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xXAetherNoxXx

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Everything posted by xXAetherNoxXx

  1. I never said it had to be a gamemode unlocked prior to new war (or the war within, for that matter). This gamemode I'm proposing would be a brand new type of gamemode, not an overhaul, so nodes for it can appear, as you stated, from Zariman and later (in the story).
  2. Do you mean that many players didn't like it? The same could be said for many of the mission types already in the game. Not all of the content of the game is for everybody. The upcoming new gamemode Deep Archimedia for example will probably not be for me or other players like myself. Does that mean they won't add it? No, it just means that not everyone will enjoy it, and that's okay. All the more reason to add newer, more diverse missions that cater to other types of players, which would be a very good reason to add this game mode, or one like it.
  3. [If this isn't the appropriate place for this topic, please let me know and I will delete this and move it to it's proper location.] I love Warframe. I love spy missions. I hate the fact that they've become so easy. I crave something different. Does this sound familiar to you? There is nothing wrong with spy missions in warframe. In fact, spy is probably my favorite game mode, from a concept standpoint. I love stealth missions in video games, what can I say? However, I feel like spy in it's current state is a bit... outdated? I just don't feel like the game utilizes it's stealth mechanics nearly enough. This suggestion, if implemented, might work towards fixing that! Imagine, for a moment, a stealth mission that is actually challenging. Allow me to present; Espionage. The mission: infiltrate an enemy encampment or stronghold, completely undetected, and steal valuable information from a MOVING target. Staying near them, say 20m, would be all that's required, but you HAVE to stay near them in order to download the data. This target would be carrying a computer device to a destination, and if they reach it before the download is complete, the mission ends in failure. If you are caught AT ALL, where enemies alter their normal patrols or enter alert status, the mission ends in failure. Along the path that this target walks will be random secondary objectives that are time sensitive, perhaps the standard spy vaults that you have to hack before the target moves on to the next section of the map. These secondary objectives will be optional, but will provide extra items of increasing value for each one you complete. Optionally, maybe this game mode would force players to use their operators/drifters, leaving them without a warframe for it's duration. Maybe the target faction figured out a way to force tenno out of their warframes (like the grineer enemies on the zariman, or orphix, but for an entire base). This would add much higher challenge to the mission, since tenno have no way of becoming invisible for extended periods of time (several minutes, like some warframes can), and thus players would have to get creative when trying to stealth their way through the mission. This might also allow room for alternate tenno play-styles, similar to the drifter during the new war quest. Maybe this would bring that exact play-style back? Like I said, though, this is all optional, and I feel like this gamemode would still work wonders with warframes enabled. Maybe the two could both exist, where some nodes force operators/drifters, and other nodes allow warframes, similar to crossfire exterminate/spy/sabotage, or mirror defense for that matter. This whole idea probably needs some more discussion to work out some of the kinks I'm not thinking of at the time of writing this, but I think this is something a LOT of people might want in the game.
  4. I 100% get that, I just suggested a rotating menu since I was looking to combine 3 abilities into 1 and tap/hold can only accommodate 2. Perhaps a better solution would be to make it cast all 3 when used instead of just 1 or the other.
  5. I love your feedback, and your suggestion that my ideas could be put into a new frame entirely, and I don't disagree on your other points too. This was honestly just something I'd been thinking about for a while and wanted to see if the ideas had any merit. I'm ultimately glad they did. :)
  6. Okay so this one's gonna be a bit long, and this is also my first forum post so if I should post this somewhere else please let me know. Octavia. She's amazing! She can play music in-mission, she is powerful enough to level-cap no problem... but there seems to be something, idk, missing. I've been thinking about this for a while now and I think I've figured out how an Octavia Rework could work. Some of these things I'll list here might sound familiar, but that's only because I've heard other people talking about the same thing. Please let me know what you all think about this idea, as I believe this could make her WAY more interesting to play, and ultimately make playing her more fun! First off, I want to start with her abilities, since that's basically the core of every wWrframe. I'm going to talk about the Helminth in a later section, this section is solely for her 4 abilities. I'm also not going to talk about things like element/damage types etc. because I'm not well-versed in such things and making a suggestion on it would likely not be balanced, so I'll leave that up to the devs to figure out. Here's what I'd do with her abilities if I were the one making the rework: Ability 1: Mandichord This ability essentially combines the first 3 existing abilities into one, making Octavia herself play all of the parts of the song. I would suggest making this a wheel-select power similar to Xaku's The Lost or Ivara's Quiver. This would allow for 2 extra slots for brand new powers, while not sacrificing functionality, necessarily. The Resonator would also circle Octavia, instead of wandering aimlessly and being ultimately useless. Ability 2: Swap Now I'm going to say that I LOVE playing Octavia. However, what I don't love is sitting in an endurance mission for 20+ minutes hearing the same 8-second song on repeat. That's where this new power comes in! This would allow players to change the song mid-mission! Doing so would grant a short lived bonus to ability strength or something similar, making it not completely useless, and if someone wanted to swap to the same song, that should be possible too! That way, you can get the bonus without having to switch to a different track if you don't want to. Ability 3: Amp I know what you're thinking; wait isn't that her current 4th ability? and well no. This ability has the same name and does something similar, but is implemented differently. Essentially in this version, you'd cast Amp and Octavia's ability range would increase a little bit, but with every secondary effect she accrues (Nocturn/Vivace/etc) the range is increased a little bit more. Furthermore, it's no longer stationary, it moves with Octavia herself. Ability 4: Finale This ability would cancel all other abilities when cast, but would deal high amounts of damage to enemies within the range of Amp ONCE. This damage would scale off of the range of Amp, with higher range meaning more damage. This ability would also cause energy orbs to drop from half of all enemies killed as guaranteed drops, allowing Octavia and allies to refill their energy. Now let's talk about the Mandichord. This section is honestly optional, but this is what I'd like to see from a possible Mandichord rework. The main thing I'd love to see added to the Mandichord is Octaves, that is, the ability to change the octave of each instrument (except for maybe the mallet) so you can better fine-tune the notes you put on, allowing for a higher range of notes you can use. The Shawzin already has something similar so I don't see a reason this *can't* be done with Octavia's Mandichord. Another thing I'd love to see is the ability to add sections to the songs we make, you know, to make songs that are longer than 8 seconds. The Helminth ability would go to Mandichord (Ability 1), and would basically do the same thing that the resonator ability already does. In this case, however, the resonator would circle around the Warframe, and it would be the only part of the Mandichord ability to transfer to other frames. If anyone else has another suggestion for this, please leave it below, but I think this would be a decent compromise. As far as Augment mods go, I'm not sure. This kit isn't in the game so it's not like I can test this out to see what would be best to make into an augment mod, so I'm leaving that up to everyone else as well, sorry. Octavia's passive would also need to change, but I'm not sure what to change it to. It's late at night for me when I'm writing this, so I hope it doesn't just go unnoticed. Nonetheless, please comment below what you think of this whole idea and what things could be improved. (I accidentally pressed the page button and I have no idea how to remove the extra page)
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