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(XBOX)XEmotivexManixX

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Posts posted by (XBOX)XEmotivexManixX

  1. 9 hours ago, (XB1)x BL4ZE 920 xx said:

    That's a fantastic idea! but what about when they put in squad link?

    How about having the mission change depending on if you have a squad linked to your mission?

    Say when the enemy ship crashes & the Railjack Crew are fighting the ship in space, the team on said planet have to mop up enemies that are left in the crashed ship?

    I had an idea similar to Liberation and I really have noticed that it could easily replace Liberation as the Assassination mission for its simplicity alone.

    Your idea for Liberation has me very intrigued, however. Like a full-on strike on every enemy leader in the Proxima. Perhaps the Away Team will focus on killing the Solar Rail Overseer while the Railjack Crew hits multiple facilities to dismantle them and draw out the Proxima's Admiral; all the while, the ground team takes part in a Trials-like mission to assassinate the Planet's General.

    Instead of being Assassination, it could replace Trials and offer a unique pool of rewards.

  2. This is a veeery small piece of an expanded Railjacks concept sheet I'm working on, so look forward to that. I was especially proud of this idea, inspired by scrapped game types like Trials and Solar Rail Conflicts. I've only ever participated in the Trials, but the way I've heard SRCs described reeeally makes me sad I missed it.

    Liberation

    Liberation will be a multi-phase Railjack mission that will “liberate” the sector from its Overseer.

     

    Phase I: The Railjack attacks the Solar Rail of a Proxima, sending an Away Team to reclaim it in a hybrid Mobile Defense and Sabotage mission, alerting the Proxima’s Overseer.

     

    Phase II: The Overseer’s Galleon/Obelisk/Hyper-Golem arrives in-sector and Away Teams will open up the ship’s weak points to the Railjack in a Spy mission onboard the ship or golem. The Railjack Crew will destroy the three weak points in the order they are opened while fending off waves of enemy fighters and Crewships.


    Phase III: As the Overseer’s capital ship crashes to the nearby planet's surface, a Railjack-sized boss ship/entity evacuates from it to challenge the Railjack directly in a 3D-Space Assassination Mission, with unique mechanics for each boss that will require the co-operation of everyone aboard the Railjack to overcome.

  3. 1. Seems like an OP Concept, but like you said it could just be made to take a large amount of Railjack resources to create charges for it.

    2. I LOVE the idea of home-brew Archwings like they’ve done with Amps, Shawzins, and Kitguns. It would breathe new life into the Archwing system as a whole and really improve variety among cells in Archwing and Hybrid missions.

    3. Sounds a bit like what Crimson Spear intends to do already.

    4. Yes yes yes yes yes. While we’re at it, we need Tenno Battlecruisers too, because no way the Anomalies are the largest ships the Sentients have to throw at us. We’d need the little guys in that case especially to help take out the, at that point, microscopic enemy fighters.

    5. Excellent idea. Maybe with a raider leveling system that improves their chance of raid success.

    6. A billion times YES. It would finally give a purpose to having Orokin Lab Specter Regiments with this eternal armistice up.

  4. To start it off, I think they'll add a new feature to the Drydock that allows for the construction of AI-Piloted fighters with a deployable limit that scales 1:3 with MR.

    COMMAND*
    *only effects Railjack Captain

    Rank 1
    Crew Omnis
    On-board AI crew attempt to repair hazards and ruptures at half of default rate. Breach repair window increases by 25%.

    Rank 2
    Lich Bodyguard
    Bring a Kuva Lich onto the Railjack that guards the Captain while on-ship and patrols the center of the Railjack while the Captain is away. Can Apply weapon mods to the Lich's weapon as if it was Level 40.

    Rank 3
    Auto-maneuver
    While no pilot is present, Cephalon Cy assumes direct control of the ship and uses basic evasive maneuvers and attempts to align the front of the Railjack towards the nearest large enemy craft.

    Rank 4
    Forgemaster
    AI crew member (perhaps Clem, even) that will craft one random payload by double the default amount periodically. Will defend the Forge against intruders.

    Rank 5
    Lich Raider
    Bring a Kuva Lich onto the Railjack that assists the Away Team. If no Away Team is active, the Raider will patrol the turret and pilot sections of the Railjack. Both Liches will be modable with some Warframe mods as if they were Level 40.

    Rank 6
    Upgraded Combat Cephalon
    Cephalon Cy will perform advanced evasive maneuvers and will utilize pilot turrets in Auto-maneuver Mode.

    Rank 7
    Auto-gunner System
    While unmanned, wing turrets will moderately track and fire at enemy targets within visible range.

    Rank 8
    Cephalon-Fighter Link
    Tenno fightercraft gain 20% more Damage and 30% more Health, Armor, and Shields. More aggressive hostile tracking.

    Rank 9
    Lich Fighter
    Gain 1 fighter slot, reserved for a Kuva Lich. The fighter will benefit from the Railjack's Integrated Avionics and use the equipped Defensive and Offensive Battle Avionics.

    Rank 10
    Interior Sentry Network
    Railjack gains interior sentry turrets in key areas of the ship that scale to area level. Damaged turrets can be repaired with 20 Revolite.

    • Like 1
  5. Break time it is. Warframe is one of those games that just has content dry-ups from time to time, find a game with LONGEVITY to play in the meanwhile, like Rocket League or ESO (ESO being a more dangerous choice because its content droughts will inevitably catch up to Warframe’s regardless of when you start, creating the “Loop of Joyless Play”)

  6. Seeing "Stalker Mode" is making me question why Syndicate Assassins aren't already a thing, because those cringe-worthy eximus floods are too much of an annoyance for too little reward. PvP Invasion would be an EXCELLENT alternative way of ranking up with syndicates (as the invader) or getting better syndicate-specific rewards from syndicates that hate you (as the target). It would certainly a lot more interesting than being mauled by a dozen or so eximus enemies that you either cut down like grass or get trampled by. At 3 and up rank with a syndicate, you should be able to queue up to attack a random player that is at -2 rank with that Syndicate in a place where assassins can normally occur. It would encourage players to manage their standing better and make Syndicates more involved than just a minor PvE mechanic.

    If a player doesn't want to participate in this, then there could be an option available in settings to turn it off. However, just like with regular assassins and death squads, Tenno in your cell that are targeted with Invasions enabled will still bring a player invader into the game. If everyone in your cell has Player Invasions disabled, or you're in Solo Mode, you would just have a random chance get invaded by a powerful Warframe Spectre that represents the Syndicate you're at odds with: Titania for Loka, Nidus for Perrin, Harrow for Veil, Octavia for Suda, possibly Baruuk for Arbiters because of how well he represents their ideology, and maybe one of the Grineer Assassination acquired frames as a placeholder for Steel Meridian until they get their own frame.

    The invader shouldn't even need to be "scaled" with whoever they're invading, because it would work just like NPC assassins, where if the target dies once the assassin is sent home. I don't see how anyone could possibly complain about that since NPC assassins can also be a little too tough or a little too weak depending on how well acquainted that you are with the game, that's what Warframe is all about after all, being masterful enough to make yourself a Weapon of Mass Destruction with whatever you have available to you. To make sure invading isn't too OP, there would be a short cooldown of 15-20 minutes until you can invade again regardless of whether you won or lost. The same cooldown would occur to the invaded target, but in the sense that they'd be immune to invasion for that long.

    Successful invaders would leave assassinations with a little reward of their own in the form of Standing and 1-4 other gifts that depend on how many Tenno were in the invaded mission. Failure would result in a loss of standing that would change to a reduced fee if more players were present, in order to encourage invaders to improve without giving them a hard slap to the face for not being able to handle 4 people at once. On the other end, successfully killing a player assassin would grant the target and their team with a random, non-sigil Syndicate Offering from those that the invader has access to with their rank. Even scenes, stencils and decorations should be available if the invader's that high enough of a rank, but of course, they'd be much more rare than lower-tier offerings. On failure, the target would simply get nothing but a message in their inbox from the invading Syndicate's Enemy Syndicate giving them "information on the assassin," which would take them to their invader's in-game profile.

    Please tell me if anything here seems too extreme or, hek, maybe not extreme enough. Hopefully DE makes something like this in the future, since they've been on an excellent-content streak for a LONG while now and with Railjack on the horizon, it looks like we're in the true Golden Age of Warframe. With that in mind, it wouldn't surprise me if some kind of Player Invasion mode isn't in the works already and just being kept on the down-low until TennoCon 2019.

  7. 1 hour ago, Stormandreas said:

    It doesn't You only lose the END mission rewards, and the plains has NO end mission rewards.

    The plains are the only place you can do this.

    No, no, I mean MISSION progress, not rewards. They'll have to restart the bounty from the beginning if they quit

     

  8. On 1/18/2018 at 1:22 AM, Zanchak said:

    Making starter plat only able to be used on slots is, I think, a necessary evil until people learn how to make plats if they aren't going to buy any. More information about what you need plats for on joining would help with this too so they aren't blowing plats on cosmetics or whatever before they get slots.

    Well that's not fair. They already can't trade using it (for very obvious reasons), and honestly, slots aren't all that necessary. I get it if you wanna collect frames, but most of these new players could give less of a damn about using more than one frame, let alone keeping more than one frame (especially all the people on Xbox One flooding in from Destiny). I just don't think newbies and casual gamers should be handicapped because of noobish, wannabe pros being too stupid to read a wiki page.

  9. Objective 1: Become acquainted with the Ostron vendors, especially Konzu.

    Objective 2: (If WW is complete) Find Onkko and acquire the Mote Amp for the Operator.

    Objective 3: Get the PoE quest from Konzu.

    Objective 4: Head out and tear sh*t up.

  10. Pravus, the Void Corruption Warframe

     

    Description:

    Time within the Void has drastically changed this unknown warframe prototype. He harnesses Void energy to convert his enemies into corrupted.

     

    Abilities:

    Corrupting Touch (Cost: 25 Energy)- Pravus corrupts a non-boss enemy of his choice for (5/10/20/30) seconds. If the corrupted enemy is still alive when the timer runs out, they explode, dealing Void damage equal to their remaining HP in a (3/4/5/6) meter radius.

    Corrupted Arms (Cost: 50 Energy)- Pravus and his allies gain Void damage (25/50/100/200) to their attacks, and every hit on an enemy has a (2.5/5.0/7.5/10)% chance to corrupt. Lasts (10/15/20/30) seconds.

    Void Focus (Cost: 70 Energy)- Pravus charges his melee weapon with Void energy for a single strike, dealing Void damage equal to (1.5/2/2.5/3) times his melee weapon's regular damage. The enemy has a (20/30/35/40)% chance to become corrupted if not killed.

    Tear (Cost: 100 Energy)- Pravus tears open a Void Fissure, corrupting standard enemies (2/4/6/8) and spilling out corrupted loyal to him (4/6/8/10) with (1/1/2/2) of the spawned corrupted being a random Eximus type. (All spawned/corrupted entities must die before it can be recast. Corrupted level is scaled to enemies' level.)

    Passive- When Pravus dies, he and his corrupted explode, dealing Void damage equal to his remaining energy plus (max health w/ mods) in a 4-meter radius.

     

    Attributes:

    Health- 75 (200 at rank 30)

    Shields- 100 (300 at rank 30)

    Armor- 70 (100 at rank 30)

    Energy- 125 (350 at rank 30)

    Speed- 1.15

     

    Mod Polarities:

    Aura Slot: Naramon

    Exilus Slot: None

    Standard: Vazarin x1, Naramon x1

     

    (This is my first Warframe concept, please point out any statistical errors I've made, and if I've made anything too OP/UP)

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