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Total Warframe Overhaul.


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Posted (edited)

Warframe is an old game, with a lot of interconnected systems that have been neglected and ignored by DE for far too long. It's time DE took a solid look at Warframe's current state and spent the next few months overhauling the entire game.

This multi-part post is going to go over ways to change the game for the better. Feel free to post any ideas. 

Part 1: Progression

Spoiler

First, let's cover progression. Yes, this is going to involve player balance, a touchy subject among the 'I want a power fantasy' crowd out there, but what do you think is better; having a power fantasy handed to you via OP equipment and Wimpy hordes of enemies, or earning it via navigating complex mechanics and defeating difficult and complex bosses?

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 narrow the gap between early and late-game content and minimise power creep.

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. 

Part 2: Enemy AI

Spoiler

The AI of enemies also needs improvement. If you don't believe me, than let me show you an example. Let's say you enter a roomful of corpus crewmen. They've obviously heard stories of how you've slaughtered entire platoons in a matter of heartbeats. It's also likely that you've slaughtered several roomfuls of their co-workers already, and there's practically nothing a Crewman can do to stop a tenno. And yet, despite all that, they turn and brandish their guns. They don't pause to consider their likelihood of survival, don't hesitate, and don't even flinch as you lay into one of the crewmen in the room and reduce him to a gory mess. Surely you can see the problem here. Fortunately, I have a solution.

1. Morale

This is a new stat that Every enemy and mission will have. There are 2 types; Mission and enemy morale. The latter affects enemy behavior directly, while the former affects enemy behavior indirectly by directly affecting an enemy's morale stat.

Basically, every enemy has a Morale meter. It's hidden, but players can identify how high or low it is based on enemy behavior. Enemies with high morale will be more aggressive and take more risks. Enemies with low morale will be less aggressive and not expose themselves to danger as much. If morale gets REALLY low, then lower-ranking enemies will Scream in mortal terror, drop all weapons, ammo, and loot, run around like headless chickens, and, if you corner them, cower in fear and beg for mercy.

The mission also has a global morale meter that affects the Morale of enemies. If it's high, then the enemy morale is gonna be higher than normal. If it's low, enemy morale is going to be lower. 

Certain actions you take during the mission can influence both the mission morale and enemy morale. Slaughtering a bunch of enemies in front of an opponent will reduce enemy morale, while slaughtering an entire room of enemies or completing an objective will reduce mission morale. Note that morale slowly regenerates to normal, and running away from a fight or getting downed will actually BOOST morale.

 

Edited by Brinstar7777
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Posted (edited)

Part 1: Progression

First, let's cover progression. Yes, this is going to involve player balance, a touchy subject among the 'I want a power fantasy' crowd out there

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 narrow the gap between early and late-game content and minimise power creep.

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. 

Edited by Brinstar7777
Forgot to add title.
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So, the plan would be to put on hold whatever they have planned for the future, just to "overhaul" everything, which could be a disaster (in terms of content, bugs, communication...).

I have no idea why DE would even do that. The only reason would be that there are like 10 players remaining, but I think we're a bit far from that.

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Posted (edited)
19 minutes ago, Brinstar7777 said:

Part 1: Progression

First, let's cover progression. Yes, this is going to involve player balance, a touchy subject among the 'I want a power fantasy' crowd out there

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 narrow the gap between early and late-game content and minimise power creep.

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. 

Please stop using custom text-colors that are dark. @Brinstar7777

 

On topic, overhauling warframe as a whole isn't something i see happening. Several systems have been overhauled over time and even those took at least 6 months, some several years, to complete. If you do not like feature bloat, the most likely outcome is for the features to be removed rather than overhauled/reworked.

People like what they have obtained and familiarized themselves with so simply changing everything also alienates a lot of players from warframe.

Oh, which overhauls you ask? Well... Starchart (2 complete overhauls), status procs, melee, parkour, focus, modding (endo vs fusion cores), etc. etc.

Edited by Quimoth
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59 minutes ago, Brinstar7777 said:

overhauling the entire game.

Not really going to happen. The only scenario where this happens is if they stop production on warframe and develop Warframe 2. But that likely means no transfer of profile assets, ala destiny.

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The difficulty is what really finds me bothering, it's a common concept to all RPG games, they just simply scales up the health and damage to gives off the illusion of making them harder, though in Warframe, it didn't matter as you can do +1M red crit damage on them and they still die easily anyways. Like the Tom Clancy's Division is good example of "dumping your entire magazines of .45 ACPs or even an entire 100 rounds of .338 Lapua Magnum or more" bullet sponge enemies despite shooting them in the head without a proper bullet-proof helmet other than wearing a beanie instead of making the AI smarter with a better tactics and find a way to dispose of them effectively. So yeah, I don't know if DE can pull that kind of update but at least make the AIs clever.

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22 minutes ago, Brinstar7777 said:

-snip-

 

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

This should all be in your original post, using spoiler tags to keep it clean and orderly.

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