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(PSN)puritan643

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Posts posted by (PSN)puritan643

  1. My concern with warframe is the focus on the operator. It was a great addition to the game, but it left the concept of the warframe feeling hollow.

    The next story content to the game should bolster the warframes back to their wise and deadly ninja status, and not a puppet in a symbiotic relationship.

     

    Taking a quote from the codex.

    “We took the twisted few that had returned from that place. We built a frame around them, a conduit of their affliction. Gave them the weapons of the old ways. Gun and blade. A new warrior, a new code was born. These rejects, these Tenno, became our saviors. Warrior-Gods cast in steel and fury striking our enemies in a way they could never comprehend.”

    - Orokin 'Warframe' Archives

     

    Original tenno that had traveled into the void where imbued with the powers and had their flesh bound within a suit that is the warframe. These are the original tenno that were fused with the warframes. They disappeared with the orokin I would assume, but what if they still existed in the void.

    From what I gather from the operators, they are able to commune with the original orokin, as part of their abilities gained from completing the war within, so what is to stop the communion with the original tenno. Possibly accepting a shared transference or some form of guidance from the original tenno. (something out of avatar)

    In order to find these tenno, one must travel deep into the void, and given that our tenno operators have some basic manipulation of the void. The original, aged and wise tenno, would most likely have a very strong connection to the void. Enough to manipulate the space and fabricate a form of sanctuary for themselves.   

    Upon the entry and progression through this sanctuary, backstory of the original tenno would be revealed, possibly even ghostly reenactments for portions of the tenno’s life, learning of their goals, etc, and the opportunity to meet them face to face without their suit.

    In order to gain their power, you must appease them with some sort of objective or quest. Maybe you would need to hunt a dragon (for Chroma), or revisit the sight of their home, or solve a series of riddles. Possibly duel with an overpowered version of the tenno. Could be anything that fits within the tenno’s character.  

     

    When the power of the original tenno is gained, the warframe would then be able to damage beings that exist in both the physical and alternate void/astral planes of existence when necessary.

    Extra powers and abilities (passive and active) would be unlockable. Through a skill tree or unlockable skill system.

    Individual warframes could carry their own respective alignment rating. Say Frost could be of the good alignment, Loki could be neutral, and Necros be Evil for some examples.

    The ability to use warframes in areas (or dimensions) where the void cannot breach, possibly in missions based around the sentient faction. In such cases the operator abilities and passives wouldn’t be usable.

    Also, when using transference, the warframe would continue to guard you, accepting commands to standground or follow.


     

     

     

     

     

     

     

    I made a few examples of what the unlockable skill tree might resemble

     

    -when the warframe is rank 30, 0.4% of any excess affinity gained will be spendable in the tree similar to how the operator's tree functions, but having a focus lens installed doesn’t prevent or hinder focus gathering.

    -1 extra skill unlocked in the tree per warframe. This skill is on a cooldown and takes no energy.

     

    Rhino

    Spoiler

    Rhino: allignment good

    Tree:

    RhinoTree.png

    Skill: Warbanner: Lay down a war torn warbanner that raises base health armor and shields of nearby tenno for +25 per level, scales with power strength and range. Placing another one down will destroy the first one. Ability ends when the warbanner is destroyed. Health scales with any health, armor, and shield mods as well as power strength. Health = 300*(level+1), armor = 100*(level+1), shield = 100*(level+1). Cooldown = 400sec.

    _ / 3.

    Unlocking req = 50,000 points,

    Level 1 req = 150,000 points,

    Level 2 req = 250,000 points,

    Level 3 req = 500,000 points.

     

    1: Thick skin: reduces self damage by 50% per level.

    Unlocking req = 50,000 points,

    Level 1 req = 75,000 points,

     

    2: Warbanner proficiency: reduces cooldown of warbanner by 25sec per level.

    Unlocking req = 25,000 points,

    Level 1 req = 75,000 points,

    Level 2 req = 125,000 points,

    Level 3 req = 250,000 points.

     

    3. Rhino Proficiency: Unlocks a mod slot dedicated to augment mods

    Unlocking req = 75,000 points.

     

    4: Hero’s arm: Archwing primaries may be equipped on Rhino in place of a primary weapon.

    Unlocking req = 35,000 points.

     

    5: Shrapnel: enemies that take any form of damage from rhino have a 15% chance per level to be affected by impact and puncture debuffs.

    Unlocking req = 25,000 points,

    Level 1 req = 75,000 points,

    Level 2 req = 125,000 points.

     

    6: Brute: When surrounded by 3 or more enemies within a 5m radius, deal 5% more damage. Range and damage increase by 2m and 5% respectively per level.

    Unlocking req = 25,000 points,

    Level 1 req = 75,000 points,

    Level 2 req = 125,000 points.

     

    7: Thundercrash: enemies are more susceptible to blast and impact damage, reducing resistance by 3% per level.

    Unlocking req = 25,000 points,

    Level 1 req = 75,000 points,

    Level 2 req = 125,000 points,

    Level 3 req = 250,000 points.

     

    8: Armored shielding: 10% or rhino’s armor rating is applied to shields per level.

    Unlocking req = 50,000 points,

    Level 1 req = 100,000 points,

    Level 2 req = 150,000 points,

    Level 3 req = 200,000 points,

    Level 4 req = 300,000 points.

     

    Vauban

    Spoiler

    wip

     

    Mag

    Spoiler

    wip

     

  2. I agree with your comment about DE focusing on gimmicky content. I would much rather have some wholesome tile set and faction to add challenge and longevity than game play systems that compound the rng grind. I also dislike the focus on the operator and would much rather have the focus set back on the warframes. The war within would have been a fantastic opportunity to develop our individual warframes more as characters than skins for the symbiotic relationship. The continued focus on the operator just leaves the whole concept of the warframe incredibly hollow in my opinion. 

    Another reason I used to play where void runs. They where a fantastic balance of challenge and reward, and where the reasons to optimize your loadouts. They where always useful to run, for plat, parts, credits, affinity, or ducets. Old void missions where also great for groups. The relic system has almost completely removed group play and part farming, due to void traces and the stupid amount of relics that drop. Group play is now quick 5min lobbies with randoms, or you need a radiant relic to join, and the need to constantly jump in a new mission every 5 min and be forced through loading screens has completely killed my desire to farm for parts. I don't believe that relics where the proper fix or substitute for the void rng, replacing the void with a system that is even more complex and requires even more steps to accomplish what the old void had streamlined.

    I'm definitely worried about the direction DE is heading with the resent content. Sorry for the rant.

  3. 16 hours ago, Iamabearlulz said:

    I'm going to come into this with a controversial idea: make the challenges harder, more in a single mission than cumulative, etc. This way the players who enjoy using and are good at using particular warframes get bonuses with those warframes.

    Great idea though, I approve.

    I actually quite like the idea of needing warframe knowledge and dedication to a warframe. The extra abilities would show more prestige.  

    On 11/18/2016 at 10:10 AM, (PS4)Crixus044 said:

    I greatly enjoy this idea. I'd even take it a step further and have a difficult solo mission that is warframe specific. Like a rhino only mission that you must complete to unlock the power. Quite a few video games have this. WoW, Destiny, Old Republic, etc. Enemies and mission type will be designed towards the warframe's strong suits, Like a timed defense mission with a lot of enemies for frost, stealth-only assassination for ash, or extremely difficult spy mission for Loki.

    What would you think of having the missions based in the simulacrum. Unique obstacle courses or arena spaces could really highlight the warfames abilities and test niche challenges. 

  4. 20 minutes ago, DiabolusUrsus said:

    I agree that I don't want Warframes to be shifted to a supporting role.

    I disagree with the notion of Warframes gaining a fully-independent consciousness. I just don't like it. I especially dislike the idea of Warframes being given a voice. I liked that Warframe didn't run into the issues of disjointed voice acting like so many other games, and I particularly don't want that issue to bleed over to our super-suits. It's bad enough being stuck with decisively post-pubescent voices for pre-pubescent characters.

    I also loathe the idea of stacking yet another progression system on top of what we've got before going back and fixing what we've got so that it's something less random and incoherent.

    I would much, much, much rather have it be that there are some tasks best completed as the Operator, and the rest of the tasks be best completed by the Warframe.

    I also liked the silent protagonist we had pre second dream. If there was a voice, it would have to be the creepy extraneous voice of the stalker or rail specters, just in different tones, possibly requires subtitles to translate. Was just brainstorming a list of possible ideas for more independent warframes.   

    The unlockable passive thread was actually designed around the idea of having more independent warframes, but I agree that more progression in regards to game balance can be bad. This can be reflected in the power of the focus trees and now resent kuva system. However I took some time to regard balance in my linked thread.   

  5.  

    For the recent expansions, second dream and war within, there has been a main focus on our operator. The game that was originally focused on warframes have been deviating with recent content, and warframes should be becoming the focus again in the next expansions. Warframes could shift to becoming sentient and individuals. From what I can gather from codex, original orokin designs were people whom were altered by void exposure and fused with the warframe (could be wrong). Relationship between operator and warframe could be expanded upon, currently they have a very symbiotic, and I would much rather have a dynamic one.

     

    Possible Gameplay Systems

     

    -When the operator leaves transference state with the warframe (for focus abilities or using Operator in combat), our warframes could continue to fight as a specter instead of becoming disabled. (The warframe specters wouldn’t consume ammo or be downable)

     

    -Certain areas, such as a “deep void” or sentient stronghold, could have transference loss that prevents the operator from participating in the mission. The warframe would then need to complete these missions without the aid of the operator.

     

    -Have some banter between the operator and warframe. This would involve giving the warframe a voice.

     

    -The alignment system could take into account the alignment of the warframe, and alignment of the operator. The difference in alignment type could affect the warframes in some way, as well as the banter between the warframe and operator. Warframe alignment could change over time.    

     

    -Both warframe and operator could wander the ship hull. The two most used warframes could be active on ship as well.

     

    -New sidequests could have a warframe loadout dispatched to be completed. The warframe and loadout would be locked out from use until they return from mission (10min - 2hour, depending on mission). Multiple loadouts could be sent to increase the chances of success.    

     
     

    The next progression system

     

    Because the warframe is capable of greater mastery, there could be a progression system to show this. Something like a skill tree, unlockable passives (my idea on this), or D3 paragon leveling.

     

     

  6. On 11/4/2016 at 3:44 PM, Karav said:

    I don't know either, but I can guess. People like buffs and hate nerfs. I would be surprised if list of unlockable perks/buffs is wasn't well received. Additionally, these are changes that don't significantly alter existing abilities. Some of the changes (like boosting zephyr's aim-glide) are things people have been asking for for quite some time, but no one could agree on an implementation. As long as these buffs don't become things you're required to pick up if you want to stay viable, I think we're in a good place.

    The second thing to keep in mind, is that passive abilities give warframes an edge when they're out of power and/or dealing with nullifiers. Atlas's (original) passive lets him walk up to enemies without worrying about getting stunlocked. Trinity's boosts her role as a support. Loki's improves his infiltration mission viability.

    Will it create balance issues and stumbling blocks? Undoubtedly. Atlas's passive is arguably one of the most powerful in the game and one of the only reasons I play him. His other moves can be a little lacking without the right augments. Most frames either had hidden passives (Zephyr) or have one so minor it might as well not exist (Oberon). I don't think there are any passives that directly increase damage. The closest I can think of are Excalibur's attack speed bonus and Wukong's combo duration bonus.

    Extra progression systems, if done well, are usually good. The focus abilities and passives are a good example, even though they are incredibly powerful abilities. 

    If warframes ever become more independent, this type of system might fit very well.

  7. 23 hours ago, Rehtael7 said:

    This guy/gal is very much onto something. I'm not sure why this concept is getting so much positive attention. May I also point out that this cause massive unforseen balance issues, and could add another stumbling block to the process of making new warframes?

    I'm trying to keep everything within reason. Its just that grinding affinity can get a bit tedious, forma shouldn't be the only endgame goal. 

  8. 1 hour ago, Karav said:

    It's an interesting idea. I imagine passives like this will be difficult to balance. The perks/passives would need to be small enough that they don't break the game or become the only reason to play the frame, but strong enough to be worth attempting the challenges.

    Oh, and Zephyr was feeling lonely so:

    Challenge - spend [time] in midair in a single mission to unlock an extra bullet jump

    Challenge - perform [number] kills in a single jump to unlock additional aim-glide time. Head-shots are worth double.

    Looks good, I'll add them over my break later today :)

    Possible names: Fairings/Vortilon/Etruscan/Dogtooth 

  9. On 11/1/2016 at 8:46 PM, (PS4)LoisGordils said:

    Clear Mind: Being strong of mind, Nyx is immune to Radiation procs and allies within 15m of her will not succumb to confusion due to her keeping their psyche clean and sane.

    I like it, an ability that fits the theme as well as showing a somewhat compassionate side. However, this would only be useful in a radiation hazard, the only other radiation I can think of are death lasers and radiation proc really isn't the worry there. Possibly if DE ever pushes more radiation/confusion, but might want to tweak it. :thumbup:

     

     

  10. I think that the engineer premise is interesting but I think the hacker form contradicts it slightly.

    some changes I would make.

    Passive is a special sentinel, always equipped, that can be taken control of and behaves like a hacker.

     

    main frames abilities

    -barrier type

    -turret type

    -take control of hacker drone (could re deploy when destroyed, extra energy cost)

    -ult

     

     

    hacker drone could then be focused on stealth w/ 3d movment

    the drone can interact with terminals at a distrance.

    drone abilities

    -stealth type

    -decoy type

    -CC type

    -return to warframe

     

    Drone would still be able to be equipped w/ mods such as any companion, but would be able to equip any sentinel specific mod.

    Levels separably from warframe, can be formad 

    [Edit]: possibly a hefty weapon unique to the hacker drone, moddable.

    [Edit]: active barrier for warframe while controlling drone

     

    hope this helped

     

  11. 7 hours ago, blazeshadow44 said:

    Pathogen is virus, buddy, try neurotoxin.  Neurotixin attacks the nervous system, causing gradual paralysis in victims who were injected with it.  Spiders, snakes and other animals use it for prey to stop moving.  :)

    With pseudosciencey videogame logic anything goes. Neurotoxin does attack nervous systems, but whats to keep a super virus/bacteria/microorganism from doing the same?

     

    5 hours ago, MichaelMW28 said:

    You know what?

     

     

    +1 for your great idea, sir :D

    much appreciated. :thumbup:

  12. Life and school got busy but will be finishing this thread soon. I was also thinking on an adaptation that would fit these passives into a skill tree system that uses excess affinity from warframes. Augments could be apart of the tree, as well as a few alternat abilities, in addition to just passives. Something like diablo's paragon system.

    If our warframes ever become more independent from the operator, a system like unlockable passives or a skill tree could represent a warframe's growth as an individual. Not to say that the operator wouldn't be able to continue to help, more of a dynamic relationship between operator and warframe rather then the current symbiotic one.

  13. On 8/29/2016 at 4:38 PM, Adidasprime said:

    I try to get a few at least in between my posts. I'm sure others do as well even if they don't actually say anything.

    Right now for me it's this. (Subatomic Shifter @ 41:45 being my favorite)

     

    Rom Di Prisco also did a lot of work in Unreal Tournament, mad respect for him and Jesper Kyd. 

     

  14. Working on more passives

    Nova:

    Crackling Shell: An elemental nova is released upon shield depletion, damage of the nova is based off energy color. 

    Particle Ghost: Receiving heavy damage will provide brief invisibility.  

    Orb of Ruin: (Secondary Ability) A hybrid between HL2's energy ball and Doom's BFG. Energy orb of death is released like a hadouken. Cooldown 2min. 

    Atlas:

    Silver Palm: All fist melee weapons have reduced channeling cost.

    Bonebreaker: 30% of impact damage from any source is converted to extra blast damage.

    Heaven's Fury: All forms of damage have a chance to stack petrification. 

    Rocksteady: -25% recoil and hip-fire spread. 

    Stone Form: (Secondary Ability) Form stoneskin that will increase damage resistance at the cost of movement speed, 30 sec duration, can be canceled. Cooldown 2min.

    Wukong:

    Initiative: Any focus passives are active at the start of every mission.

    Diamond Body: 20% chance to resist enemy abilities and status effects. 

    Enlightenment: Meditation will greatly reduce focus cooldown.

    Ivara

    Tracker: Can always see the trails of Synthesis Targets, normal enemies leave trails viable to Ivara.

    Farsight: Extra bonus damage increasing w/ distance up to +20%.

    Deadly Precision: Holding ADS will stack dead aim up to 30% for a single shot.

    Saryn:

    Pathogen Glands: all abilities have a chance to inflict paralysis. 

    Corruption: Enemies that die w/ viral damage will infect nearby enemies w/ viral status.

    Oberon:

    Entanglement: (Secondary Ability) immobilize enemies in a large radius by entangling them with vines. Wont work on ship tilesets, Cooldown 2min.

    Barkskin:

    Chroma:

    Dragonscale Hide: +30 to base health and armor

    Loki:

    Saboteur:

    Ghost Dancer: 

    Volt:

    Elemental Overload:

    Conduit:

     

    Ill do some refining and crank out more over the weekend.

  15. 13 hours ago, Matt89Connor said:

    you have to activate each time you start a mission?...If yes,  i like idea, the only problem It is that many people may need to start playing for herself just to unlock the passive skills, and then you may lose cooperativeness, maybe if reduce the number of passive and give more easy to take will be more good :)

    I'm not quite sure I follow. The basic premise comes down to completing different challenges for every warframe. After doing so, get some sort of ability that would benefit said warframe. These buffs would then be permanent upgrades for that warframe. 

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