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Brinstar7777

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Everything posted by Brinstar7777

  1. Octavia's moveset could use a rework. Why? Let me explain. Octavia is probably the most customizable warframe in the game, because she can have a completely custom soundtrack. However, this is undermined by the way her abilities are set up. Basically, the mechanics of her abilities encourage players to set up songs in a specific fashion and discourages creativity; you can't set your song up the way YOU want without compromising octavia's functionality. Now, onto the rework. Abilities:
  2. Are you joking? Doom: 2016 and Doom Eternal are INCREDIBLY fast-paced, incredibly more so than warframe, and those two games work fine in first person.
  3. Nice twist on the 'flaming room: this is fine' comic! It's a frozen room instead of a flaming one.
  4. All I can say is, PLEASE PLEASE PLEASE give out the gunblade and prime frame to everyone like you did with Tennocon 2020.
  5. Three issues with the warframe Tennocon are really bugging me right now. 1) I've been watching for 30 minutes and had Warframe up during that time, and I haven't gotten the gunblade yet, even though my Twitch and Warframe accounts were linked very recently. 2) Warframe site is down, so I cannot check if I'm still linked or not. 3) Got logged out of the game and can't log back in, because the network periodically gets overwhelmed and stops responding. All I can say is, I REALLY, REALLY hope that they do with the Tennocon 2021 drops what they did with the Tennocon 2020 drops.
  6. Not necessarily. They could have decided to Prime her solely because she volunteered. It's very possible Gara prime could have been the first warframe of the 'gara' make.
  7. By Excalibur, I think they mean Excalibur Umbra. And besides, it could be that, for Gara and Ivara, the orokin started with the normal versions and created the improved prime versions later.
  8. The idea is... interesting. It would be nice to get a view of the world from the warframe's eyes.
  9. I think it's the other way arround: basic warframes are the stripped down, mass production models, and primes are the original sets of warframes. Hence why your orbiter can produce basic warframes relatively easily, but needs components from the void to produce primes.
  10. With all due respect, could you please repost this in feedback?
  11. Do you know what would be interesting? If the mouth had a Damage-over-Time effect where it would 'chew' enemies. And swallow them if they were killed by the DoT effect. That's roughly accurate, except when I imagine the Chasm, I imagine a 3D space where the greatest focus is on the space above the seafloor. You know how Deimos had caves, but they were less of a focus than the surface? The same thing would be true of the seafloor of the Chasm. Yeah, we could use FAR more infested variety. How about a animate, Mutualist Javlock that uses it's thrusters to turn itself into a missile sound? Yeah, but make them smarter and less inclined to serve their masters. A group of part-amphibian grineer defectors, unable to link up with Steel Meridian because they breathe water instead of air, instead trying to carve out a life in the abyss would make for an interesting Syndicate for the Chasm. Yeah, having certain abilities change when underwater might work. Not sure about the gear item, since it would, in effect, temporarily give the player a second set of abilities while active. I think a better option would be to give the player the ability to change whether it uses Archwing or Warframe abilities in the Arsenal menu.
  12. This is going to be difficult to put in practice. Many warframe abilities are designed wih land combat in mind. For example, Hydroid's ultimate would be nearly useless in some of the more open archwing maps merely because of a lack of surfaces for the tentacles to spawn. Well, the AMH is meant to be exactly that: a means to allow tenno to more easily navigate aquatic regions. One other thing this update copuld include is a variant of operator form for archwing. As for the necramechs, I think that they'd have limited use in the chasm, as they have no ability to easily navigate water and would likely sink like a stone. Maybe old orokin experiments in making sentient and sapient aquatic life? Seems like a nice start of an idea. The idea that grineer are trying to wipe them out is also a good one, though I don't know why Tyl Regor would want water-breathing troops, as they already have Draga troops that can operate underwater. That being said, a group of genetically altered grineer who breathe water instead of air is a good contender for the Chasm's Syndicate. The Grineer are meant to be the dominant faction in this open world, but a Plague Star-esque event could introduce infested into the Chasm. Imagine what the infested could do if it infected a Leviathan... Yeah, sounds good! We're told that the grineer facilities have the potential to pollute the enviornment, but we haven't seen the consequences of that pollution yet. Fish mutated by grineer chemicals and species driven to the brink of extinction by the grineer presence in the Chasm would be a nice way to show that. Nice concept! I haven't thought of a Warframe for this open world; I was considering reworking Hydroid and moving the means to acquire him from the Vay Hekk boss fight to the Chasm, but the above idea could work. Maybe have the above warframe borrow elements from both Ivara and Grendel?
  13. This is a idea for a MASSIVE update to Uranus and any other location with an excess of water. It adds all sorts of things: new mechanics, new enemies, and a new open world. It's WAY past time DE expanded the Warframe universe to the Deep Blue. Part 1: SWIMMING! Part 2: The Chasm of Beasts
  14. Passive Concept: Enhanced Agility. Loki's parkour speed recieves a significant increase, and loki's aim latch and wall glide time are boosted along with it. It's basically an expanded version of his current passive.
  15. They already do this, they just only do it if their route along the ship takes them to a downed crewmember.
  16. Part 1: Progression First, let's cover progression. Yes, this is going to involve player balance, a touchy subject among the 'I want a power fantasy' crowd out there Okay, now that the lecture is over, let's get into this. 1. The Leveling System The effect the level has on the difficulty of the foes is going to have far less impact on an enemy's stats. This will mean the stat curve won't grow quite as fast on certain missions, but it will also mean that many late-game weapons, equipment, and mods will be nerfed. The idea is to narrow the gap between early and late-game content and minimise power creep. 2. Enemy Complexity Under this new system, difficulty will be represented by enemies being more complex and adaptable. Basically, on low level missions, you'll only be fighting basic bullet fodder and the occasional basic boss (like, say, the sergant from phobos), as at that level, you're still learning the systems of the game. As you progress, the enemies will begin to increase in variety and complexity, and you're going to begin seeing more Eximus units, enemies with a greater variety of weapons and talents, and bosses with more complex attack patterns and mechanics. This should also be reflected in tilesets; higher level tilesets should feature more complex tiles that are challenging to navigate, and an increase in booby traps and security systems. This is already represented to a certain extent in some of the mechanics, namely archwing and emptyream. First the player is introduced to surface missions, where you fight on relatively flat ground. Then there's archwing, which takes the battle to the skies and adds a whole new dimension to the combat system. And finally there's railjack, which makes missions a battle on two fronts; one in the interior of participating spacecraft, and one in the void of space. 3. How would this be implemented? Here's a few ideas. Firstly, let's increase enemy variety amid factions. I'd like to see a higher variety of grineer troops, corpus crewmen, infested creatures, and sentient constructs. Secondly, to make the simpler enemies more complex without altering the enemies themselves, DE could implement enemies with adaptive tactics, which come into play after the level rises above a certain threshhold. Basically, this works by coding the AI to adapt to certain player behaviors. If your shot-to-hit ratio is above a certain threshhold, the enemy will spread out to confound your AoE abilities and weapons. Likewise, if there are multiple reports of slain guards with mysterious knife wounds in their backs, the enemies will begin operating on a 'buddy system'. And if you're hacking too many alarms or systems, the enemy could deploy more intricate ciphers or, say, make the panels more difficult to access. This could also be reflected in enemy deployment, too. If you're using a certain damage type a lot, don't be suprised if the enemy deploys a squad of units that can resist that damage type. The overarcing idea is that difficulty should be represented by increasingly complex missions, tilesets, and enemies, not ever-increasing stats.
  17. Warframe is an old game, with a lot of interconnected systems that have been neglected and ignored by DE for far too long. It's time DE took a solid look at Warframe's current state and spent the next few months overhauling the entire game. This multi-part post is going to go over ways to change the game for the better. Feel free to post any ideas. Part 1: Progression Part 2: Enemy AI
  18. I think he's like Alad V; he's antagonistic, but also helpful when we share a common enemy.
  19. Yes, the formula is kind of a Copy/Paste of the sacrifice quest. But the stories that formula tells need not be so redundant. You could tell a story about a ostron who lost her family to a Juggernaught Behemoth, the story of a Corpus sister of parvos who lost her crew and vessel to a murex, maybe even the story behind Gara, the one who volunteered willingly for the warframe project despite knowing the final fate of the participants.
  20. I have an idea. One that will open the possibility for obtaining other Umbral warframes without having them lose their charm. Here it is: Basically, each Umbral Warframe retains it's sentience because of a single, traumatic memory it has, one so traumatic that the warframe has continued to retain it. To acquire a Umbral Warframe, you don't have to just build it, you have to secure it's loyalty by helping it come to terms with it's past traumas. Part 1: The Discovery Occasionally, after the Sacrifice quest is completed, a certain tile referred to as an "ancient battleground" may spawn in certain tilesets. In it, there are 4 or 5 scannable components of a Umbral warframe. Scanning them all grants a vision of what happened here (a scene like the teaser cutscene that plays when you start The Sacrifice), and the blueprint for that particular Umbra warframe. Like with Excalibur umbra, this new Umbral warframe is crafted from a single blueprint and requires only 60 seconds to craft. Once it's crafted, you're directed to equip it. At which point it goes beserk and runs off, just like in the Sacrifice quest. Part 2: The Chase Once that's done, you're directed to go track down the Umbral warframe. Once you find it, you deplete it's shields, stun it with a void blast, and enter the Umbral Warframe's mind via Transference. Doing this grants a snippet of a particular memory from that warframe's past. You then do this 2 or more times, finding out more and more about the memory and what happened in the memory. Part 3: The Conclusion After the third time, you go down and face the Umbral warframe as yourself, just like in the penuultimate mission of The Sacrifice. Note that during this mission dying even once before you enter the Umbra Warframe's mind will cause the mission to instantly fail and force you to retry it. Once you enter the warframe's mind for the fourth and last time, you're shown a final vision, one that explains why this Umbral Warframe finds it so traumatic. From there, you and the Umbral Warframe face down that trauma together. This is a bossfight where you play as the Umbral Warframe and fight an opponent that's symbolic of the warframe's traumas. Once you beat it, the vision ends, and you've earned the loyalty of the Umbral Warframe. Example Let's use Excalibur Umbra as an example, assuming the Sacrifice quest was reworked to fit the above formula. When you scan Umbra's remains, you get the Sacrifice intro sequence featuring Umbra and Ballas. Then, back on the orbiter, you put Excalibur back together again, and he immediately runs off. From there, you're tasked with tracking him down and entering his mind on several occasions, slowly learning that Ballas betrayed him and plans to kill his son, Issah. Then, on the 4th and final mission, you delve into Excalibur's mind for the last time, and discover why Excalibur Umbra has retained this memory: Ballas didn't kill Excalibur Umbra's son. He forced Excalibur Umbra too. This is where the example veers away from the Sacrifice Quest. Immediately following that revelation, you're dropped into a bossfight with a memory-based proxy of Ballas. Beat him, and you are snapped back into reality. Congratulations! You have secured Excalibur Umbra's loyalty.
  21. I have an idea. One that will open the possibility for obtaining other Umbral warframes without having them lose their charm. Here it is: Part 1: Creation Occasionally, after the Sacrifice quest is completed, a certain tile referred to as an "ancient battleground" may spawn in certyain tilesets. In it, there are 4 or 5 scannable components of a Umbral warframe. Scanning them all grants a vision of what happened here (a scene like the teaser cutscene that plays when you start The Sacrifice), and the blueprint for that particular Umbra warframe. Like with Excalibur umbra, this new Umbral warframe is crafted from a single blueprint and requires only 60 seconds to craft. Once it's crafted, you're directed to equip it. At which point it goes beserk and runs off, just like in the Sacrifice quest. Part 2: Searching Once that's done, you're directed to go track down the Umbral warframe. Once you find it, you deplete it's shields, stun it with a void blast, and enter the Umbral Warframe's mind via Transference. Doing this grants a snippet of a particular memory from that warframe's past. You then do this 2 or more times, finding out more and more about the memory and what happened in the memory. Part 3: The Conclusion After the third time, you go down and face the Umbral warframe as yourself, just like in the penuultimate mission of The Sacrifice. Note that during this mission dying even once before you enter the Umbra Warframe's mind will cause the mission to instantly fail and force you to retry it. Once you enter the warframe's mind for the fourth and last time, you're shown a final vision, one that explains why this Umbral Warframe finds it so traumatic. From there, you and the Umbral Warframe face down that trauma together. This is a bossfight where you play as the Umbral Warframe and fight an opponent that's symbolic of the warframe's traumas. Once you beat it, the vision ends, and you've earned the loyalty of the Umbral Warframe. Example Let's use Excalibur Umbra as an example, assuming the Sacrifice quest was reworked to fit the above formula. When you scan Umbra's remains, you get the Sacrifice intro sequence featuring Umbra and Ballas. Then, back on the orbiter, you put Excalibur back together again, and he immediately runs off. From there, you're tasked with tracking him downand entering his mind on several occasions, slowly learning that Ballas betrayed him and plans to kill his son, Issah. Then, on the 4th and final mission, you delve into Excalibur's mind for the last time, and discover why Excalibur Umbra has retained this memory: Ballas didn't kill Excalibur Umbra's son. He forced Excalibur Umbra too. Immediately following that revelation, you're dropped into a bossfight with a memory-based proxy of Ballas. Beat him, and you are snapped back into reality. Congratulations! You have secured Excalibur Umbra's loyalty.
  22. I believe that we're just cloning warframes with the vanilla models, and putting Orokin-era warframe back together again by extracting their components from void relics, hence why you aren't required to 'acquire' a human surrogate in-game.
  23. I have an idea to incorporate Umbral warframes into the game. Basically, to obtain them, you go through a version of the Sacrifice quest, albeit on a smaller scale. Part 1: Creation Occasionally, after the sacrifice quest, a certain tile referred to as an "ancient battleground" may spawn. In it, there are 4 or 5 scannable components of a Umbral warframe. Scanning them all grants a vision of what happened here (a scene like the teaser cutscene that plays when you start The Sacrifice), and the blueprint for that particular Umbra warframe. Like with Excalibur umbra, this new Umbral warframe is crafted from a single blueprint and requires only 60 seconds to craft. Once it's crafted, you're directed to equip it. At which point it goes beserk and runs off, just like in the Sacrifice quest Part 2: Searching Once that's done, you're directed to go track down the Umbral warframe and enter it's mind via Transference, and are shown a vision of what happened to the warframe in the past once you do so. You must repeat this several times, finding out more and more about that particular Umbra Warframe's past. Part 3: The Conclusion After the third time, you go down and face the Umbral warframe as yourself, just like in the penuultimate mission of The Sacrifice. Note that during this mission dying even once before you enter the Umbra Warframe's mind will cause the mission to instantly fail and force you to retry it. Once you enter the warframe's mind for the fourth and last time, you're shown a final vision, and then dropped into a memoryscape-style bossfight where you and the Warframe face the Warframe's past together, battling a boss that's symbolic of the warframe's traumas. Once you beat it, you snap back into reality, within the Umbral Warframe, and may extract now. The Umbral warframe may now be equipped and used freely.
  24. In my opinion, liches shouldn't be the equal of players. They should be far superior, and a real struggle to beat for any squad. Your idea, however, has me thinking of something entirely different: Corpus, Grineer, and Infested warframes! How, exactly? Basically, a corpus researcher (probably Alad V) manages to 'obtain' a helminth, and then begins converting other, 'volunteering' corpus into warframes with it. He then grabs several ventkids and sends them into the void for a month or two, turning them into void-touched operators. He then sets up a corpus version of the Reservoir, and stashes the kids in it. He then has the kids remotely pilot the warframes he created via Transference. And just like that, the corpus have Tenno proxies of their own. Grineer agents, desiring Tenno of their own, copy said researcher's methods with Operators of their own, this time created using specially bred clones that are either subjected to conversion into a warframe or sent into the void and made into operators. And then there's the infested, who could just connect a warframe to the hive mind in order to make use of it, bypassing the operator entirely. The end result is that those 3 factions now have enemies that can match warframes in combat.
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