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[Suggestion] Elite Sanctuary BattleGround


Qmiras
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Elite Sanctuary BattleGround (ESBG - mix PVE/PVP)

 

[DISCLAIMER]

i typed this on my phone, yes I have a long commute...so errors could be there, and besides English is not my first language so there's that too.

I've played many shooters both pvp and pve, multiplayer and singleplayer, fast paced and not so much. This suggestion is based on my opinion and my experience which is completely subjective.

This idea came after seeing all these Last Man Standing request for Warframe (yes kids, this is what it was called before Battleroyale's creators even came into existence)

 

0-Description/ TL;DR

 

Mix PVE/PVP instance hosting 4 teams of 4 warframes, 5 minutes PVP Arena crowned with a 3 minutes Big Boss Fight a-la-ProfitTaker/Eidolon.

 

1-Bases of design:

 

1a- Warframe is a co-op game, so ESBG should encourage that.

1b- Abilities are fun and distinctive, ESBG should include them.

1c- Operators are part of gameplay, should be included but not mandatory.

1d- 12-16 players,I wont pressume to know Warframe's Engine capabilities but i think this is a happy middle.

1e- Current 4-frame party seems practical.

1f- Established lore indicates Sanctuary is always needing more data, so this could be included as a part of Simaris quest to document Tenno specimens.

1g- Leaving deliverately midmatch gets you no reward at all.


 

2-Why PVP/PVE?

 

Pvp seems like a thorn on [DE]'s side so why beat a dead horse?. Warframe is not a "pure" pvp game, there are better pvp games out there.

Theres still people who like pvp playing Warframe. This is why i'm thinking a Mix pvp/pve.


 

3-Locations

 

3a- Outside sections of existing tilests, sizing similar to the big tilesets you sometimes get in ESO

3b- New location TBD (design worktime could be a detriment here)

3c- Big locations including non-attack vehicles (k-drives!), lets say a quarter surface of Plains of Eidolon.


 

4- Gameplay overview

 

4a- All teams spawn on random locations, quickly try to get grouped to plan attacks. Being a two phase instance this is as much an endurance and survival test as a "kill them'all"

 

4b- Every player has 10 respawns after death, 5 minutes arena + 10 respawns = 1 respawn/30sec maximmum (almost like bleedout time)

OPTIONAL: 5 respawns with bleedout and rezzing.

 

4c- After arena segment reaches the 5min mark, Big Boss emerges. Most kills team get to fight it, rest are back to orbiter.

OPTIONAL: All team survivors now fight the Big Boss, PVP still enabled.

 

4d- Boss has a 3-5 minutes escape timer.

OPTIONAL: if all teams fight boss HP scales accordingly to all players INITIATING the fight, meaning if you kill your now forced teamates fights get harder.

 

4e- Big Boss is now dead, everyone collect reward.

OPTIONAL: if all teams fight boss everyone get the reward and have 1-2 minutes to kill each other INCLUDING teamates to be chosen as the King of The Hill.


 

5- PVP gameplay

 

5a- Standard Warframe gameplay except:

-Movility. Double and bullet jump should be disabled (could be a requisite from Simaris forcing high gravity for more stress testing conditions)

-Stealth. blurs the contour of the player but does not hide it completely

-No immunities, max 50% damage reduction on defensive abilities.

-Diminishing returns on pvp cc, no stun should be longer than 3 seconds

-Warframe stats (power, efficiency, range,etc) fixed at 100%. Sorry, no Speedva.

-Base HP and shields (again Simaris will for more stress)

-PVP kill drops ammo, hp, shield & energy 50% refill. OPTIONAL: 100% ammo & energy restoration, no hp/shields refill

-No critical hits in PVP except for headshots.

-OPTIONAL: only one weapon allowed (primary- no secondary-no melee, no primary-secondary-no melee, no primary-no secondary-melee)

 

5b- Some abilities could need a tweak for some are very gamechanging (Saryn's & Titania's n4, Nyx's n1, etc)


 

6- PVE gameplay

 

6a- Big Boss type: Corpus Highroller Proxy, Gargantuan Grineer Specialist, Primal Infestated Remnants. Orokin Old War Hero. All specific health type.

6b- Proportional hp pool to amount of players, increasing range on damaging abilities after each 1/3 of HP pool gone. Berserk when 3minutes timer expires (500% damage, 200% speed, lifestealing aura).

6c- Operator's void damage unlocks different status on the boss for a limited time (damage reduction, damage increasing, low speed aura, etc) Kinda like a hard mode/nightmare  switch.

6d- OPTIONAL: Big boss can be random type on random location

 

7- Cons

 

7a- "A pve-only player has nothing to care for from winning the first segment and viceversa". This could be saved by giving players tokens to exchange from a vendor (Simaris)

7b- "Fight too long". Even with some of the optionals fight will never exceed 10 minutes, same duration as Arbitrations.

7c- "Abilities tweaking could make players confused as they dont work as normal gameplay". No solution to that, i suffered this playing WoW pvp and yes, it gets confusing at first.

7d- "Content should appeal to all players, this just gets a portion of playerbase". True, put some really good rewards and maybe they will consider it.

7e- "Time consuming for a limited % of players". True, but i tried to minimize asset usage and design times.

 

8- Pros

 

8a- We get to hear Simaris yell "More Stress!" all the while you're wacking the iron skin out of a Rhino, while a Loki is crying in the corner and youre running from Valkyr and Garuda bloodthirst...all to end up facing a huge ass boss. All this in less time that it gets to find that prime part you need on trade chat.

 

what do you guys think?

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3 hours ago, Qmiras said:

5a- Standard Warframe gameplay except:

-Movility. Double and bullet jump should be disabled (could be a requisite from Simaris forcing high gravity for more stress testing conditions)

-Stealth. blurs the contour of the player but does not hide it completely

-No immunities, max 50% damage reduction on defensive abilities.

-Diminishing returns on pvp cc, no stun should be longer than 3 seconds

-Warframe stats (power, efficiency, range,etc) fixed at 100%. Sorry, no Speedva.

-Base HP and shields (again Simaris will for more stress)

-PVP kill drops ammo, hp, shield & energy 50% refill. OPTIONAL: 100% ammo & energy restoration, no hp/shields refill

-No critical hits in PVP except for headshots.

-OPTIONAL: only one weapon allowed (primary- no secondary-no melee, no primary-secondary-no melee, no primary-no secondary-melee)

Standard Warframe gameplay, minus a whole bunch of stuff that makes Warframe Warframe and not every other game.

3 hours ago, Qmiras said:

This idea came after seeing all these Last Man Standing request for Warframe (yes kids, this is what it was called before Battleroyale's creators even came into existence)

What part of the constant streams of "No"s that happen every time the idea is floated makes you think the nitty gritty is the problem and not the idea itself?

4 hours ago, Qmiras said:

1d- 12-16 players,I wont pressume to know Warframe's Engine capabilities but i think this is a happy middle.

Based on what? 8 is the max that has been seen in actual battle and it constantly caused issues in Trials. 4 is what the game was built to handle and the extent that actually happens now. 12-16 is not a happy middle for Warframe.

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3 hours ago, peterc3 said:

Standard Warframe gameplay, minus a whole bunch of stuff that makes Warframe Warframe and not every other game.

What part of the constant streams of "No"s that happen every time the idea is floated makes you think the nitty gritty is the problem and not the idea itself?

Based on what? 8 is the max that has been seen in actual battle and it constantly caused issues in Trials. 4 is what the game was built to handle and the extent that actually happens now. 12-16 is not a happy middle for Warframe.

Based on what I experience with a GPU from 2011 on a relay

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