Here's my thoughts on each of the points you bring up. Keep in mind that everything assumes the Operators are kept their current size and aren't sized up to adult size. Also, with how the post is written, I'm going to assume that English isn't your first language. So if I mistake anything, I'm going to automatically assume language barrier issues.
YES. I know they're just kids, but they're SO SLOOOOOOW. A base damage buff is for sure needed.
This is the first point where I get what you're saying, but kinda disagree. Having a slight increase to jump height or jump length would be nice, but Void Dash already takes care of both of those. I have a better option, but I'll get into it when I talk about Focus Schools.
Eh. Like, it'd be neat to get one instance of a Wall Jump or Wall Run, but I think that free running and parkour should stay with the Warframes. Assuming we don't get something like the Adult Operator from the old Duviri Paradox trailer.
This is for sure something we do actually need on Operators. A better way to dodge than just the silly slide. Because you can't go intangible if you're out of energy.
That would be a funny thing to see, but it makes sense that the kids wouldn't be able to do that without making it a specific Focus Tree perk. Just imagine the levels of muscle atrophy they must have gone through during their second dream.
Making already existing maneuvers more reliable is always a good thing.
If this was a part of a specific mission type somewhere into The New War Arc, I would be 100% down for it. But I don't know if they'd go through the trouble of putting it in already existing tilesets without another massive rework. And we just had one not too long ago.
This is another move I think should stick to the Warframes unless it's a tree perk. It feels silly to expect these short kids to be able to vault over the fully grown adults without some kind of Void trick.
Again, making existing things more reliable is always a good idea.
In general, I think this whole system could do with a change, but I think mine would be different than yours:
Madurai: Phoenix Talons/Phoenix Spirit & Inner Gaze/Eternal Gaze should be innate to every Operator|Void Radiance/Void Strike, Flame Blast/Rising Blast, & Blazing Dash/Meteoric Dash can stay as Tree-Exclusive.
Vazarin: Mending Unity/Mending Soul & Enduring Tides/Rejuvenating Tides should be innate to every Operator|Void Regen/Void Aegis, Protective Dash/Sonic Dash, & Guardian Shell/Guardian Blast can stay as Tree-Exclusive.
Naramon: Affinity Spike/Power Spike & Mind Step/Mind Sprint should be innate to every Operator|Void Stalker/Void Hunter, Surging Dash/Executing Dash, & Disorienting Blast/Disarming Blast can stay as Tree-Exclusive.
Unairu: Void Spines/Stone Skin & Basilisk Scales/Basilisk Gaze should be innate to every Operator|Void Shadow/Void Chrysalis, Sundering Dash/Crippling Dash, Magnetic Blast/Unairu Wisp can stay as Tree-Exclusive.
Zenurik: Energy Pulse/Inner Might, Void Siphon/Void Flow, & Energizing Dash (simply for QoL) should be innate to every Operator|Lightning Dash, Void Static/Void Singularity, & Temporal Blast/Voltaic Blast can stay as Tree-Exclusive.
In general, everything I say should be innate to Operators would have its own menu where you can dump Focus/Void traces/whatever resource to level up the stats. Then everything else acts the same as it does right now. And the Tree-Exclusive nodes could easily be translated into Abilities on the "1", "2", "3", and "4" keys. It'd be nice to have the power to toggle these energy-hogging effects instead of having to be mindful of them.
This too. Like, advanced stuff stuff is locked behind simpler stuff, but after the unlock there's no connection BS. That, or just get rid of the power points system and make it a strict "on-off" system that doesn't rely on "having enough points".
I love the idea of giving the Operators more versatility than they have at the moment, and it makes lore sense that they would start picking up on their Warframes' combat abilities over time. However, I don't think they should have access to all weapon types. Rather, sticking to Daggers, Dual Daggers, Machetes, and Staffs would be fine, because you can make "Hammers" in the Machete class (Zaws prove that). Again, this goes back to the physical limitations of the fleshy organic body that doesn't have some form of techno-organic enhancements done to it. I highly doubt an Operator could even pick up some of these weapons, let alone swing them around. Many of them (especially the heavier weapon types) are specifically made with augmented beings like Warframes in mind. But you have more to say, so I'll look at it.
Interesting ideas here, for sure. Lemme tackle them one at a time.
If they visually look like Exalted Weapon summoning, then how would it be any different from Excal's Exalted Blade or Wukong's Iron Staff? At that point, you might as well just replace them with the Void Beam from pre-War Within Operators.
That's a nice aesthetic choice.
EEEEEEEEEEEEEHHHHHHH.....I think they should work in their own unique way. If they function like normal Melee...then what's the point? Similarly, if they use existing Stances, then what's the point? Plus, it'd be literally impossible for the Operators to pull off a lot of the flippy-spinny-crap that the Warframes do.
The survivability option is good, if you're in a situation where you're out of Void Mode energy. But it should probably take the form of a shield instead of using the weapon to reflect bullets Jedi-style.
If the weapons are made of the same stuff that gets shot out of an Amp, then I think they should be either pure Void Energy (the easy option) or "Void Variants" of the IPS stats that have similar proc effects as normal IPS but do Void-based Damage instead.
Exiting a Warframe to pull a Jedi Blaster Reflect would be bad@, ngl. Though the devs might just add that to the Warframes themselves. Heck, I think it's already a thing, in some way.
I think Void Melee should be treated like Amps, as a separate weapon you have to equip. If it's just an "E" press, we once again stray too close to the Warframes.
That would be cool, but again, separate weapon issue.
Finishers in Void Mode makes some kinda sense I think.
While that makes sense, I don't think an Operator (even one fully buffed by every Way-Bound Passive and using all the Unairu defense stats) could fight against a Sentient. That was kinda the literal point of the Warframes coming into existence, after all.
Okay. I like the idea. Whatcha got?
Okay, okay, I've heard enough.
So, FUNCTIONALLY, you want Operators to be better than Warframes in every single way.
I'm all for giving the Operators more usability. I'm all for making them viable to run in a mission. But what you've proposed is basically a player character for an entirely new game. If the Operators can act exactly like - or even better than the Warframes, then what's even the point of having the Warframes? At this point, you're describing a sequel game, not an extension to the currently existing game. Though talks of a sequel could go on forever and likely require their own thread.
I'm not sure if I even want to continue reading, but I will for the sake of a complete discussion.
I'm barely even into this section and already I think this is the only statement I agree with.
Oh no...here we go again...
If you're going to make the Warframe abilities a factor, limit it to the Helminth Subsume Abilities. Because if you start using every single ability, it again leads to my point about removing Warframes in favor of Operators.
I'd make a joke about the Sonic '06 inspiration, but the entire section on Void Melee legitimately drained my capacity to be sarcastic and snarky.
Why only 7? Why not an even number like 4, 6, or 8?
Also, how does the revive thing work? Is it normal revive rules? Because it sounds a lot like normal revive rules.
I mean...Operator parkour sounds fun, but it's janky enough on the Warframes. Just let me use Void Dash.
If we're altering Operator abilities, then what's even the point of that entire section you had on Focus Tree changes?
The story premise is neat. I could see it being a Sentient plot to overwhelm the civilians with numbers, and we're trying to prevent that from happening.
Okay. So we're essentially using Ivara to snag important items to unlock a door that the rest of the team needs to enter before it closes again. And a Naramon Operator is given bonuses to this mission. That sounds cool, but it makes me wonder why the door is on a time limit. Why not have a countdown until all the Operators get to a safe zone that triggers a cutscene of the kids entering the building? Also, how would the other Operators be able to get there without being spotted if larger Void Mode energy pools are locked behind one specific tree?
So Heist, but with a timer, and if enemies see you they'll slow you down. Okay, that makes sense for a special challenge.
With the Zenurik Operator's special buffs, I can't help but think that could get overwhelming for just one person. And what would all the other Operators do? Sit there and play tiddlywinks? Oh hey, I got my snark energy back! Nice!
I think this one needs a little more thought into how enemies are dealt with. Because if it's solely up to one player (and by having the buffs, you're essentially saying that only one player can do this objective) then they need to have a way to avoid getting overwhelmed.
Okay! This is better! A mixture of Defense and Survival with a unique mechanic! That's cool! And this also gives the other players something to do while they wait! Also cool! AND the Operator with bonuses doesn't feel like they're playing a solo mission! Great! Now you gotta keep it up for the rest of the Trial (because that's basically what you're describing. The old Trial system that people called "raids" because that's what this type of mission is called in other games).
And ya fumbled. Ya had it, and then ya fumbled. Okay, that's too mean. You didn't fumble completely.
Enemies that can see you even while in Void Mode? That screams "Natah" and lends credence to this being a plot by the Sentients.
Timed Exterminate, and the amount of enemies that remain being the amount of mooks in an upcoming boss fight, that's cool stuff! I like that a lot! And it'd be a great chance to utilize more Amalgam enemies!
Unairu players finally having a chance to use their abilities? I love that! (I play Unairu)
Where I feel like you dropped the ball is the Drones. There would need to be a very good explanation as to why the Drones are immune to Void Damage. Because the whole point of Void Damage is that it's not resisted by any enemy faction currently in the game. Other than that, we're picking up steam!
Okay, that's interesting. It's similar to the missions with Void Gates, but with the added element of the enemies trying to block your way, and there's a special way to clear a lot of it at once if you have the right setup.
This is another situation where I'm left asking what the other players are doing. But I guess they're shooting the gate?? And I'm not sure I fully understand what you're talking about with the switch.
Okay, this is a bit hard to understand, but I'll try to break it down.
There are two paths, and two teams of three go down each path while Player #7 gets left behind to fend off a hoard of enemies (jerk move, but whatever).
On Path A, you have to get through an obstacle course, which leads to Room A1 and Room A2.
One of the three opens the doors, and the other two go into the rooms to get their macguffins.
On Path B, you have to fight through enemies to get to a mirrored area, Rooms B1 and B2 with a terminal to open their doors.
When all four rooms are open and all four items are returned to the initial terminal, they're all used together to open the final door.
There are seven optional balls to grab for a mystery bonus.
Okay. I like encouraging the cooperation, but there's some problems.
Without more than 7 players, you're basically telling someone to hold off enemies on their own. That needs to be a very appropriate number of enemies.
You're reusing the keycard thing from Mission 1, and this step could easily be replaced by a laser switch to toggle the laser gates like in Corpus Spy vaults.
Why even have the laser gate switches or keycards if the drone is just going to open the door anyway?
People don't talk in Warframe. And people won't even go grab Syndicate totems without first getting over their need to stay silent with randoms. Without telling people why they're grabbing the orbs, they'll just ignore them. Heck, they'll likely ignore them anyway.
Escape "The Worm"? What worm? Is it the mechanical worm-looking things from The War Within? Is it a new form of Infested similar to Faas and Vome? Is it an earthworm and the kids are just freaking out for no reason? Your nouns need to have an associated entity to go with them.
Other than that, I like how you have an escape scene as the facility collapses, and how you tried to include all the Operator abilities in it. Makes for a nice climax. And you could have easily ended it there, with the Operators evacuating into a Railjack for that dramatic "jump into the helicopter" trope. But we still have a boss fight.
Alright, this is cool. I like everything I'm seeing here. IDK if every player would be down for it, but I know it'd make for a fun as hek Clan activity.
If there's one thing I'd change, it's this:
Instead of 7 stages, make it 5 stages and a climax moment (the chase or the boss, but not both). Make it upwards of ten players (you'll see why). In each stage, two players of matching Focus Schools will have a challenge based around that school, and the other eight will watch in spectator mode. Then, while in the climax (either as the chase or the boss fight) four players will be in Operator mode doing the main thing, and the other six will be some form of support based on what bonuses were unlocked. It's not perfect, but I think it'd be fun.
So in the first example, you play an entire standard mission with only Operator. In the second...it's the same, but sometimes there's challenges. IDK. I think there's a way to make that work, but I'm not sure how. But I do agree that we need more ways of grinding Focus.
Operator PvP challenges? Sounds neat for people who're into that.
What you suggested? There are no words for the level of hatred that would create within me.
Oh boy. Um...I like the idea, but someone would really need to rebalance those abilities.
"But I’m not satisfied I WANT MORE!"
If you give a mouse a cookie, am I right?
I think the reason that the kids can't wear the same kinds of cosmetics that Warframes and crewmembers can is because they're kids and the cosmetics would literally be too big.
I like the concept. But adding three versions of each "resource armor" would be too much.
TL,DR: You're pointing in the right direction, but you're going to too large of an extreme with it. If Operators are going to continue to be as important in the game as they are in the main quest, then they do need something more than "pop out, activate Zenurik's energy bubble, pop in". But a lot of what you've described could just be applied to the Warframes themselvse, and some of it already exists in the game in one form or another. We need something that can exist alongside the Warframes, not usurp them entirely.