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Jupiter Open World Idea (WIP)


yadalaboth
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If their's ever going to be an open-world for Jupiter, here's what I'm thinking of: An actual city, in a sort of perpetual pseudo night-time.

The Open world would be an actual city that's suspended over Jupiter a bit like the gas city tile-set. The main difference is that this one has a layout that's an actual city. The main design is that this place is supposed to put a Warframe's mobility to full use. There would be 4 "layers" that make up the map itself (and maybe there could be like a big 3D wireframe map or something to keep track of location).

You can't fall to the lower levels. (That's how this would be possible without melting a PC. You can progress upwards safely, but going down requires either being much slower and careful or taking some kind of elevator to give the game time to load it in)

Layers:

  1. The Underground
    • The Underground is a massive tunnel system with the same kind of aesthetic as Fortuna (not the Orb-Vallis, but Fortuna specifically)
    • The design would be focused around long, interconnected pathways where slower and more careful navigation would be required.
    • Most tunnels lead to larger rooms, such as train-stations, sewers and slums.
    • The enemies here would be minimal, since the Corpus have little to no interest in the "expired" class (anyone who can't work).
      • The enemies here would be basic patrols. Effectively the enemies you would encounter on Venus, and are levels 5-15.
      • The Blender Bursa is a rare encounter here, similar to an actual in-game Bursa.
        • The Blender Bursa has both it's shields replaced with massive saw-blades that it uses as melee weapons, shields, and giant wheels.
        • It's entire purpose is to first charge a suspect with a crime and then RUSH THEM (in public view of course). These people can't do any work already, so what use do they have?
    • The Underground is the "HUB" area. More on that later.
  2. The Ground Level
    • The ground level is a city scape a lot like real-life cities, but with Warframe's Aesthetic.
    • The appearance of the place would be a lot like a mix of the old Jupiter tileset, and Venus.
    • The Ground and Rooftop levels have a unique stealth mechanic to them. If Kiddo mode is active, you don't use void powers, and your Warframe isn't nearby, enemies won't even give you a passing glance.
    • If theirs any way to get around down here, it's a K-Drive. There are literal roads and walk-ways that are (in-universe) designed to be used with cars, busses and these kinds of vehicles.
    • There are two types of enemies around here.
      • The Corpus Patrols. They function like almost any normal enemy, but the unique stealth mechanic applies to them. They also have a max level of about 10-25, and are the Corpus equivalent to "Zero-Tech" soldiers. They are only really equipped for regular street gangs, robberies and the like. They're not prepared, equipped or trained for combat with a Warframe.
      • Street gangs. Street gangs will only attack if you approach them directly, Kiddo mode is engaged, and there isn't a warframe in view. (because their Normies. They would be smart enough to not antagonise a Warframe.) Street gangs have a level of 1, and can't be "killed". They just get knocked out, and will get back up after 5 minutes (assuming they don't de-spawn)
  3. The Mid-Levels
    • This is where it gets really interesting.
    • The Mid-Levels are made up of low roof-tops, skyscraper constructions sites, and light/mono-rails.
    • Here is where the Warframe itself becomes the most valuable asset.
      • There are telephone wires everywhere for Warframes to use like rip-lines
      • Buildings to wall-jump off of or climb up
      • Neon billboards that you can shatter by jump-kicking clean through
      • Repair drones and transport ships that can be used as platforms
      • Air-Vents that can launch you into the air
      • Scaffolding that you can slide under and bullet jump over (or chain the two right into each other)
    • The enemies here may still be falling for your Kiddo trick, but this time around it doesn't make a difference. You got all the way up here, somethings suspicious here.
    • Enemies here wouldn't be very mobile, and if they are, then they are flying at all times.
      • Their's little ground space here, so instead of focusing on catching up to their targets, they just take aim and blast them from a distance without having to worry about moving.
      • Their ranged weapons would be the kind that would snap the game in half on a layout like the Plains, but here they would be almost required for anyone without a Tenno's mobility.
      • Their melee weapons also focus on knockdown instead of damage.
      • Their levels would be 25-40 (except for construction workers. They would be 10-15 since their not built for combat)
  4. The Rooftops
    • These places are almost perfect for shooting people to bits.
    • The gaps here range from small to big to enormous, to "Hey, theirs a park there! Don't even think about trying to make the jump unless you want to land in a tree."
    • Here there are flying ships everywhere that just ignore you and can act as really fast moving platforms so you can finally make that dream you've had since you were 10 a reality and play frogger at F-Zero tier speeds. 
    • Enemies here are a massive difficulty spike. They are roughly level 40-60, and are sent directly to wreck you.
      • The difficulty here comes form the weapons. The projectiles all have either homing properties or they explode into massive A-O-E blasts. They also commonly have cold and explosive procs to make you an easier target.
      • Raptors and Ospreys are the most common things you'll find shooting you this high up.
    • This place is the best place for an Archwing to be used. It's designed like a space level.

 

  • Syndicate 1: ???
  • Syndicate 2: The Street Gangs
    • The street gangs on the first layer are a side-syndicate like the ventkids.
    • They start as preemptively hostile on the first level of the standing. On the second level, they still attack, but exhibit more caution since you've already kicked the asses of other gangs by now. At rank 3 they get suspicious of you and begin following you around. At rank 4, they begin to force you to do their dirty work for them, and when you reach rank 5, you get a personal audience with the man in charge.
      • At ranks 4 and 5, they give ammo/energy on occasion, open up shortcuts and partially disable security systems.
      • In order to open shortcuts and disable security, you need to pay in standing.
      • It's possible to get -1, -2, -3, -4, and -5 ranks with these guys, but outright betraying them at rank 5 will reset your progress entirely.
        • To betray them, you have to break into and raid their vaults. It would be basically impossible to do that accidentally, and you would still get about 500,000 credits from that betrayal.
  • Syndicate 3: The Mafia
    • Literally the same as Syndicate 2, but any positive rank with them gives the corresponding negative rank with these guys. It's one or the other, and you don't get any middle ground, kiddo.
  • The Gang War
    • ITS A GANG WAR FOLKS!!!
    • Players aligned with the gang opposed to you can damage you at any time. Taking them out will give you benefits, but doing that too many times will have that entire gang breathing down your neck. (We're talking like, 5 death squads in one)
    • Players that are neutral can't take damage from aligned players, because that would just be to unfair.

Field boss: AMALGAM CAPITAL SHIP

  • This thing would belong to Frohd Bek. After the Rollapalooza fight, it appears over the city. It was created when Frohd Bek confiscated all of the data that Alad V had due to the immense collateral damage that the sentient bird caused.

Any ideas on how to design this one? Im thinking something like the World Devastators from the old Star-Wars cannon.

That's all I got so far. Any suggestions are welcome. Hopefully some suggestions that would explain WHY the street gangs and the mafia are in opposition to each-other. They probably have the same goal, but their methods just aren't compatible at all.

Edited by yadalaboth
Added the Blender Bursa (suggested), added street-gang syndicate (suggested), added mafia syndicate, added gang-war mechanic, changed enemy levels (suggested), added field boss
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I like the Mirror's Edge-like feeling you've given it. Full thumbs up, would gladly offer a suggestion to actually make the street gangs a side-syndicate like the ventkids, who go from preemptively hostile (the first two levels of standing) to suspicious (ranks 3 and 4) to allied in that they would do ammo/energy dead-drops, open up shortcuts and partially disable security systems (all paid in standing, ofc).

I'd also suggest (and this is a horrific idea that i just had now) a Blender Bursa, a punitive Bursa, as opposed to the riot-control ones, which has a corpus fanblade at its front. Its purpose is to first charge a suspect with a crime and then charge at them (in public view of course) as judge, jury, executioner.

Perhaps also "Ancestral Museum" built in a hybrid Corpus-Orokin style where Corpus dignitaries worship the Orokin and their artifacts as examples of ideal Profit-making.

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I do love the idea of levels designed with true verticality in mind, regardless of whether they're open world or not.

The biggest problem is honestly that the waypoint system handles verticality very poorly.

You don't realize how much you use waypoints to navigate until you get one of those tiles where everything is a bit too vertical, so it waypoints an elevator even though what you actually wanted to do was just jump up.

Those kinds of problems would need be solved before we could have an entire open world designed around verticality.

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On 2019-08-12 at 7:52 PM, evilChair said:

I'd also suggest (and this is a horrific idea that i just had now) a Blender Bursa, a punitive Bursa, as opposed to the riot-control ones, which has a corpus fanblade at its front. Its purpose is to first charge a suspect with a crime and then charge at them (in public view of course) as judge, jury, executioner.

 

JEEZUS!!! That's... That's... Absolutely brilliant.

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On 2019-08-12 at 8:48 PM, Senguash said:

 You don't realize how much you use waypoints to navigate until you get one of those tiles where everything is a bit too vertical, so it waypoints an elevator even though what you actually wanted to do was just jump up.

 Those kinds of problems would need be solved before we could have an entire open world designed around verticality.

I see your point (and I do know about the waypoint thing). The missions should have some kind of explicit mentioning of what layer the objective is on. Imagine if the game went "HEY! YOU KNOW HOW YOU'RE ON LAYER 1?! WELL ITS ACTUALLY ON LAYER 4!!! ISN'T THAT GREAT!?!? NO? TOO BAD! GET TO CLIMBING!!!"

I defiantly wouldn't want that to happen.

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On 2019-08-12 at 7:52 PM, evilChair said:

 Perhaps also "Ancestral Museum" built in a hybrid Corpus-Orokin style where Corpus dignitaries worship the Orokin and their artifacts as examples of ideal Profit-making.

Probably not. I get the theming behind it, but this place isn't really owned by Nef-Anyo like Fortuna is. This place is more like a city for regular Corpus to live.

Although there probably would be some kind of museum area. Maybe one that's centred around actual Corpus "art" that really is just cut-and-dry, formulaic garbage that the Corpus see as a high art because that's what sells?

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If there's to be another Corpus open world, I'd rather it took place on Neptune or Pluto. There's nothing special about Neptune or Pluto at the moment, whereas Jupiter already has its fancy tile-set rework.

In terms of lore, I don't think that Jupiter is really used by the Corpus as a place to live. From what I gathered, I thought it's more of a factory planet for exploiting all of its resources.

It'd be interesting to see how different partners of the Corpus set their places up. We've already seen Salad V's Gas City and Nef Anyo's Venus a lot. I'd be more interested in Frohd Bek being introduced as a proper player in the game (because his event has disappeared from the game, no one who's joined in the last few years just gets thrust right in with no explanation). I'd imagine something darker; a bit like how Corpus ships used to look like so like a Blade Runner or Halo ODST vibe. Real dystopian surveillance state look.

Edited by iLightning13
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1 minute ago, iLightning13 said:

If there's to be another Corpus open world, I'd rather it took place on Neptune or Pluto. There's nothing special about Neptune or Pluto at the moment, whereas Jupiter already has its fancy tile-set rework.

 

Yeah, that is a problem right now. They are pretty cut-and-dry, but I chose Jupiter specifically because of that. I have more to work with.

 

2 minutes ago, iLightning13 said:

Frohd Bek being introduced as a proper player in the game (because his event has disappeared from the game, no one who's joined in the last few years just gets thrust right in with no explanation).

He IS the CEO OF THE CORPUS AFTER ALL!!!* It's not like the Grineer leaders had THE WAR WITHIN centred round them or anything. Seriously, aside from the Ambulas, Frohd Bek has almost nothing.

*or at least Im pretty sure he is

4 minutes ago, iLightning13 said:

I'd imagine something darker; a bit like how Corpus ships used to look like so like a Blade Runner or Halo ODST vibe. Real dystopian surveillance state look.

Good idea for an aesthetic.

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Nice idea! To work around the waypointing issue, bounties/missions could be on different levels of the city depending on difficulty. So tier 1 and 2 bounties could be underground tier 3 could be next level up, tier 4 could be above, and tier 5 would be the top. That would give some variety and make enemy level more consistent. 

I also feel that the levels would need a boost in difficulty. Level 15-30 isn’t much of a threat unless you are very new to the game. I’d propose:

Floor 1: level 5-15

Floor 2: level 10-25

Floor 3: level 25-40

Floor 4: level 40-60

This would give new players something to work to. You need skill and good gear to make it to the top of the city. Maybe as you go even higher things get even tougher, culminating in some roaming boss fight in the clouds.

Edit: You could also have a secret lower lower level around the city’s underside. Maybe this could involve archwing flight around the service catwalks for the city’s propulsion system.

Edited by MSEP1
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12 hours ago, MSEP1 said:

Nice idea! To work around the waypointing issue, bounties/missions could be on different levels of the city depending on difficulty. So tier 1 and 2 bounties could be underground tier 3 could be next level up, tier 4 could be above, and tier 5 would be the top. That would give some variety and make enemy level more consistent. 

 

Yeah, that does make more sense. 

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Something I do feel is missing in Warframe is densely populated areas.

We have Cetus, which is essentially a city and Fortuna, which is basically a cave, but you'd expect an extremely capitalist society like the Corpus to have a capital that would look something like this:

mwNc6Y4.jpg

Sometimes it feels a bit like the societies in the Warframe universe are entirely built out of small outposts and space stations and that 'regular' people (who aren't soldiers) are 1% of the universe's population, as opposed to what reality would probably be like.

Edited by mfccgaming
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