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Kentar_Evil

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  1. Yes, you've made some investment into the game. Your support will help bring food to the developers' table. They should highlight your support the same way they did with Founders.
  2. This is just feedback on how Stalker Mode could be. It's unlikely that this feedback will become a feature. Any criticism is welcome. COSTUMIZATION: Instead of the usual mod configuration menu we have, it would be interesting to have an alternative way to customize the Stalker. The configuration menu would have a layout showing us each category we could choose to customize. By accessing one of these menus, Stalker would strike a pose (for example, staring at his own hand and moving a little, as if he were checking something). Each one of these menus is different: Stalker Passives, Stalker Abilities, and Weapons Passives. STALKER PASSIVES: Stalker can have three passives at a time, and more choices can be unlocked by playing stalker mode and leveling up. This passive would work almost similar to mods (the first passive unlocked by default would be the equivalent of Primed Footed) and other passives such as increased damage while invisible, negating any kind of explosion damage, etc. STALKER ABILITIES: All the Stalker's abilities can be changed, similar to Helminth, but instead of the ones we get from Helminth, it's possible to use other warframe abilities (For example, it's possible to use Cloud Walker without any upgrade since there won't be a Mod Configuration Menu.). It's also possible to unlock more abilities by hunting down players. More on that later. WEAPONS PASSIVES: By selecting this option, the player can choose a passive for the weapons. For example, Hate would have a passive called "Assassin's Thirst", This passive would give a 10% healing effect by killing enemies on the map (players don't count). HUNTING DOWN A TARGET: To unlock more abilities and progression, Stalker can track down a certain warframe; by killing the specific warframe, a new ability will be unlocked. Targets that do not match the warframe in question will not be favored; only the warframe marked by the Stalker can unlock more progression. INVASION: The moment Stalker invades a session, it will be the same as the current effect: lights flickering and the screen changing to a reddish hue. However, the target chosen by Stalker will display a glowing red flame coming from their chest. That means that is the target and the only player that can get executed. EXECUTION: If the target player gets downed, an interable icon will appear called Execution; this icon can only be interacted with by the Stalker. The target player cannot revive themselves; the only way to escape the execution is by getting revived by another player. If the stalker manages to interact with this icon (which takes 1.5 seconds to confirm), it will play a small in-game cutscene where the stalker holds the target player with the Hate around their neck. At the last instant, when the player is about to be decapitated, the screens of both the stalker and the target will go black. And then the stalker's helmet will appear on the screen, facing the player, and in front of the helmet a random ability will be displayed; this ability belongs to the target player, and then the ability will be broken into pieces. That means that ability is gone for that mission. Finishing the mission or failing will restore the lost ability. By the end of the cutscene, the player will be dead and decapitated. It's also possible to track the progression by checking a list of all the warframes available and the ones that have already unlocked an ability. All the warframes will be displayed as their silhouettes striking a pose. The ones that have already unlocked an ability, however, will be displayed in a defeated pose. Stalker can check how many warframes he killed, the names of the victims, and how many times he failed to do so. REWARDS: By playing Stalker Mode, players can unlock new rewards such as: New mods New Arcanes The Stalker's signature weapons and a new one-handed sword A new Drifter/Operator Transference Suit based on Stalker For those that have already gotten all the new rewards, there is going to be a progression segment dedicated to the Steel Path. Killing players on Steel Path missions will unlock more rewards. STALKER ADVANTAGES: Stalker has a nullifying effect; just getting too close to him will negate any Warframe ability that is activated at the moment. Stalker doesn't need to use any kind of energy source, which means all his abilities don't cost any energy at all. The Stalker can prejudice the mission objective by attacking a rescue target or defense target. Stalker abilities are different from the original. For example, Switch Teleport will teleport the target in front of the stalker instead of swapping positions with the target. Any companion (excluding Sentinels) won't provide any beneficial buffs or attack enemies when the Stalker is nearby. Basically, the companions are going to be too scared to do anything. The Stalker can interact with the map of the current mission to block access to a door. Only one at a time. Stalker cannot be hurt by most of Warframe's AOE abilities. Stalker can deal great amounts of damage to warframes without an operator controlling it. STALKER DISADVANTAGES: Stalker Invisibility is semi-transparent, which means it's still possible to see him if you pay close attention. Additionally, by causing damage to him, his invisibility will be disabled. The Stalker cannot execute a target if the same target is being revived by a teammate. Stalker weapon passives are limited to only one passive for each weapon in his arsenal. That means if "Assassin's Thirst" is not chosen, Stalker won't be able to heal himself by killing enemies. Sentinels won't fear Stalker. Only players above MR10 can become targets. Stalker can't hunt unmarked players. Stalker can't hunt players in open worlds. There are probably some things I missed, but basically, this is the idea I had for stalker mode.
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