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Rescues, Spies, Hijack and more - Feedback thread


Kilsety
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Simple post on Misson types that exist to fix or address very specific problems or spice up the game mode. Suggestions are huge and everyone has one, I know. All-inclusive checklist, hopefully with reasoning behind each suggestion, that were conceptualized to be used together. Hopefully someone agrees that some of these changes would only be positive. Everything should be applicable to every tileset and type (Sortie/Nightmare/Quest/so on) unless it's a specifically built mission like that of which Lua contains.

 

Fair warning: Players like difficult more than they like afk, as long as rewards are paired well. I went with difficulty and intriguing ways to spice things up.

 

General suggestions:

  1. Make Eximus-like units (or change Eximus) that are immune to Warframe abilities (specifically damage, exclusively CC, or unit types immune to specifics of abilities).
  2. Allow Bursa Eximus. Seriously.
  3. Allow Prosecutors everywhere.
  4. Mission-specific "Room alert" rather than unit-specific alert/awareness.
  5. Unit-specific alert levels (effectively aggro meter), if only for certain game modes | Is it possible for it to be based on weapon accuracy/range/spread/ability range comparisons?
  6. Consider doubled rewards (same rotation, just A+A, B+C, repeat) and twice the time between extractions for Endless missions.

 

 

Spies:

-No entrance hacking | This fixes the current host migration issues with panels.

-Stealth meters for the capability to be near a vault without being detected, or vault timer starts | Integrates Suppression, stealth attacks and invisibility directly to the game mode.

-Total-map detection rating for Stealth meter (reversed Survival mode Life Support) and time-limited hacking if it hits the threshold | Self-explanatory; makes the game mode into Panic Button mode.

 

Rescues:

-"Follow" and "Hold Position" commands replace "Give Secondary" when unit is given a secondary | Forced follow, no teleporting of the unit to users anymore.

-"Give Secondary" enables proper tag-along AI or else they crouch the entire time and take cover | To encourage helping the Operative.

-Player that the Target follows can /unstuck (or a new command) both themselves and the target | Useful change for all units like this I think.

-Disallow Warframe abilities on all non-Warframe friendlies and give Rescue target decaying health with a 25% minimum (1%/second) | To encourage timely extraction and varied play via support and stealth.

-Spawn Eximus packs (Eximus with a ratio of 1:3 to normal units) after vault is hacked / past secondary door of area | Encourage and Discourage certain play due to frail Operative.

 

Hijacks:

-Kill the Nullifier field and introduce debuffers that are percentage stat drains dependent on tileset that relate to power sources for the vehicles | -Armor, -Max health, -Shields, -Movement speed, etc. so Rhino, Gara, Inaros, Hildryn, etc. are encouraged/discouraged from being used, but only depending on the tileset (Lotus describes debuff with clear icon Top Left of screen so players aren't lost).

-Force enemy units to attack the hijacked vehicle unless there are no players within ~30-75 meters of it | Not sure what's balanced, but I feel it's definitely not hostile enough.

-Hijacked vehicle can break/delete Warframe barriers/etc. like Frost Bubble and Gara Wall by moving through it at all | Fixed nullifier missing and mobile objective camping.

 

Survivals:

-Forced unalerted status against players and make enemies always alerted of a single room (area/cell) and everything in it rather than a unit in Survival | This might be really cool to play around with using Invisibility and Suppression, that's all. Big stealth buff for Survivals, but mostly intended for coordinated play and to avoid stuck spawns (probably mostly Arbitrations).

 

Static Target Defense and Operative Defense:

-Introduce objective-specific friendly fire (guns and certain abilities) | Reduce AOE spam, increase protection of the objective via support / defensive Warframes.

-Progressively worsening environmental effects based on tileset | Volatile munitions piles (blast)/Cold spot/magnetic disturbance/rad pockets/fire or napalm/corrosive pools/viral or toxic clouds, etc. Map coverage %, small areas like Reactor Sabotage and Sorties. Progressively worse per 5 waves, appears before Wave starts each time. Affects enemy units, if applicable (Eximus and Toxic ancient-type of immunities), to encourage movement from objective and get harder.

-Change scaling of enemies per 5 waves, and add a +Eximus units multiplier per 5 waves, added before reward cycle as a Big Finale fight.

 

I'll probably edit this later. Hopefully some of it is cool, thanks for reading!

Edited by Kilsety
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" Make Eximus-like units (or change Eximus) that are immune to Warframe abilities (specifically damage, exclusively CC, or unit types immune to specifics of abilities)."

 

Just no. We don't need less ways to creatively approach the game. The exploiter orb making everything but damage reduction useless made for a boring fight.

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6 hours ago, Cyclouros said:

" Make Eximus-like units (or change Eximus) that are immune to Warframe abilities (specifically damage, exclusively CC, or unit types immune to specifics of abilities)."

 

Just no. We don't need less ways to creatively approach the game. The exploiter orb making everything but damage reduction useless made for a boring fight.

Agreed. I want more ability resistances on enemies, but not like this. This is just binary. Either they work or they don't. That stifles creativity as much as unilateral solutions do.

Ability resistance should be diegetic and interactive - certain enemies having special effects which may help or hinder the ability's effectiveness based on the enemies your fighting. Got Mesa? Fear melee enemies and enemies that can draw your peacemakers aggro, though you remain powerful against other foes. Volt? Discharge gets grounded by Moa's and Moa corpses, swiftly destroying them but leaving organic foes in a small area around the Moa or Corpses safe. Limbo? Unusually fast or rift-wielding foes can pierce stasis at the cost of those foe's other powers or their gun's functionality.

If it's OP, it's because it's powerful in too many situations. You can either weaken it or add new situations its not powerful in.

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