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Tartarus, the Eris Bio-Research Enclosure (with new Quest, Mods, Infested Creatures, Infested-Assassin Warframe, Weapons, Arcanes, and More!)


Wizardrous
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First there was the Plains of Eidolon, and now Fortuna, so it seems like the logical next step is an infested open world zone.

What I have in mind for the city is a scientific research center, in the midst of an overgrown, infested landscape, enclosed in a large plexiglass biodome or energy field. 

The buildings themselves could have a high-tech Victorian theme about them, and the scientists/citizens could be dressed in outfits reminiscent of the Plague Doctors. 

Table of Contents:

  • Intro Quest
  • NPCs
  • Creature Concepts
  • Bio Mods/Mutalist Mod Set
  • Scylla, the Infested Assassin
  • Charybdis and other weapons
  • Codex Widgets

Introductory Quest: "28 Chromosomes Later" (or some other, less jokey name)

Alad V. has learned of the research being conducted in the Bio Enclosure, and is intent on taking over. He insists that the only way to truly study the Infested, to truly understand them, is to become one with them, as he has. He plans to use his Infested Chimaeras to break through the Bio Dome and consume all of the researchers, transforming them into Infested aberrations like himself. The head researcher and resident archaeologist, <name pending>, first learned of these plans through garbled signals s/he received on an old Corpus com device s/he recovered and rewired to intercept hidden transmissions. 

Your first mission is to venture out into the Infested wilderness and help recover more Corpus com equipment from ruins the research team cannot safely venture to, and bring them back to the resident technician, <name pending>, so s/he can build a functional communications array that can fully intercept the signals. 

Once the first step is complete, it is revealed that Alad V. plans to use a specially engineered device to gain control over the monstrous Chimaeras of Eris and amass a horde of them to overthrow the research facility. Apparently several tests have already been conducted and succeeded, and Alad V.'s plan is close to fruition. Your next mission is to go into the wildness, hunt down one of the Chimaeras under Alad V.'s control, and remove the device for examination (by killing the Chimaera, obviously).

Once you bring the device back for examination, the researchers search for any weaknesses. It is discovered that the device operates by taking full control of the Chimaera's central nervous system, which can be easily exploited if the device can be overridden. Your next mission is to venture back into the Corpus ruins to find the specialized equipment that the technician will need to manufacture an override adaptor.

Once s/he gets the override adaptor working, your next mission will be to go back to the ruins to uncover a lost cache of Corpus electronics they heard about in an old Corpus shipping log they found using the Corpus communications array you helped them build. This cache, they say, should have everything they need to build as many override adaptors as they need.

Now that the counter strategy has been prepared, it is time for the final battle. Alad V. shows up riding atop a Chimaera, with several other Chimaeras following him (perhaps two per squad member, to balance it). Normally, this many Chimaera's would be a deadly offense, but Alad V. laid the path to his own doom when, in his manic haste, he designed such easily countered technology. The goal is to bullet jump (or use Archwing, or whatever) onto each Chimaera's back and go through a quick Corpus hack minigame to install the override adaptor. The override will cause a surge of energy directly through the Chimaera's central nervous system, paralyzing them and causing the control device to short circuit. Once the other Chimaeras are dispatched, all that remains is to take on Alad V. atop his Chimaera. There are two potential ways of going about this: the simpler way being to kill Alad V., jump atop the Chimaera, and disable it with an adaptor; the other way being to first kill the Chimaera, and then kill Alad V.

After the final battle, the "clean-up crew" come out in thematically-appropriate hazmat suits (plague doctor outfits) and begin hacking away at the Chimaeras, dismembering them before they regain movement. The head researcher laughs and says "The hard part is over, now comes the gross part. You probably won't want to stick around for this, it'll be a while. We won't forget what you've done for us here, and if you ever need to use our lab for any research of your own, consider yourself part of the team!"

The End.

 

Potential NPCs for the biodome:

Archaeologist: Main quest NPC: bounties, upgrade standing, etc.

Doctor Helminth: Trade Infested genetic codes, gained by codex scanning infested, for Tartarus standing (25 standing for common, 50 for uncommon, 100 for rare, and 200 for unique (Chimaera)), and buy biological modifications for your companions (similar to corrupted mods for companions), and even create your own genetically engineered infested companion. 

Apothecary: Buy blueprints for potions giving temporary stat boosts, inoculations to status effects, melee weapon poisons, and specialized gear for harvesting and storing rare infested herbs.

Technician: Buy specialized upgrades (similar to Arcanes) for your Codex Scanner, giving it special abilities.

Biochemist: Sells specialized gear to harvest organic, infested crystals growing on Eris, and recipes to purify said crystals into usable form.

Marine Biologist: Sells specialized fishing equipment to catch the aberrant, infested fish residing in dark, murky pools on the surface of Eris, cuts fish down into their components, and sells blueprints for trophies and whatnot.

(I didn't bother thinking of proper names for the other NPCs, but Doctor Helminth seemed fitting.)

 

Infested Specimen Concepts:

Tendril: Simply a tendril of infested flesh that reaches out of the ground, grabbing and lashing at the Tenno.

Tunneller: Pretty self explanatory; an infested, worm-like creature that dives underground (like the desert skates) and pops up to attack (perhaps by spitting acid).

Behemoth: A beefed up version of a runner, about twice as tall and five times as muscular. Relatively rare, but extremely dangerous.

Bloomer: An infested, plant-like creature that grows in open areas, releasing clouds of toxic spores, and reaches out with stolons (think strawberries) that will plant and grow into new Bloomers if not destroyed.

Slime Mold: Thin, glossy goo that can be barely seen on the ground from a distance, but forms into an amorphous blob when approached by the Tenno and begins attacking by shooting acid.

Sporeburst: A large mushroom head (grow up) that bursts out of the ground as the Tenno approach, dropping explosive spores around it until destroyed.

Kraken: An amphibious, octopus-like creature that crawls out of the dark, murky pools of Eris, often accompanied by a group of its children that latch onto the Tenno while the Kraken lashes with its tentacles. 

Webspinner: An infested arachnid that resides in the caverns of Eris, spinning webs to block passageways, ensnaring unwary spelunkers biting them with its highly toxic fangs.

Floater: A large flesh balloon filled with noxious gas; although not particularly threatening themselves, when they are destroyed, the gas is released in a cloud, inflicting Tenno with either Toxic or Viral status, depending on the type of Floater.

Roc: A giant, infested bird that soars through the skies of Eris, swooping down and digging its claws into unwary creatures and Tenno, attempting to carry them off to its nest for food. Size potentially varies based on age of the Roc.

Griffon: An infested relative of the Kavat, the Griffon has developed a leathery hide and bat-like wings, making it a formidable and agile opponent that can easily evade melee attacks.

Cerberus: An infested pack of Kubrows that have melded together into a multi-headed abomination. 

Beholder: A floating ball of flesh with a single, unblinking eyeball and a set of smaller, prehensile eyestalks coming off its sides. With its main eye, it can shoot a continuous beam of energy, while its smaller eyes fire small bursts of energy.

Chimaera: The ultimate infested abomination, the Chimaera can take many forms. They are such aberrant abominations that they couldn't pass on their afflicted genetics, so they wander the surface of Eris, feeding and continuing their horrid existence. Only the strongest of such creatures survive. They are basically my concept for a boss-level enemy of this area; extremely powerful infested abominations of various forms and sizes that wander the open world area alone.

 

Companion Bio Mods:

Physical Conditioning: -33% Shields, +33% Health, +33% Armor

Power Conditioning: -45% Ability Efficiency, +90% Ability Strength

Efficiency Conditioning: -40% Ability Strength, +40% Ability Efficiency, -40% Ability Cooldown

Melee Conditioning: -44% Ability Strength, +33% Attack Speed, +33% Critical Chance

Hollow Bones: -33% Armor, +66% Sprint Speed

Chilling Claws: -25% Physical Damage, +75% Cold Damage

Bioshock: -25% Physical Damage, +75% Electricity Damage

Fire Fang: -25% Physical Damage, +75% Heat Damage

Venomous: -25% Physical Damage, +75% Toxin Damage

Rabid Rage: -40% Health, +60% Attack Speed, +60% Damage

Recycle Flesh: -25% Health, +10/s Health Regen 

(I wrote negative stats first, and then positive stats. I don't know why I did it like that, but I'm too lazy to change it.)

 

Mutalist Mod Set:

Set Bonus: +.5% lifesteal on all attacks per Mutalist Mod equipped

Mutalist Regenerate: +7 HP Regen per second

Mutalist Adapt: When hit with a Status Effect, become immune to that type of Status for 15 seconds.

Mutalist Miasma: Enemies within 10 meters of you take 50 viral damage per second, with a 50% viral status chance.

Mutalist Undeath: +2 Bonus Revives per mission, and +10s bleedout time.

Mutalist Consumption: Enemies have a 25% chance to drop health orbs on death.

 

Scylla, the Infested Assassin

Lore: Once a fair Orokin woman, Scylla was transformed into an Infested aberration as a punishment for treason. She was intended for use as a weapon, but was sealed away when her handlers began falling ill with unusual symptoms and dying. It was discovered that the Infestation in her body had mutated, and she had gained control over it. She was said to have escaped during the Sentient War and was never seen again. Perhaps she lurks the Infested surface of Eris, using her affliction to help cleanse the system of the Infestion that consumed her.

Where Nidus like the heart of the Infestation, full of festering life and rage, Scylla is like the mind, stagnant and brooding, coldly calculating her next move.

(In case anyone doesn't know the story, this lore is loosely based on the Greek myth of Scylla, who was a beautiful nymph that was turned into a hideous monster out of jealousy and spite, by Poseidon's wife, Amphitrite.)

Stats:

Health: 100 ---> 300

Shields: 50 --->150

Armor: 200

Energy: 100 ---> 150

Speed: 1.1

(Unlike Nidus, Scylla has a small amount of shields, as her abilities are less oriented towards health restoration.)

Abilities:

(The values presented below represent the statistics of Scylla's abilities at Rank 30.)

Chameleon (passive): Scylla's flesh is able to adapt and camouflage her to her surroundings, allowing her to fade from visibility after standing still for three seconds.

Shadow Dash: Scylla dashes towards her enemies with uncanny speed, striking with her melee weapon for double damage finisher damage if they are unaware, and triple damage if she initiates the ability while Chameleon is active. 

Cost: 25

Dash range is affected by Ability Range.

Damage multiplier is not affected by Ability Strength.

This Ability is not affected by Ability Range.

Infect: Scylla infects the target with a specially mutated form of the Infestation, slowly transforming them into an Infested beast that fights for her until destroyed. The transformation takes five seconds, and the target becomes immune to damage while transforming. When used on Infested creatures, this ability instead slowly converts them to Scylla's ally without affecting their physical form.

Cost: 50

Creature Damage Multiplier: x2

Contaminated creatures restore 1% of their damage done to Scylla.

Transformation time affected by ability duration (inversely, i.e. higher ability duration equals quicker transformation)

Contamination range is affected by Ability Range.

Damage Multiplier is affected by Ability Strength, but the HP restore percentage is not.

Consume: Scylla consumes the corpse of the next enemy she kills with melee, restoring Hit Points and taking on that enemy's form for a period of time. This allows Scylla to walk among that faction unnoticed. If she attacks an enemy in this form, it will not break the form, but will cause the enemies to become confused as per a radiation proc, making it difficult for them to distinguish friend from foe (unless other Warframes are present, in which case those are what they will predominantly attack). 

Cost: 75

HP Restore: 50%

Disguise Duration: 20s

This ability is not affected by Ability Strength or Ability Range (Range is affected by Melee Range only).

Ability Duration will increase the amount of time Scylla spends disguised as the enemy.

Note: Enemy animal units, such as Drahks or Hyekkas, can smell the Infestation through the disguise and will attack Scylla if she comes within 5 meters of them.

Hydra: This is Scylla's ultimate ability. The Infestation in her takes over and changes her physical form; her body becomes covered in armored scales, her arms turn into vicious tendrils with fanged maws on the ends, and her face transforms into a terrifying draconic visage. While in this form, Scylla gains Health Regeneration, Increased Armor, Increased Speed, and can attack enemies with her fanged tendrils. 

Cost: 25 to initiate, and 5/s to maintain (the initial cost is free if Chameleon or Consume are active, i.e. if her flesh is already in an altered form)

Health Regen: 10/s

Armor Bonus: +50%

Movement Speed Bonus: +50%

While in her Hydra form, Scylla's Shadow Dash gains +50% ability efficiency.

Scylla's Fangs

Special Ability: 2.5% Lifesteal 

Attack Speed: 1.25

Channeling Cost: 5

Channeling Damage: 1.5

Critical Chance: 25%

Critical Multiplier: 2.5

Damage Block: 60%

Leap Attack: 300

Spin Attack: 450

Status: 25%

Wall Attack: 600

Toxin Damage: 75

Viral Damage: 75

Scylla's Fangs are an exalted weapon and can be modded as such.

Armor Bonus and Weapon Damage are affected by Ability Strength, while Health Regen, Movement Speed Bonus, Shadow Dash Efficiency Bonus, and Lifesteal Percentage are not.

This ability is not affected by Ability Range.

Ability Duration will decrease the maintenance cost as per usual with channeled abilities.

(If Hydra is activated while Chameleon is active, Scylla will retain her invisibility until she moves or attacks. If Hydra is activated while Consume is active, it will cause the Disguise to end prematurely.)

 

Charybdis, Scylla's Signature Infested Dagger

(I'm sure most know the myth of Scylla and Charybdis, but in case some don't, they were two fearsome sea monsters found on opposite sides of the Strait of Messina. Charybdis is a great whirlpool/mouth that swallows ships whole. Not exactly what you'd associate with a dagger, I know, but Scylla needs her Charybdis.)

Special Ability: Although Charybdis is a dagger, its Infested flesh is able to stretch to the length of a short sword if enemies are just out of dagger range.

Attack Speed: 1

Channeling Cost: 5

Channeling Damage: 1.5

Critical Chance: 15%

Critical Multiplier: 2.2

Damage Block: 35%

Leap Attack: 100

Spin Attack: 107

Status: 25%

Wall Attack: 150

Puncture Damage: 30

Viral Damage: 20

 

Hyperion, The Tartarus Researchers' Codex Laser Pistol

(Named after the Greek titan of light, just so those who aren't Greek mythology nerds know.)

Special Ability: When fully charged, Hyperion Laser Pistol will perform a codex scan on the target. The Hyperion Laser Pistol is able to activate Codex Widgets (Codex Arcanes).

Accuracy: 16.7

Charge Rate: 1

Critical Chance: 5%

Critical Multiplier: 1.5

Fire Rate: 2

Magazine: 5

Noise: Silent

Reload: .8

Status: 30%

Trigger: Charged

Radiation Damage: 100 (when fully charged)

Radiation Damage: 25 (when not charged)

 

Codex Scanner Upgrades:

Wigdet Track: When you scan an enemy with your Codex or Synthesis Scanner, all enemies of that type are revealed within 5/10/15/20 meters through walls for 3/6/9/12 seconds

Widget Anatomize: Each time you scan an enemy with your Codex or Synthesis Scanner, you gain 5/10/15/20% extra (additive) critical chance against that type of enemy for 3/6/9/12 seconds

Widget Recycle: When you scan an enemy with your Codex or Synthesis Scanner, gives a 12.5/25/37.5/50% chance for that enemies of that type to reroll their droptables (as per desecrate) and drop additional loot for 5/10/15/20 seconds

Widget Synth: When you scan an enemy with a Codex or Synthesis Scanner, a specter copy of that enemy is created to fight for you for 4/8/12/16 seconds (only one such specter can exist at a time)

Widget Flash: Scanning an enemy with your Codex or Synthesis Scanner has a 25/50/75/100% chance to blind the target (as per radial blind) for 3/6/9/12 seconds

Widget Protect: When you scan something with your Codex or Synthesis Scanner, it creates a shield bubble around you with 35/75/115/150HP, lasting for 2/4/6/8 seconds (shield HP and duration can be refreshed with additional scans).

(As with Amp arcanes, only one of these can be equipped at a time.)

(I'm aware these Widgets are a strange idea that is unlikely to be implemented, but I see them as a good way to encourage use of an underutilized game mechanic.)

 

 

Additional ideas are always appreciated! If you like this idea, and would like to see DE put something like this in the game, please join the discussion with your feedback!

                                                                                                                                                                                                                                        -Sincerely, The Wizard

Edited by Wizardrous
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I'd hate to burst the idea just yet, despite finding it good, but since DE wants to cater to new players for now mostly and Mercury is half-infested I think it's more likely they'll do it there first.

But despite that I want your idea to be located on Eris. I mean, that's the main infested place of the system and all the major stuff, like the Mycona, a full-on infested-dependant community, Helminth, main infested bosses, etc. should be there. I'd also want it to be a dark world, a world for more experienced Tenno, where infested life forms are way too much out of control and you have pesky hoardes all the time on top of you when in the open field. This would need balance for it not too be too pesky too so players don't ragequit lol.

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3 minutes ago, (PS4)Pauloluisx said:

I'd hate to burst the idea just yet, despite finding it good, but since DE wants to cater to new players for now mostly and Mercury is half-infested I think it's more likely they'll do it there first.

But despite that I want your idea to be located on Eris. I mean, that's the main infested place of the system and all the major stuff, like the Mycona, a full-on infested-dependant community, Helminth, main infested bosses, etc. should be there. I'd also want it to be a dark world, a world for more experienced Tenno, where infested life forms are way too much out of control and you have pesky hoardes all the time on top of you when in the open field. This would need balance for it not too be too pesky too so players don't ragequit lol.

That's exactly what I was thinking the whole time, lol, since Eris is one of the last planets to be unlocked. But yeah, Eris is definitely the most logical place by the game's lore for this type of place to be. I'm hoping they'll add some more stuff to cater to experienced players, it's definitely about time, and Arbitrations were extremely disappointing. I'm glad you like the idea! I hope DE considers something like this, even if they did put it on Mercury. 

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22 minutes ago, (XB1)WaterJewel94694 said:

if you want i can update my Eris concept to include most of your idea's.  truth is some of your idea's were what i was thinking of for mine but i had trouble with specifics.😅

Eh, if you'd like. I wasn't sure if anyone had had a similar idea when I posted this; either way, I'm gonna keep this thread up, I've been toying with this idea for about a month, so I'm pretty excited about it. Hopefully it doesn't seem like I'm copying you, because I assure you, that was not my intention. 

Edited by Wizardrous
Fixed grammatical error (OCD)
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Seems like a super cool idea! I love the Victorian/steampunk/plague doctor aesthetic, and I love the idea of huge research facilities. Having the main hub dedicated to studying the Infestation would be cool. And the whole thing would probably have this feeling like it could fall to the Infestation at any moment, that these people are risking their lives and their humanity to stay here and research. Maybe have some "mad scientist" character performing unethical human experimentation as a villain we need to oppose.

48 minutes ago, (PS4)Pauloluisx said:

all the major stuff, like the Mycona, a full-on infested-dependant community, Helminth, main infested bosses, etc. should be there

The Myconians are near Phobos, as per the Glast Gambit quest.

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it's alright and thank you i had only been putting together for a few days before posting it.  some of what you have here is impressive though, it will help cement the idea so it increases the chance of being implemented into the game.  so once again thank you and i hope we can collaborate on each other's idea to further them towards success.😃:thumbup:

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10 minutes ago, GrayArchon said:

Seems like a super cool idea! I love the Victorian/steampunk/plague doctor aesthetic, and I love the idea of huge research facilities. Having the main hub dedicated to studying the Infestation would be cool. And the whole thing would probably have this feeling like it could fall to the Infestation at any moment, that these people are risking their lives and their humanity to stay here and research. Maybe have some "mad scientist" character performing unethical human experimentation as a villain we need to oppose.

Yeah, no doubt; it'd be a really high-stakes situation, I think it'd be the perfect open-world zone for experienced players. Perhaps Alad V. could make a return as the mad scientist who is attempting to overthrow the Bio Dome to the infested, claiming that he is trying to help them, and that the only way to truly learn about the infested is to become one with them, as he has. That'd actually be an excellent idea for the main quest, I'm gonna work out a few details and add that in the post! I'm glad you like the idea, and thank you for your input!

14 minutes ago, (XB1)WaterJewel94694 said:

it's alright and thank you i had only been putting together for a few days before posting it.  some of what you have here is impressive though, it will help cement the idea so it increases the chance of being implemented into the game.  so once again thank you and i hope we can collaborate on each other's idea to further them towards success.😃:thumbup:

For sure; if you have any suggestions, I'd love to hear them! I read your thread, and although it's not the direction I was thinking, it's a great idea and questline. I'm hoping we can get the whole community together to collaborate ideas for the perfect, fan-designed, open-world, Infested concept!

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1 hour ago, GrayArchon said:

Seems like a super cool idea! I love the Victorian/steampunk/plague doctor aesthetic, and I love the idea of huge research facilities. Having the main hub dedicated to studying the Infestation would be cool. And the whole thing would probably have this feeling like it could fall to the Infestation at any moment, that these people are risking their lives and their humanity to stay here and research. Maybe have some "mad scientist" character performing unethical human experimentation as a villain we need to oppose.

The Myconians are near Phobos, as per the Glast Gambit quest.

I like to think they are near Phobos during that quest because they might be on the move, so to speak. I mean they were on an Infested Corpus ship after all. It could just be that, a shi they were travelling on or visiting to scavenge infested stuff from. Their home could be Eris since there'd be no better place for an infested-based people. Of course I can also be dead wrong, but I hope DE spins it somewhat like this. 

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I think I like the concept particularly because it's not on a planet catered towards beginning players. I understand that there needs to be plenty of content at the beginning of the game to entice new players, but that can also become overwhelming if there's just too much to do. Further, I think every planet should have a fitting open world concept, so it only follows that some of them won't be accessible right away to new players. Stick with your Eris idea.

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You may want to have some overarching theme like the two Open Worlds in game do. Cetus is about mending! Read this  link and think about the things around town that have gold filled into their cracks. Very appropriate considering how strongly the legacy of the Orokin affects them. There's also the Eidolons who are trying to become whole again.

Fortuna meanwhile, should be quite obvious about its.. Marxist themes? It's possible that's too exact a term, but it's certainly not trying to promote Capitalism, at least not the Corpus brand.

EDIT: I think the logical choice for this world would be the ideas of Evolution, Wilderness and Survival.

Edited by Ventura_Highway
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1 hour ago, xZeromusx said:

I think I like the concept particularly because it's not on a planet catered towards beginning players. I understand that there needs to be plenty of content at the beginning of the game to entice new players, but that can also become overwhelming if there's just too much to do. Further, I think every planet should have a fitting open world concept, so it only follows that some of them won't be accessible right away to new players. Stick with your Eris idea.

Definitely. We desperately need an open world for experienced players. It'd be really good to have some satisfying end-game content. Plus it'd give new players something to look forward to!

 

51 minutes ago, Ventura_Highway said:

You may want to have some overarching theme like the two Open Worlds in game do. Cetus is about mending! Read this  link and think about the things around town that have gold filled into their cracks. Very appropriate considering how strongly the legacy of the Orokin affects them. There's also the Eidolons who are trying to become whole again.

Fortuna meanwhile, should be quite obvious about its.. Marxist themes? It's possible that's too exact a term, but it's certainly not trying to promote Capitalism, at least not the Corpus brand.

EDIT: I think the logical choice for this world would be the ideas of Evolution, Wilderness and Survival.

Yeah, for the open world, the theme would definitely be wilderness and biology. Kind of like an infested safari in an overgrown, dark wilderness. The theme of the city is predominantly scientific study, with a secondary theme being survival. 

I also think the whole thing should have an underlying horror theme. Steam released from vents builds up in the biodome, creating a foggy atmosphere amidst the Victorian-style buildings; the citizens have an air of doom about them, as though they fear the imminent invasion of the Infestation at any time; the open-world area is dark and bleak, just barren stone with strange Infested vines growing over it and twisted Infested trees and fungi growing from the cracks, with dark, murky pools and desolate, ancient Corpus structures. It'll all be super creepy.

Edited by Wizardrous
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il y a 3 minutes, Wizardrous a dit :

Definitely. We desperately need an open world for experienced players. It'd be really good to have some satisfying end-game content. Plus it'd give new players something to look forward to!

It's not like it has to all be high level content either. The same quest giver set up as the other two open world areas works perfectly fine. Even experienced players use Forma. So, pretty much nothing in the game is left unused for ranking up frames and weapons that have been forma'd.

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7 minutes ago, xZeromusx said:

It's not like it has to all be high level content either. The same quest giver set up as the other two open world areas works perfectly fine. Even experienced players use Forma. So, pretty much nothing in the game is left unused for ranking up frames and weapons that have been forma'd.

No doubt. Plus another reason I think it should be Eris is that some of the Infested creatures I described have some pretty challenging tactics, so it'd be more suited to more experienced players. I really like the idea of some infested that have actual tactics and don't just run at you, lol.

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il y a 9 minutes, Wizardrous a dit :

No doubt. Plus another reason I think it should be Eris is that some of the Infested creatures I described have some pretty challenging tactics, so it'd be more suited to more experienced players. I really like the idea of some infested that have actual tactics and don't just run at you, lol.

Well, we've had the Hemocytes before which required a bit of tactical approach on the Plains. It can be hard though to make anything real complicated in a shooter game. It's not exactly like an MMORPG like Warframe or FFXIV where you get more complicated positioning tactics such as stacking, linking, spreading, etc. That seems like it could be difficult to program, and DE does like to keep it a bit more simple so that the content can be feasibly soloed.

Edited by xZeromusx
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2 hours ago, xZeromusx said:

Well, we've had the Hemocytes before which required a bit of tactical approach on the Plains. It can be hard though to make anything real complicated in a shooter game. It's not exactly like an MMORPG like Warframe or FFXIV where you get more complicated positioning tactics such as stacking, linking, spreading, etc. That seems like it could be difficult to program, and DE does like to keep it a bit more simple so that the content can be feasibly soloed.

True, but there are certain underutilized mechanics, such as how the Desert Skates and Lephantis dive underground, and no other enemy does that. Plus there are a few other unique ideas for creature combat mechanics I introduced with my creatures. I think that should be the Infested's gimmick, is strangely mutated creatures with weird attack functions, such as my "Sporeburst" creature concept and its shower of explosive spores. Stuff like that would make them take more strategy to fight, and not just be a predictable horde running straight at you, and would fit their motif of being horribly mutated and wild. 

Edited by Wizardrous
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il y a 15 minutes, Wizardrous a dit :

True, but there are certain underutilized mechanics, such as how the Desert Skates and Lephantis dive underground, and no other enemy does that. Plus there are a few other unique ideas for creature combat mechanics I introduced with my creatures. I think that should be the Infested's gimmick, is strangely mutated creatures with weird attack functions, such as my "Sporeburst" creature concept and its shower of explosive spores. Stuff like that would make them take more strategy to fight, and not just be a predictable horde running straight at you, and would fit their motif of being horribly mutated and wild. 

Oh, I'm not against the mechanics you've described. They're pretty much spot on. Not too complicated really. I'm just providing a cautionary tale about MMO genres that try to adopt mechanics of other genres. I remember fights in FFXIV where you have to stack behind a pillar, separated from one particular ally tethered to you while juggling stacks of a debuff and making sure that your character isn't facing another party member. That kind of stuff becomes pretty much impossible in a shooter where aiming and parkour are already complex enough.

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1 minute ago, xZeromusx said:

Oh, I'm not against the mechanics you've described. They're pretty much spot on. Not too complicated really. I'm just providing a cautionary tale about MMO genres that try to adopt mechanics of other genres. I remember fights in FFXIV where you have to stack behind a pillar, separated from one particular ally tethered to you while juggling stacks of a debuff and making sure that your character isn't facing another party member. That kind of stuff becomes pretty much impossible in a shooter where aiming and parkour are already complex enough.

Word, I see what you're saying. It's that exact kind of stuff that drives me to play predominantly shooters to begin with, lol.

I'm glad you liked my ideas. I think they're exactly the kind of strategy oriented mechanics the Infested need to not be so mindless vis a vis combat strategy (of course, they'll still be mindless otherwise, lol). Did you see the Quest concept I just added?

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il y a 6 minutes, Wizardrous a dit :

Word, I see what you're saying. It's that exact kind of stuff that drives me to play predominantly shooters to begin with, lol.

I'm glad you liked my ideas. I think they're exactly the kind of strategy oriented mechanics the Infested need to not be so mindless vis a vis combat strategy (of course, they'll still be mindless otherwise, lol). Did you see the Quest concept I just added?

I like it. Ties in the lore of Alad V.

And yeah, the infested are kind of mindless, which can make Kala-azar kind of boring to be honest. Since the warframes are reaching god like status, the Infested have started to seem less like a serious threat.

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2 hours ago, xZeromusx said:

I like it. Ties in the lore of Alad V.

And yeah, the infested are kind of mindless, which can make Kala-azar kind of boring to be honest. Since the warframes are reaching god like status, the Infested have started to seem less like a serious threat.

No doubt, especially since Warframe technology is apparently based on the Infestation itself.

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I could see an open world on eris with survivors. Like maybe these people have some sort of immunity. And there are certain areas where you must have Nidus in order to be accepted similar to the quills with the Tenno. And not to mention the advancement of infested weapons. We got primes, vandals, wraiths, but no advanced infested weapon. With all the mutations and advance infested like the juggernaut you would think there would be a more advanced version of infested weapons. Maybe that requires the regular ones as materials to mutate into better ones. 

Not to mention it is about time they start making more infested that aren’t infected factions. Like some sort of infested hunter similar to the juggernaut but much slimmer and has spikes. It would run a lot faster and be more agile. And it could shoot the spikes at you that also poisons you. Basically unless you have a speed volt there’s no outrunning it. Not to mention stumbling across like juggernaut nests. That would be creepy. 

It could also be an opportunity for DE to reintroduce the J3 Golem if they chose. Like as an event that occurs every now and then where the people notice some strange satellite hovering above them and it turns out to be the much larger J3 Golem. 

But yeah I would definitely be bringing my Nidus to that specific base. The people could even respond to your Nidus differently than how they respond to other warframes. Like:

”an infested that’s on our side?”

”I never believe I would see the day where an infested is our ally”

”you’re an infested? I must study you to understand your biology. And maybe even stop the others.”

But yeah you get the idea. 

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4 hours ago, (PS4)chris1pat8twins said:

I could see an open world on eris with survivors. Like maybe these people have some sort of immunity. And there are certain areas where you must have Nidus in order to be accepted similar to the quills with the Tenno. And not to mention the advancement of infested weapons. We got primes, vandals, wraiths, but no advanced infested weapon. With all the mutations and advance infested like the juggernaut you would think there would be a more advanced version of infested weapons. Maybe that requires the regular ones as materials to mutate into better ones. 

Not to mention it is about time they start making more infested that aren’t infected factions. Like some sort of infested hunter similar to the juggernaut but much slimmer and has spikes. It would run a lot faster and be more agile. And it could shoot the spikes at you that also poisons you. Basically unless you have a speed volt there’s no outrunning it. Not to mention stumbling across like juggernaut nests. That would be creepy. 

It could also be an opportunity for DE to reintroduce the J3 Golem if they chose. Like as an event that occurs every now and then where the people notice some strange satellite hovering above them and it turns out to be the much larger J3 Golem. 

But yeah I would definitely be bringing my Nidus to that specific base. The people could even respond to your Nidus differently than how they respond to other warframes. Like:

”an infested that’s on our side?”

”I never believe I would see the day where an infested is our ally”

”you’re an infested? I must study you to understand your biology. And maybe even stop the others.”

But yeah you get the idea. 

I like those ideas, especially the one about the Jordas Golem event, that'd be really cool.

I was thinking instead of them being immune to the infested, though, it's just that they're really cautious; they have their biodome and they only leave in hazmat suits, but part of the air of imminent doom is that they could be consumed by the infestation they study at any point.

As for what you said about advanced infested weapons, I agree; the vandal and wraith weapons are both faction specific and generally better all-around that their regular counterparts, and I think they should buff the Mutalist weapons to be the same principle, but for Infested.

I also think that this open world concept would be the perfect place to introduce a new infested Warframe as well, but more of an assassin-type, venomous Infested Warframe, whereas Nidus is more of a tank/AOE frame.

I can't remember whom, but I was recently talking to someone who had a really good idea for an Infested Assassin Frame.

 

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7 hours ago, HugintheCrow said:

Except they already did. Renamed but still.

Like what? When I first looked it up it was originally a large runner. Then they changed it to the Jordas Golem that we are familiar with but there was a trial where the golem is so much larger and you have to go inside of it to completely destroy it. But the trials are gone and the arcanes now drop from the eidolon sentients. The J3 Golem doesn’t exist, anymore. Only the smaller Jordas Golem as a boss on Eris for the atlas warframe. 

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13 minutes ago, (PS4)chris1pat8twins said:

Like what? When I first looked it up it was originally a large runner. Then they changed it to the Jordas Golem that we are familiar with but there was a trial where the golem is so much larger and you have to go inside of it to completely destroy it. But the trials are gone and the arcanes now drop from the eidolon sentients. The J3 Golem doesn’t exist, anymore. Only the smaller Jordas Golem as a boss on Eris for the atlas warframe. 

That golem is canonically known as the J-3 Golem, according to the wiki. No need to get so hostile.

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