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"Style Streaks" - Easy-to-implement system that can make the game way more fun


Raptie
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Hey, everyone! My name's Raptie, and as a hobby I do game mechanics and systems design. I got into Warframe a couple months ago and, like all of you, I've fallen in love with the game. Also like all of you, I have an idea on what can make this game even better.

The working title is "Style Streaks", and it draws influence from games like Devil May Cry, Bayonetta, and basically every Platinum Games game.

What is it? Well, the Style Streak system rewards player skill by dynamically scaling the difficulty and frequency of enemies, as well as providing better loot drops.

When designing this system I had a few goals in mind:

  • It has to make players feel even more like badass space ninjas
  • It has to be easy to understand
  • It can't remove any existing systems
  • It has to require minimal effort for DE to implement and balance
  • It has to be flexible and future-proof

 

I will now explain the three main components of the Style Streak system. (Please note that I'm making this as barebones as possible - my goal here is to provide DE with a framework to build on, not to hash out every little detail. Also note that this is in no way intended to replace the existing weapon-specific combo systems!)

Part 1: Streak Score. Streak Score goes up when you kill enemies, and it [decays/resets] if you don't kill anything for a few seconds. When your Streak Score hits certain thresholds, it will make enemies spawn in at faster rates, as well as increase the level/difficulty of enemies that spawn in.

Part 2: Streak Grade. Your Streak Grade is a letter grade that reflects the variety of attacks and abilities that you're using. It's designed to reward mixing things up - using different melee combos, swapping to different weapons, using alt-fire modes, using abilities from time to time... all of those can result in a better Streak Grade. The Streak Grade ties directly into the third component which is

Part 3: Streak Rewards. Every enemy you kill gives you a chance to get a special Streak Reward. A higher Streak Score increases the chances you'll get a drop, and a better Streak Grade gives you better odds at getting a rarer drop. (It's kind of like dumping Void Traces into Relics to get a better chance at getting good loot).

To summarize: Being better at killing things means you get more things to kill, and the cooler you are when you do that gets you better loot.

 

So, that's the main system! A few optional things I also thought of that I wanna toss in here:

  • Weapon Disposition giving players multipliers towards their Streak Score (This would encourage greater weapon variety)
  • Different enemy types/levels giving different numbers of points 
  • End-of-mission reward bonus based on an overall Mission Grade
  • Ability for players to opt-out of this if they don't want to participate

 

Anyway, please leave your thoughts and feedback - hopefully this is something that will at least inspire DE! Thanks for readin'! ❤️

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It´s a really cool idea. 

For long time scalling difficulty and reward it´s something that the community want see implemented in the game. And DE said that this year will be looking to include. 

Praising the rngesus for if DE see your post and found a little of inspiration. 

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49 minutes ago, Loza03 said:

This seems like a great idea!

I think such a system could contribute positively to the game by discouraging the somewhat samey strategies we have now.

That was a lot of my intention, yeah - I also wanted to not punish players who are comfortable just playing how they do now. Instead of punishing players for doing a strategy, it instead incentivizes more diverse play.

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Love the idea. Being graded on how effectively you use your tools is something that always gets me to try way harder than i normaly would even if it amounts to litterally nothing but a small amount of extra points.

The only problem i would have is this game awful weapon swap speed. Switching to melee and gun is instant but going to your other gun is still way too slow for me to want to ever use my other gun unless I specced it out for a different purpose or enemy type.

 

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12 minutes ago, Annnoth said:

Love the idea. Being graded on how effectively you use your tools is something that always gets me to try way harder than i normaly would even if it amounts to litterally nothing but a small amount of extra points.

The only problem i would have is this game awful weapon swap speed. Switching to melee and gun is instant but going to your other gun is still way too slow for me to want to ever use my other gun unless I specced it out for a different purpose or enemy type.

 

Ohhh, good point on the swap speed. You're right in that they'd need to speed it up a bit somehow. 

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24 minutes ago, Annnoth said:

The only problem i would have is this game awful weapon swap speed. Switching to melee and gun is instant but going to your other gun is still way too slow for me to want to ever use my other gun unless I specced it out for a different purpose or enemy type.

 

It’s not slow you’ve just gotten way to used to instantly switching by comparison 

Switching between guns don’t have to be instant imo

 

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21 minutes ago, (PS4)CodyXSavageX said:

It’s not slow you’ve just gotten way to used to instantly switching by comparison 

Switching between guns don’t have to be instant imo

 

Ive held this opinion long before melee 3.0 phase one. I've been playing since just after open beta and ive always hated weapon swapping. Im more used to many other games where weapon swapping actually feels conductive to using your secondaries relatively frequently even if its just for "im out of ammo, time to use this". Heck ive even played, and still play, many games where weapon holstering is a serious combat consideration that can get you killed (tf2 namely) and still think this.

In warframe many weapons reload faster or only marginally slower than swapping so unless im using a bullet hose and run out of ammo, I will almost never pull out my secondsry cause its just quicker to reload and use an ability that doesnt cancel reloads if i have one.

They made melee instant for a reason, it just feels better. 

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18 minutes ago, Annnoth said:

Ive held this opinion long before melee 3.0 phase one. I've been playing since just after open beta and ive always hated weapon swapping. Im more used to many other games where weapon swapping actually feels conductive to using your secondaries relatively frequently even if its just for "im out of ammo, time to use this". Heck ive even played, and still play, many games where weapon holstering is a serious combat consideration that can get you killed (tf2 namely) and still think this.

In warframe many weapons reload faster or only marginally slower than swapping so unless im using a bullet hose and run out of ammo, I will almost never pull out my secondsry cause its just quicker to reload and use an ability that doesnt cancel reloads if i have one.

They made melee instant for a reason, it just feels better. 

When i’ve played switching guns don’t feel all that slow to me. Honestly it feels faster to switch to my secondary rather than wait for my primary to reload 

Perhaps gun swapping should scale with your reload speed and always be faster than the reload time itself. That should reflect an adequate and reasonable swap speed

I feel instant gun switching isn’t very necessary compared to gun to melee due to how combat works and will work in the future but if it gets added I won’t complain 

 

 

Edited by (PS4)CodyXSavageX
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