 members of a clan.  There will be two classes of star ships, leviathan (big) and menace (small).  Leviathans can have the max (8) while menace can take up to four. It is up to your team to repel an invasion by the grineer/infested/corrupted/corpus from your dojo’s air space and ship.  It will consist of one pilot, 4 gunners and 3 engineers. The gunners job is to take out enemy starship, the pilots is to avoid enemy fire, and the engineers job is to repair damaged parts to the ship and repel invading forces.  There are not waves of enemies, but rather a set number of ships and a time limit of 5 minutes.  Any enemy that manages to land on your ship, that’s when 20 or so enemies will poor out.  They will go to the nearest vital point on your ship.  The leviathan ships have three vital points, energy, shields, and engine.   The menace class ships only have two points.  Engine/energy and shields.

    Once the dock is built your clan can build one or the other type of star ship per dock, multiple docks for both types may be built.  The star ship missions can be run once per day per ship.  So if your clan has 10 docks and 10 ships, then a person can run it 10 times a day with a group. They will give rewards of resources and maybe war frame parts if successful.  No mods, money or resources will drop from this mission.  Leviathan missions give double reward compared to menace ships, but the cost to build a leviathan is much more then menace and the difficulty is greater, where not only does the host need a good connection, but more enemy ships.

    The mission layout is hallway like, where the pilot has to move the ship around a screen, avoiding debris and other enemy ships.  The gunners will have mounted guns that can target anywhere on the screen, anything that gets past the gunners damages the ship or if an enemy ship, they invade your ship, in which case your engineers need to clean up or repair.  The gunners and pilots frames will not actually be seen, instead only the engineers.  Enemy ships will fire upon your ship, so engineers will need to repair shields even if the enemy doesn’t get past your gunners.

    The Coliseum:
    Another clan building: will allow access to the weekly and monthly tournament.  Not a team based tournament.  The prize is a reactor or catalyst for the monthly.  For the weekly, all of a warframes part blue prints.  Only one winner will be picked in all the cases and it’s a bracketed tournament.  More than one set of tournaments may happen at a time, as there will be 32 participants.  It’s restricted too those in clans only.  You can only participate in the tournament once a week, on a Saturday.  Matches are unlimited in time, but if one side is not fighting back within a 40 seconds of starting, then the match is called void and both participants exit tournament.  They can both re-sign up for a different tournament.  These are single elimination tournaments.  The coliseum in the dojo is only a faux stage, it shows you the layout of where you will battle other people and where energy pick ups are.

    Living Quarters:
    A customizable room for the members of the dojo.  Parts can be bought from a clan’s oracle for new stuff in the room.  Would come with a 4 slot chest, not linked to the arsenal menu, for trophy weapons and such that the users no longer plans to use but doesn’t want to get rid of.  The room can be expanded at cost to the user, so that one can add in more stuff.  Mini games like darts or a pool table can be bought and added to the room, showing off the PhysX engine that is used.  The owner of the room can invite others into their room.  Includes an archive for all the enemies you faced.

    Trade Center:
    Allows trade of things between clan members only.  This is done in order to limit the amount of abuse that can occur in a game, which some games run rampant with.  Trade will be credits for items or items for items only.  No, platinum trading for items.  No Shop system where it allows a person to afk and post a messsage, which again is abused in many games.

     

    This was posted in fans section before, but someone suggested I post it here, as it may get more views and replies.
     

  16. Yup, made them all melee, mostly, though wyrm's charge attack would be a range and dethcube final upgrade brings back a range special like vaporize. So strictly speaking, only shades final upgrade would remain purely melee, which to me doesn't hinder the stealth aspect I wanted to keep.  But, I am open to suggestions on this, seeing as this in only a fan concept idea.  So if you think of way to improve it, say it.

     

    To me though, melee sentinels wouldn't be so much of a problem, the trick being far they can go from you and when they start to move to an enemy, that's a bit tricky to balance right. If you have it too close then it's not that useful, too far and they die, so the standing idea would be 5-8m reaction range for melee types and the normal firing range for range types. le.   After the enemies are dead, the melee types would return to your side, if they aren't there already.

     

    As far as all three being melee for starts, I originally had wyrm going into dragooner that used a ranged weapon like a boltor but with far less power and rate of fire, but changed my mind and went with a krestel/glaive type weapon that would look more like an orthos.  So it's a half and half type of thing, where the charge attack it can do would be ranged, but it would then go into upclose melee attacks of an orthos, occasionally doing another ranged type of attack. For Wyrm, it would uses it's charge attack first, then go into a melee range attacks, till it was ready to use another charge attack.

     

    As far as stats of the weapons that each uses, I have some thoughts on that, but would like to hear some ideas from others.

    Also if you notice, they still need names precepts for the attacking styles that most would use in the upgrades.  So some details would still need to be flushed out to get this ball rolling.

     

    I will try to get some pictures of the ideas up later, still working on them at the moment.  This and the dojo idea's, by the way, are part of 23 pages of ideas I came up with and actually wrote down.  Still got alot more haven't typed out and finished the art designs too.  Hoping to get some more of them up later this week.

  17. New Modes of Play for Clans:

    Vault:
    Vault allows access to the invasion mode and where you can buy traps and units to put into the dojo during an invasion mode.

    Invasion Mode:  Based on Clan sizes, where a small is a clan of less than 80 members a medium is a clan of 81-200 members, a large is a clan of 200-500 members and a giant is a clan of 501+ members, they will be allow to raid another clan’s vault.  The vault doesn’t actually take away resources from the raided clan, but rather the team that makes it too the vault get s mission complete reward of some resources.  In order to participate in the raids, you must have built a clan vault.  This will be a clan based mission and only doable once per day per person.  The opposing clan must agree to the invasion.

    In order to defend against an invading clan, your clan must set up traps and defenders, some users and some automatic units, in your dojo.  If you succeed in defending against a raid you get the mission reward instead of the other team.  The teams will consist of up to 4 players on each side, just like a regular mission.  The host team is the team that is being invaded and their traps won’t hurt them.  The invasion can only happen if both clans agree to the invasion, think of this as more of training exercise between two clans, rather than a competition or trying to destroy each other, similar to how war games are done in real life.  The traps include ones from the void missions.  The layout of the dojo is the map the other team has to run through, only now your traps are active and visible.  Normally your traps won’t appear in dojo, but are rather an upgrade that you can do to a room.  Invasion mode can only be done once daily for any one person and the rewards are scaled based on clan size.  If you fail the mission no rewards and can’t be run again for the day.

    Star Ship Dock:
    Another clan room, called the dock can be built.  From there, invasion and star ship mode can be activated.  Star Ship mode is a mission for up to 8 members of a clan.  There will be two classes of star ships, leviathan (big) and menace (small).  Leviathans can have the max (8) while menace can take up to four. It is up to your team to repel an invasion by the grineer/infested/corrupted/corpus from your dojo’s air space and ship.  It will consist of one pilot, 4 gunners and 3 engineers. The gunners job is to take out enemy starship, the pilots is to avoid enemy fire, and the engineers job is to repair damaged parts to the ship and repel invading forces.  There are not waves of enemies, but rather a set number of ships and a time limit of 5 minutes.  Any enemy that manages to land on your ship, that’s when 20 or so enemies will poor out.  They will go to the nearest vital point on your ship.  The leviathan ships have three vital points, energy, shields, and engine.   The menace class ships only have two points.  Engine/energy and shields.

    Once the dock is built your clan can build one or the other type of star ship per dock, multiple docks for both types may be built.  The star ship missions can be run once per day per ship.  So if your clan has 10 docks and 10 ships, then a person can run it 10 times a day with a group. They will give rewards of resources and maybe war frame parts if successful.  No mods, money or resources will drop from this mission.  Leviathan missions give double reward compared to menace ships, but the cost to build a leviathan is much more then menace and the difficulty is greater, where not only does the host need a good connection, but more enemy ships.

    The mission layout is hallway like, where the pilot has to move the ship around a screen, avoiding debris and other enemy ships.  The gunners will have mounted guns that can target anywhere on the screen, anything that gets past the gunners damages the ship or if an enemy ship, they invade your ship, in which case your engineers need to clean up or repair.  The gunners and pilots frames will not actually be seen, instead only the engineers.  Enemy ships will fire upon your ship, so engineers will need to repair shields even if the enemy doesn’t get past your gunners.

    The Coliseum:
    Another clan building: will allow access to the weekly and monthly tournament.  Not a team based tournament.  The prize is a reactor or catalyst for the monthly.  For the weekly, all of a warframes part blue prints.  Only one winner will be picked in all the cases and it’s a bracketed tournament.  More than one set of tournaments may happen at a time, as there will be 32 participants.  It’s restricted too those in clans only.  You can only participate in the tournament once a week, on a Saturday.  Matches are unlimited in time, but if one side is not fighting back within a 40 seconds of starting, then the match is called void and both participants exit tournament.  They can both re-sign up for a different tournament.  These are single elimination tournaments.  The coliseum in the dojo is only a faux stage, it shows you the layout of where you will battle other people and where energy pick ups are.

    Living Quarters:
    A customizable room for the members of the dojo.  Parts can be bought from a clan’s oracle for new stuff in the room.  Would come with a 4 slot chest, not linked to the arsenal menu, for trophy weapons and such that the users no longer plans to use but doesn’t want to get rid of.  The room can be expanded at cost to the user, so that one can add in more stuff.  Mini games like darts or a pool table can be bought and added to the room, showing off the PhysX engine that is used.  The owner of the room can invite others into their room.  Includes an archive for all the enemies you faced.

    Trade Center:
    Allows trade of things between clan members only.  This is done in order to limit the amount of abuse that can occur in a game, which some games run rampant with.  Trade will be credits for items or items for items only.  No, platinum trading for items.  No Shop system where it allows a person to afk and post a messsage, which again is abused in many games.
     

  18. Sentinels Upgrading based on rank:
    Things to keep in mind, the cost was made this high to encourage participation in alerts and void, the rank was set that high to encourage using new frames and weapons.  This is meant to be a reward for dedication to the game.

    The old sentinel will be capable of upgrading along a set path, which is done by blue prints for the new ones and only usable when the users is rank 7 and then rank 10.  The cost for each first upgrade is 600k credits to buy the blue print and 50,000 to manufacture.  The second upgrade will cost 1 million credits to buy the blue print and 75,000 to manufacture.  The old sentinel will vanish, similar to how weapons blue prints work when made into dual wield.  The new sentinels have some new precepts, while some carry over from the original.  Each upgrade to the sentinels increases their max hp, armor, shield, and attack power.  At max upgrade, they will have about 1/2 the attack power of a normal frame and at first upgrade about 1/3 the attack power.

     

    In order to upgrade a sentinel to the next stage, you need to have it at lvl 30, an orokin cell and the upgrade bp.

    The path they upgrade along:

    Shade upgrades to a robotic wolf form.  No longer capable of firing, they will be restricted to a melee combat.  They have melee similar to an infested charger, but one of the precepts will allow it to use a charge attack every once and awhile for higher damage.  Will still cloak the user, and will not attack unless the user attacks first.  It should teleport to user if the user gets too far from it, to avoid any issues that it may get with being a ground one and getting stuck.

    Wolf then upgrades into a robotic knight form.  The final form is about 3/4 the size of a normal warframe, floats off the ground a little.  The knight uses a sword like gram and will once again be restricted to melee attacks only, only now capable of hitting more than one target per attack.  The sentinel carries over the occasional charge attack and stealth, along with the not attacking until the user does.

    Wyrm upgrades to a floating mini robot wyvern form.  Now wields dual laser rifles and will firing on targets that are in range.  The dragon loses the ability of the wyrm for the crowd dispersion, in favor of a group shield, similar to how the corpus ones work.  This makes the dragon more prone to be shot at.

    Wyvern upgrades to robotic dragooner. Again about 3/4 the size of a normal frame, but floats above the ground by about a foot, bring it up to about shoulder height.  This form uses an orthos type weapon with charge attacks.  The charge attack however, is more like a krestel or glaive with a smaller max range of about 18m.   Carries over the previous precepts of the wyvern form.

    Dethcube upgrades to robotic vulture.  Uses a mixture of melee and gun fire, depending on if the enemy is close or far from user, carries over the precepts from dethcube, but vaporize changes to death dive.  Death dive is an up close attack that impacts hard one opponent doing good damage and knocking down multiple opponents in a 1 meter radius.  Same cool down time as vaporize

    Hawk upgrades to Reaper.  Again, the Reaper is about 3/4 the size of a frame and floats a little off the ground. No longer having gun attacks, the reaper now wields a scythe, similar to reaper prime.  The attacks hit multiple targets, stunning them, no charge attack.  Death Dive changes to Death Gaze, which hits multiple targets, up to three, similar to damage on vaporize, but on up to 3 targets.  Does not knock down or stun targets.  Same cool down time as vaporize.

    New Sentinel:
    Oculus: Big robotic looking Eye Ball with 5 tentacles hanging down from it.  Uses a semi-auto ballistic rifle.
    Precept:
    Seeing is Believing: Will only fire after the user fires. The same idea behind the shade’s precept.
    Eye of Beholder: Has an enemy radar function that occasionally turns on, range at min is 8 meters and at max 12 meters.

    Oculus upgrades to Robotic Manta like thing.  Uses a sniper rifle, mounted where the tail is, looking similar to the vulkar.  Carries over the same Precepts from oculus.

    Manta upgrades to Archer. Archer is about 3/4 the size of a frame and floats a little off the ground Carries over the same precepts as Manta and Oculus.  Weapon is now a bow similar to Paris in function and use, so thunderbolt can be attached on to it.

    Nemu: long snake like body. Uses a semi-auto ballistic handgun
    Precepts:
    Patient Strike: Attacks targets after the master does.
    Regeneration: Heals the master every once and awhile with a burst of hp. Min 5 hp max
    10 hp restored. Cool down on skill of 1 minute.  Will only activate when enemies are nearby.

    Restore: As a passive precept decreases the time needed to be revive, but loses guardian.
    Increasing this Precept decreases the time needed by .5 seconds min to a max of 3 seconds.

    Nemu upgrades to Robotic Salamander.  Salamander uses dual semi-auto laser pistols. The precepts carry over from Nemu; Patient strike and restore.  Still no guardian.  This one will, like the wolf, teleport too you if you get too far from it.
    Regeneration now becomes a group heal, called Heal All, same healing ranges of 5 min d 10 max hp restored, only does so now for a group within a certain range of you. The cool down is still 1 minute. Will only activate when enemies are nearby.

    Salamander upgrades to robotic Valkyrie.  Valkyrie is about 3/4 the size of a frame and floats a little off the ground Valkyrie uses quad semi-auto laser pistols.  Valkyrie uses the precepts of salamander and nemu.  Heal All now becomes Massive Regeneration, restoring a min of 10 and a max of 15 hp. The skill cool down is still a minute. Will only activate when enemies are nearby.
     

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