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WillamMT

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Posts posted by WillamMT

  1. Perhaps instead of traditional raids. You cap at 8, 12, or 16 you split into groups and complete objectives each section in order to unlock the final area or the exit if you like. These could be scaled lower for single team types but for boss versions each area has a boss that requires two or more to kill and a timer on the repair of each part so if you do not defend a section after you break it they will come in and repair it. I can think of easily a dozen simple raid ideas that don't break the system and work inside the systems constraints and use already demonstrated tools.

    As for the lore of Tenno being rare, I can see the four man team going on missions that is understandable but these are simply space ninja, Ninja were rare in feudal Japan but they also made the occasional major raid. They did not attack in the hundreds or thousands they were a couple dozen and slaughtered a entire castles. A game without a hook for long term play isn't a long term game even if it is free to play. Raids and skilled players are one way you make a long lasting game.

  2. Tenno are like the anime version of ninjas. Let us take a common example of anime ninjas Naruto if they travel they just run through the trees and across the water at high speed. So i don't think mounts would fit the tenno. As for mechs I can see the block head dudes getting something like that but the Tenno have no need if they want to beef up they put on a rhino frame. They are already super poweful no mechs needed.

    Large maps would be nice and can easily be procedurally generated. You just give it say twenty to thirty one or two story buildings with a litte skirt of road on all sides you plop them down in random order and have a dome or impassable wall skirting the entire complex to keep the player in and done. You have a more open map feel. That is probably what they are working on now as mentioned in the post.

    As to why you have ground side stations space is harsh you cannot maintain indefinite space based stations or ships without some form of downside support. There is always loss be it via air locks, non recyclable material and just general entropy. Downside offers replenishment of consumables and offers a far more forgiving environment than space to live.

    Mentioning consumables I don't know if the devs have thought of this but floating cloud cities over the gas giants would probably be how these large fleets of ships are getting the consumables to power the reactors. That is if the reactors are helium-3 reactors. So a few levels around the gas giants set in atmosphere would be nice as well think cloud city from star wars but more utilitarian. You can even use most of the space station assets and just add large multifloor pump rooms and such with a swirly multicolored sky all around the station exterior.

  3. I was on a mission to destroy mineing equipment that switched mid mission to exterminate as we were about to win I stopped to type something to my teammate and he killed the final mob causeing the mission priorities to shift. The new objective was to leave but my minimap was glitched and frozen. Had my friend not been on mission with me I would never have exited the map.

  4. I have noticed this on several missions on the space ship in the hall with the rased area on one side with lockers and a room with lockers at ether end of the hall and the U shaped ramps that go around a data center nook.. It is always on the way back, I have seen it in several systems Jupiter, Mars Earth, and Saturn. The missions were all types ffrom rescue to spy we usually just run back to a area with enemies and run around till one triggers a lockdown. I should mention it is usually the door at the end of the ramp for which ever way the exit path is.

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