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Volatile Mission Feedback


HelmetTooTight

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Volatile is probably the most "interesting" mission out of the new Corpus missions. The ground mission is pretty well designed, although it doesn't require as much teamwork as DE would like to think lol (can be done with only 1-2 people). However, it also suffers the same problem of dividing the Railjack and Warframe sections. This especially doesn't make sense in Volatile, where you're trying to destroy a capital ship. The Corpus aren't going to be like "Hey that Railjack's trying to blow us up but there's no one on board, we can leave it alone!" It would make more sense that the entire capital ship comes after your and you have to haul @ss to destroy it before it destroys you.

Suggestions:

  1. Don't force everyone into the ship. This makes it less interesting since the ground mission really isn't hard enough to warrant 4 people. Instead, have the priority targets be able to "start back up" by allowing Crewship reinforcements to dock to the priority targets and create more trouble for the Railjack. That way the Railjack team can engage in space battle with these reinforcements, while maybe a second Away crew could deal with priority targets that have been restarted by reinforcements.
  2. The capital ship should be able to move, albeit slowly. It's really unfortunate that it's just a static prop when it should be able to maneuver around like a true battleship. That way you can't cheese it by parking the Railjack 5 km away, and it would make the mission more interesting and could reward good pilots for dodging around the ship while it tries to remaneuver.
  3. The weakpoints should be destroyable with normal guns (same goes for Crewships, but that's a different story). Artillery should be the "easy way" to do it, but if you don't have Dome Charges you can fire your normal turrets at it and chip away the weakpoint. That way it's a little less anti-climactic than just shooting three weakpoints and feels more like a space boss fight.
  4. Canonically, Volatile doesn't really make sense to exist in parallel with general Starchart Sabotage missions. There should be an optional objective to do a Sabotage mission aboard the capital ship to cripple its engines or something.

The true beauty of Railjack should be the simultaneous blending of space battle and classic Warframe (not segregating the two). Volatile has the greatest potential for this realization, but it needs some changes.

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vor einer Stunde schrieb HelmetTooTight:

Volatile is probably the most "interesting" mission out of the new Corpus missions. The ground mission is pretty well designed, although it doesn't require as much teamwork as DE would like to think lol (can be done with only 1-2 people). However, it also suffers the same problem of dividing the Railjack and Warframe sections. This especially doesn't make sense in Volatile, where you're trying to destroy a capital ship. The Corpus aren't going to be like "Hey that Railjack's trying to blow us up but there's no one on board, we can leave it alone!" It would make more sense that the entire capital ship comes after your and you have to haul @ss to destroy it before it destroys you.

Suggestions:

  1. Don't force everyone into the ship. This makes it less interesting since the ground mission really isn't hard enough to warrant 4 people. Instead, have the priority targets be able to "start back up" by allowing Crewship reinforcements to dock to the priority targets and create more trouble for the Railjack. That way the Railjack team can engage in space battle with these reinforcements, while maybe a second Away crew could deal with priority targets that have been restarted by reinforcements.
  2. The capital ship should be able to move, albeit slowly. It's really unfortunate that it's just a static prop when it should be able to maneuver around like a true battleship. That way you can't cheese it by parking the Railjack 5 km away, and it would make the mission more interesting and could reward good pilots for dodging around the ship while it tries to remaneuver.
  3. The weakpoints should be destroyable with normal guns (same goes for Crewships, but that's a different story). Artillery should be the "easy way" to do it, but if you don't have Dome Charges you can fire your normal turrets at it and chip away the weakpoint. That way it's a little less anti-climactic than just shooting three weakpoints and feels more like a space boss fight.
  4. Canonically, Volatile doesn't really make sense to exist in parallel with general Starchart Sabotage missions. There should be an optional objective to do a Sabotage mission aboard the capital ship to cripple its engines or something.

The true beauty of Railjack should be the simultaneous blending of space battle and classic Warframe (not segregating the two). Volatile has the greatest potential for this realization, but it needs some changes.

That would not work for solo players imho, so a straight "no".

In addition to that the Railjack missions are supposed to be fast paced reward farming locations and not to be space battles.

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8 minutes ago, cliffghost said:

That would not work for solo players imho, so a straight "no".

In addition to that the Railjack missions are supposed to be fast paced reward farming locations and not to be space battles.

why not just have a thing where if it detects you're solo it switches how the mission works for solo then?

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13 hours ago, cliffghost said:

That would not work for solo players imho

I think the suggestions would still be playable for solo players, albeit slightly more difficult. Right now, your NPC crew is just completely idle while you solo the  Ground mission. With these changes, they would simply be put to work defending your Railjack and keeping it alive while you continue to do the ground mission. The priority targets just "enhance the difficulty" for your crew by buffing fighters/crewships/ramsleds and whatnot in the space region, but well invested NPCs can deal with that without going in and disabling the Priority targets.

The whole point of the Command intrinsic is so that DE can make co-op based gameplay while still making it accessible to solo players. It's like DE's original idea for Squad-Link: they explicitly said missions should be doable without it (i.e. catering to solo players), but it would be easier if you do it co-op (as all things in Warframe are).

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50 minutes ago, HelmetTooTight said:

I think the suggestions would still be playable for solo players, albeit slightly more difficult. Right now, your NPC crew is just completely idle while you solo the  Ground mission. With these changes, they would simply be put to work defending your Railjack and keeping it alive while you continue to do the ground mission. The priority targets just "enhance the difficulty" for your crew by buffing fighters/crewships/ramsleds and whatnot in the space region, but well invested NPCs can deal with that without going in and disabling the Priority targets.

The whole point of the Command intrinsic is so that DE can make co-op based gameplay while still making it accessible to solo players. It's like DE's original idea for Squad-Link: they explicitly said missions should be doable without it (i.e. catering to solo players), but it would be easier if you do it co-op (as all things in Warframe are).

Volatile is already as close as you can get to requiring a solo player to be in two places at once (i.e. killing last group of engineers at one spot & popping last a vents at another) without actually having the mechanics spawn exactly simultaneously.

Adding in micromanagement of the pilot-gunner-engineer or engineer-defender-??? combination, especially when you don't have access to the tactical overlay to see fires/boarders, would make the mission unplayable for the vast majority of solo players. There's a cap on how many decisions/actions/information-inputs one person can handle at a time. Plus, what're you meant to do if the railjack does go to hell part way through? Recall back? Does the volatile ground mission just pause & then allow re-entry time?

I'm sympathetic for the desire of some players to have railjack active during away missions, but one of the features I most like about Warframe is the fluidity within its game modes - where additional players are unnecessary, but either neutral or beneficial to your game experience. I do not PUG in any game except for Warframe, and rarely play coop in any game except Warframe nowadays.

So personally I'd rather see more skirmish mission types & a better mix of "railjack rewards after the railjack section & then you can skip/fail the non-railjack section", instead of messing with Warframe's exceptionally well balanced solo-vs-group meta. Like I said, I'm sympathetic to the desire for always active railjack, I just think all the solutions (including OPs) start to break the game's standout group numbers balance so it would be better/simpler to provide for those desires elsewhere.

Warframe's fluid solo-vs-group play is literally game defining (imo) - hence they should avoid channeling things into a standard "this is solo, that requires X people" design meta at (nearly) all costs.

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