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HavocWolf

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Posts posted by HavocWolf

  1. Real quick, im not that good at presenting ideas, so sorry if this is all a bit confusing the way i say this. Just letting you know ahead of time. This topic also spans across multiple areas, so i just picked the best forum to post it in.

     

    Let's face it, the spawns in the game are not that great. Neither are the missions or enemies. They very bland. Every mission feels the same. Shoot this enemy while defeind this or just kill everything. Missions should be more Dynamic. Stuff can happen you didnt expect, or maybe weren't prepared for. A mission boils down to the objective, the enemy faction and their spawns, and the steps you take to complete the objective. But the game is extremely straight forward on this. The factions spawn our of corners and through doors they should even be able to come from. Then they proceed to blindly shoot at you and are slaughted within seconds of spawning. The objective gets completed and off to extraction, boom mission over. The missions aren't really... fun. The gameplay of this great game is what makes the missions seem, "fun". But their should be more.And i hope with this forum post i can give an idea to make the missions better than they are.

     

    Firstly ill be talking about dynamic spawns and dynamic enemies, per faction and how they can be improved, These are the only ideas i could come up with right now but if i think of any others ill be sure to post them and how they would work:

     

    Spawns:

     

    Grineer

     

    Dropships, drop pods from space, etc (futuristic marine stuff)

     

    Dropships:

     Imagine this, your on Ceres Draco and your fighting a squad of grineer. You hear the lotus say "Grineer dropship inbound. Heads-up." And you turn around and see a giant grineer ship on its way with say 10 enemies on it. They reach the mission area, and proceed to drop ropes and drop down into the mission. Now you're already thinking well what if we just shoot the grineer as they drop out. Think of a transport chopper or a blackbird IRL. They usually have miniguns or missle launchers to defend the troops coming out. So as the grineer dropship approaches, it will be firing on you. Defending itself and the troops its delivering. The troops could range from ANY GRINEER ENEMY TYPE. (Eximus, ignis, bombards) that fit the area. (No Arid grineer on ceres or earth). 

     

    Drop-Pods:

    Ok, so the grineer clearly have ships in space. Any basic command watches over their troops in battle. Giving orders and dropping supplys. Use the same senerio above on Draco, but instead of a dropship coming in, its drop-pods. "Tenno, grineer have deployed drop-pods on your location. Watch out.) Pods land and surround you.with grineer coming out. (Again any grineer type that fit the map). Pods can either land randomly around the map or attempt to surround you if your not moving around.

     

     

    Corpus

     

    Teleports And Dropships

     

    Teleports:

    The corpus are an advanced tech race as it looks. And in the time period warframe takes place, i would think its safe to assume they can teleport. So why not have corpus spawn in anywhere on the map by teleporting in. Either behind you, on the side of your squad, above you, below you. It seems like a valid tactic.

     

    Dropships:

    Same thing as grineer dropships just with the corpus instead.

     

     

    Infested:

     

    I really havent come up with any infested spawn ideas yet, other than maybe being breed from the enviroment but,,, Idk about that one

     

    Side note: Infested tilesets need to be darker... Not so dark where you cant see in front of you, But dark enough where its like an actually horror game and you NEED your flashlight. ALso, on the outside part of infested tilesets, where is that blue light coming from? isnt space supposed to be dark? Adding even more reasons to make infested maps close to pitch black

     

     

    Orokin:

     

    Again can't really think of anything good for the orokin, I was thinking a mix of the grineer and corpus. Teleporting pods into the aread or something im blank :/

     

    So thats pretty much it for spawns, Dropships and pods would obviously only be in outdoor missions. But, with dynamic spawns, it could lead to dynamic gameplay, including archwing which is my next point:

     

     

    Dynamic Gameplay/Missions:

     

    Archwing:

    If you were to see an enemy dropship come in, your guns clearly wouldnt be enough to take it down. This is one instance where archwing would come in for more than just submerible or space missions. You hit a button and Ordis delivers archwing to the area so you can dispose of the drop ship. In devstream 58, it was stated we would soon be able to call in airstikes with the liset. So why not have him drop off the archwing as well if needed. The whole squad could call in archwing, but in missions such as interception, hijack, or defence, your kinda leaving the objective open for either capture or damage by the enemy. The drop ship will always prioritize someone using archwing over grounded-tenno. Using More firepower on arching such as rockets and using miniguns to still cover the deploying enemies. You wouldn't be able to attack ground forces using arching and im still trying to figure out how to implment that. Will post once i figure it out.

     

    This idea comes from another user, will post his name once i find it. Another use for arching would be on the corpus ship tileset. if you break a window, you're your obviously going to get sucked back into space. So ordis deploy's archwing, the objective changes to re-enter enemy ship. and you have to fight your way back into the ship. Im sure this idea has been brought up multiple times but still.

     

    Dynamic Enemies/AI:

     

    Enemies as of right now come in and just run straight at your face. This is not good AI. Enemies should react to whats happening. If an enemy squad is being surpressed or slaughtered or something, he should call to another nearby squad for back-up. The enemys should have plans. Squad A: keep tenno busy. Squad B: Flank and attack. (if in an interception Squad C: Secure the objective). The enemies should react to whats happening as we do. If their bombard or napalm is being focused, Nearby enemies should take notices and take action by defending their partner. This is also inline with working together. using the same example, if a heavy unit or a unit valuable to the enemy is under fire, a jetpack grineer could relocate said enemy. Or maybe give lancers teh ability to throw an oil or gas grenade, then have a napalm, bombard, or ignis fire on it for devestating effects. Give the enemies some synergy.

     

    Also, some enemies don't even act like they should. Running out in the open to attack instead of taking cover. Napalms and bombard should be on the frontlines, yes. but not in your face where they will clearly get mowed down. Enemies should know what they can do and act accodingly. Napalms and bombards have large AoE, If they notice tenno grouping up fire on them and make use of what you and your kit can do. Enemies just don't act like they should... Which leads me to enemy snipers...

     

    Okay, so. Snipers. Don't act like snipers. They act like a CQB soldier. Sniper AI needs a DRASTIC REWORK. They should spawn on rooftops, or ledges or anywhere BUT in front of the enemy! This isn't Call of Duty where people run around trying to quickscope. Snipers should spawn out of sight, and be a real threat. If you hear a sniper shot, you know that is a high prioriety target. They should be able to stagger you if your hit, and if they get a headshot, you should go down. It's a sniper rifle. If you notice a sniper shot, you should immediatly look for the shooter. There are a few ways to find a sniper. Look for the scope glare (Think battlefield 3/4 when looking at a sniper) when you see a small light there is the sniper. The glare is only visible when the sniper is ADS. When fired at the bullet leaves behind a SLIGHTLY noticeable flightpath. Turn in that direction and keep and eye out. I dont know if this last idea is implmentable but listen for where the shot came from and look in that direction. If a sniper is being shot at, it should try it's best to relocate. Snipers should be a high-valued target and right now that are laughable.

     

    This would also give a use for the sniper rifles we tenno can use. If you are using a sniper and hear a teammate call out theres a sniper, or you see the trailer of a bullet fired, whether it be on a teammate or yourself. You have the perfect weapon to take the enemy sniper out.

     

     

     

    Thats pretty much it for now. This is gonna be an evolving thread as more ideas come to me or are presented. Credit will obviously be given where it is due. Sorry if its a bit hard to understand. Again i'm bad at presenting ideas. But i hope you all see the value these ideas have and what it could do for this amazing game. Thanks for reading! Please leave any feedback below!

  2. If you try to roll or side roll in any direction while guarding with any melee weapon, you barely get any movement. It's a real hinderance to by moving around and need to side roll and not go anywhere.

  3. in the event tab where you can look at all the quests or events or anything else going on in the solar system, ive been supporting alad v. Thing is there are no green checks on the rewards. It says i have 4/4 alad v at the bottom. but there are no green checks to symbolize ill get the reward. IM just worried because i really want that karak wraith. please help! Im also unable to post a picture for some reason.

  4. Or don't equip a stance and don't use full melee in PvP, for all we know, PvP is horribly constructed still, players gang up and grind for massive amounts of reputation, people bully newbies and keep the cephalon point while not allowing them a chance.

    I think i give up on PvP in warframe, it was enough as it was before, now its just exploits everywhere.

    Pvp is still in its infancy stage. it has massive amounts of potential if it is treated correctly with good fixes and mechanics.

     

    In regards of not equipping a stance, thats not a fix, thats a work around, which wouldn't even work. Besides, the whole point of stances is to make melee weapons useful and straight not using melee is a horrible idea considering its literally a 1/3rd of the games mechanics (Guns, melee, parkour). Not to mention stances are not the issue, its the animations with the melee weapons themselves. 

  5. While doing melee, i often find myself getting caught in a melee animation and getting killed for it, whether it be in pvp (very often), or in pve (less often but it still happens). There are 2 ways to fix this, preferably both be added to the game. If both were added, it would lead to a smoother more enjoyable melee experience.

     

    1. Being able to roll mid animation. as i said, i often get caught in a melee animations and this gets me killed and i have killed tons of players mid animation. Being able to roll mid animation would allow a player to be able to move again quicker, rather than waiting for the animation to finish. a good example would be the gram in pvp as its animations are extremely slow.

     

    2. Turn off preloading the next melee attack. If you notice while meleeing, if you hit the melee button (e) before you even finish the animation, it will preload the next attack to launch even if you don't want it to. This is an issue for many reasons. for starters in can mess up the pause combos due to preloading the next attack. next, relating to the issue above, it renders you stuck in another animation when you dont need to be, leaving you vulnerable for being killed whether it be by another player in pvp or a heavy gunner in a survival mission. How to fix this is simple. Have the game wait until the animation is comepletely finished, then if you are still hitting the melee button, launch another melee attack.

     

    If both of these fixes were added into the game, it would lead to a smoother experience when meleeing. These issues have gotten countless players killed.

  6. As usual I love your work. But I do have some constructive criticism which I'm going to put into one post, and I'll try to keep it clean and simple. I'm also going to separate this into 2 parts: Design and Abilities/Skills. (Sorry it's a lot to read)

     

    DESIGN

     

    First of all:k3Piucr.pngIf I'm correct the concept art you JUST released is of this without the back wings. Look at the way dragon looks in this picture. His wings look like epic shoulder plates. That's what I thought they were when I first looked at this picture and that's why I said it would be a great 'classic' look for Dragon. Either way it's an amazing piece.

     

    Secondly:TkMCxiV.pngI said before that this skin would make a GREAT alternate skin. It's unique and fits the 'Dragon' theme extremely well. The helmet he is also wearing could be an alternate helmet. When it comes to helmets, you have a lot to work with when it comes to dragons, as you have many different kinds, such as European (also known as wyverns) or Chinese Dragons, to base the design of the helmets off of. Also, the weapon Dragon is holding would make a GREAT Spear/Pole arm (preferably spear as we have enough pole arms in the game). As of right now the weapon looks like a pole arm because it has 2 blades, one on each side. You could very easily make it into an amazing looking spear by making the bottom blade  (left one in the picture) (the blade without the wrapping next to it) smaller than the top blade (the one with the wrapping next to it). Whether it becomes a spear or pole arm it would be an awesome weapon and could be dragon's theme weapon (like Nami Skyla is Hydroid's and the mace is Oberons).This would also make one hell of a boss battle.

     

    SKILLS

     

    First of all, I don't think he should use jets in his attacks... They feel too fighter jet, plane-like (or at least that what it makes me think of). He should also have plasma coming from his mouth to relate more to a dragon. In addition, there are a few changes that could be made to Winged Lancer/Take Wing (Winged Lancer sounds better) and Rising Dragon.

    Winged Lancer- Instead of jets, you could give him his wings back, but made of plasma. So he has plasma wings. This would also relate to WINGED lancer, not jet lancer. He would dash forward like excalibur (with its own animation) and at the end (or when stopped) would do a 360 AOE swing with his melee weapon. The swing could take into account the melee weapons range (+reach mod on melee weapon). While doing the 360 swing, instead of plasma coming from his gauntlets/jets, they would come from his mouth. So you would have him dash (doing damage while dashing like Excalibur) and when stopped, 360 spin attack with melee and plasma breath. The damage done from the 2 attacks could be balanced very easily.

    Ultimate- I think it should involve a bit more skill. As of right now it seems like its a damaging aura that u can fly with. Instead i think this would be more appropriate:

    Again, instead of jets, give him plasma wings as this would make his more "dragon-like". He deploys his plasma wings (doing AoE plasma damage) and flies into the air with his wings and moves like you would on the ground (without the walking/running animations, replaced with flying) aka the free movement you mentioned. The ability is also toggleable like u said/wanted as well. He equips his melee weapon and can do combos and stuff. You can fly faster by using the sprint button which would use up stamina, and u can slide kick in the air (adding a bit of martial art type stuff), if this uses stamina to do this while on the ground and in the air, slide kicking would use up stamina as well. In addition to using melee, you can breath/shoot plasma balls/bolts or plasma breath (preferably balls or bolts since you already have melee for close range and breath would be close range as well, balls/bolts give you a long distance attack). Maybe they would be AoE when they reach their target destination? You would fire them like you do your gun (left mouse button (default)). The plasma balls would have travel time like the Lanka and wouldn't be hit scan. Having the plasma balls have travel time adds a skill curve that some/most frames don't have because you have to account for target movement and such. Yes, I know that since the plasma balls would take away energy channeling and i am trying to figure out a way to have that as well. You wouldn't have ADS for the plasma balls since you would have blocking on the right mouse button (default). IF the balls do AoE damage upon reaching the target having an ADS wouldn't really be necessary, and most people I see don't use channeling that much, so those to things may not even be needed. However, I'm still trying to think of a way to have these things in there so that nothing is taken away.

     

    Adding wings instead of jets would make the frame much more inline with the "dragon" arch-type. However, if you REALLY want to have jets in there, you could compromise and have the plasma wings come from the jets.

     

    Over all its your frame and the final idea is up to you. I just thought i would give my opinion on how to make it seem more "dragon-like" Gl with this in the future!

     

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