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Progression overhaul concept


Brinstar7777

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It's time the progression got a overhaul. This will mean considerable changes to how Warframe is played, and will make the game far more complex and difficult. Yes, some players want a power fantasy, and I understand that sentiment. But what do you think you'd enjoy more? Having that fantasy just handed to you via OP weaponry and endless hordes of wimpy foes? Or earning that fantasy through beating challenging enemies and making clever use of your limited tools? I'm fairly certain we BOTH know which one you prefer.

Okay, now that the lecture is over, let's get into this.

1. The Leveling System

The effect the level has on the difficulty of the foes is going to have far less impact on an enemy's stats. This will mean the stat curve won't grow quite as fast on certain missions, but it will also mean that many late-game weapons, equipment, and mods will be nerfed. The idea is to make stats have less of a bearing on gameplay.

2. Enemy Complexity 

Under this new system, difficulty will be represented by enemies being more complex and adaptable. Basically, on low level missions, you'll only be fighting basic bullet fodder and the occasional basic boss (like, say, the sergant from phobos), as at that level, you're still learning the systems of the game. As you progress, the enemies will begin to increase in variety and complexity, and you're going to begin seeing more Eximus units, enemies with a greater variety of weapons and talents, and bosses with more complex attack patterns and mechanics. This should also be reflected in tilesets; higher level tilesets should feature more complex tiles that are challenging to navigate, and an increase in booby traps and security systems.

This is already represented to a certain extent in some of the mechanics, namely archwing and emptyream. First the player is introduced to surface missions, where you fight on relatively flat ground. Then there's archwing, which takes the battle to the skies and adds a whole new dimension to the combat system. And finally there's railjack, which makes missions a battle on two fronts; one in the interior of participating spacecraft, and one in the void of space.

3. How would this be implemented?

Here's a few ideas.

Firstly, let's increase enemy variety amid factions. I'd like to see a higher variety of grineer troops, corpus crewmen, infested creatures, and sentient constructs.

Secondly, to make the simpler enemies more complex without altering the enemies themselves, DE could implement enemies with adaptive tactics, which come into play after the level rises above a certain threshhold.

Basically, this works by coding the AI to adapt to certain player behaviors. If your shot-to-hit ratio is above a certain threshhold, the enemy will spread out to confound your AoE abilities and weapons. Likewise, if there are multiple reports of slain guards with mysterious knife wounds in their backs, the enemies will begin operating on a 'buddy system'. And if you're hacking too many alarms or systems, the enemy could deploy more intricate ciphers or, say, make the panels more difficult to access. 

This could also be reflected in enemy deployment, too. If you're using a certain damage type a lot, don't be suprised if the enemy deploys a squad of units that can resist that damage type.

 

The overarcing idea is that difficulty should be represented by increasingly complex missions, tilesets, and enemies, not ever-increasing stats. 

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1 hour ago, Brinstar7777 said:

the enemy will spread out to confound your AoE abilities and weapons

it would be great if enemies had effective resistance to AoE damage, a system of links between enemies and smarter units, a system of connected enemy squads approaching and extremely resistant to AoE damage, similar to arbitral drones but can be hit by skills, so AoE damage warframes cannot damage that group of units without using a single-target hit or using a lot of AoE skills to kill each enemy link.

This is not a nerf of warframes, this is a strategic addition making it mandatory for the player to use other strategies. this also creates spaces for players with specific warframes to be useful and functional.

You can have a Khora and a Nidus in the same squad as there will be a time window for Nidus use Larva before khora kill all enemies, you can have a Saryn and Nyx in the same squad playing different game styles as there will be resistant groups of enemies , saryn can help nyx by killing enemy squads with normal weapons, and nyx can help saryn using a weapon with AoE damage like brhama or tonkor.

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2 minutes ago, Famecans said:

it would be great if enemies had effective resistance to AoE damage, a system of links between enemies and smarter units, a system of connected enemy squads approaching and extremely resistant to AoE damage, similar to arbitral drones but can be hit by skills, so AoE damage warframes cannot damage that group of units without using a single-target hit or using a lot of AoE skills to kill each enemy link.

This is not a nerf of warframes, this is a strategic addition making it mandatory for the player to use other strategies. this also creates spaces for players with specific warframes to be useful and functional.

You can have a Khora and a Nidus in the same squad as there will be a time window for Nidus use Larva before khora kill all enemies, you can have a Saryn and Nyx in the same squad playing different game styles as there will be resistant groups of enemies , saryn can help nyx by killing enemy squads with normal weapons, and nyx can help saryn using a weapon with AoE damage like brhama or tonkor.

Yeah, that's kinda the goal here; make warframe less about slicing your way through a tidal wave of lame enemies and more about tactics and strategy.

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