Coratha Posted March 16, 2013 Share Posted March 16, 2013 (edited) Hello again, people of the forums! Yesterday I put out a post to talk about some concerns I had with the mechanics in the game incentivizing teamwork, and DE's design direction regarding them. https://forums.warfr...-some-concerns/ I was surprised by the positive feedback it got (you guys are awesome), and there were so many good ideas floating around in the midst of the discussion that I thought I'd reorganize things a little. As mentioned in the previous thread, I want to complie a list of all the cool ideas we've thought of to improve the game specifically related to teamwork incentives, so that the devs have an easier time seeing and keeping track of them. The list will start off with the ideas from the old thread, but I also want to add more if you guys have them. Post your ideas below and I'll add them to the list with credit to whoever suggested it! ... *Scaling difficulty level based on number of players in the mission (Buddschlumpf) *Increased drop rate/quality when in proximity of other players (Brasten & DSMK2) *Tweak the current EXP bonus for teamplay to be more noticable (DSMK2) *A "Radial Callout Menu" similar to those from League of Legends and DotA (Me) -A specific callout option for "Need Ammo!" allowing players to interact with the X button to hand over a clip of ammo in a pinch (DSMK2) *A more traditional room-based lobby system, allowing users to create party lobbies for others to join rather than just random drop-ins, as well as the option to set the party's "goal" or "focus" (ie: "Looting", "Speed Running", "EXP Training", "Mentoring", etc). (Nokturnal) *Ability combos between warframes, allowing specific frames to combine specific abilities to create new effects (Nokturnal) Example Ideas: -Excalibur's Slash Dash + Ember's Fire Blast = A flaming dash that extends the patch of fire to the area Excalibur travels (Me) -Mag's Bullet Attractor + Volt's Shock = Turns the target into a living electromagnet that pulls and sticks other nearby enemies to it like a tether (Me) *Toning down the Ultimate abilities of frames, so that you can't just run to the middle of a room, press 4, and wipe everything out (neKroMancer) *A Scenario System, AKA "Mini-Missions", like a mission within a mission that pops up semi-randomly, and gives the team a new temporary objective (but does not remove the main one like an objective switch does). They only occur when the party stays together, and are more difficult to clear, but give extra rewards! (DSMK2) Example Ideas: -Blockade: similar in theory to a lockdown, but more serious and dangerous; the enemies construct a defensive line of barricades, soldiers, and whatever turrets, traps, and other tricks fit the faction in question. The entire blockade must be torn down to proceed (DSMK2) -Elite Troops: like a combination of a lockdown, Blockade, and a spawn of multiple Heavy units, the players are locked in a room and ambushed by a group of the factions elite fighters (DSMK2) -Mini Boss: the group stumbles upon an especially powerful unit. Not quite as powerful as a true boss fight, but still even stronger than the factions Heavies, the tenno must defeat this faction "leutenant" or sorts in order to proceed (Me) -Infested Blocked Doors: a special Scenario unique to the Infested; the level is so heavily infested that the terrain itself fights back. Infested matter covers the door, forming a creature all it's own, lashing out at the tenno with tentacle attacks. The party must work together to shoot the creatures weak points to relinquish it's hold on their patch forward (DSMK2) *More to be added soon! Edited March 16, 2013 by Xanesh Link to comment Share on other sites More sharing options...
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