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Using Components To Generate Traps To Toy With Level Difficulty And Drops


nim1980
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Noticeably there are time when you want to get say Trinity System blueprints or perhaps Ash Helmet blueprints and some others. Components on the other hand can be searched and harvested as fairly easily but after successfully having far too many lets 250000+ Pollymer bundles. They would simply sit in the inventory unable to trade or sell. Before going on, this is still clearly beta and Digital Extremes, might imbue their features in.

Aside from that why trade WHEN you can AGITATE or INFURIATE each factions, systems into hating Tenno ninjas. (Cause they're that awesome) Using components such as that clearly either puts you into advantage or disadvantage which also means risk and rewards or relax and skip away the levels from what you decide.

You are a ninja of greed or a thrill-seeker and so forth, thus allowing you to MANIPULATE or DECEIVE your enemies through underground or secret sabotage.

Lets first start with Mercury, the first planet you visit as a new player. But as you progress and level up you find yourself unconfident to proceed to another planet and want to amplify the level higher and much more dangerous. This means to say goodbye to Grineer Lancer and hello to squads or hordes Grineer Heavy Gunners thus may improve drop rates mayhaps.

Now, how do you increase a level of the same planet you're so used to? By using components such as Rubedo, Alloys, Neural Sensors or Control Module. Based on these materials here is how it affects the planet or a level you goto.

Rubedo:-

-Enemy weapons are much damaging with a quicker firerate while they still are at a low level.

-Chances of weapon drop rates are higher but this means ammo drops are much lower including energy spheres and health spheres if so desired by the developer.

-To hardcores, mayhaps stun or knockback chances from enemy attacks forcing players to use cover more suggestively or approach with speed and precision before they are tackled into a corner.

-Due to Rubedo's power you encounter either more smaller enemies than larger enemies or vice versa. This is to make enemies feel too confident, arrogant or cocky in their so called received "baits".

Alloy Plates:-

-Enemy armors are much superior but at the cost of their speed and shields much slower to regenerate or move.

-Chances of armor drop rates are higher, thus sacrificing less lockers or crates thanks to their slow movement to carry supplies or loads.

-With those armors, melee/ranged attacks barely can stun them or even elemental attacks, making them nearly tank like but still dependent on the enemies encountered.

Neural Sensors:-

-Stealth becomes much difficult due to their enhanced perception and in combat their accuracy improves with the like chance of critical hits compared to not having any.

-Hardcores will be forced to use powers more often as the enemies unite like hordes or swarms to keep player incapacitated or cornered and even backened.

-They will retreat if they are on their own, if not they will do a last man standing going berserk and try to attack in close-range to stun or knockdown players making them relentlessly fast and fairly stunned or knockdown.

-Enemies from afar will try to get the players (after being alerted) and relentlessly chase them without stopping. (This may have already happened)

-Neural Sensors generate more components in quantity as they are costly to implant into enemies.

Control Module:-

-Large enemies acts as a rally banner or a champion role, basically support buffs and unite with them as a squad or group and eventually larger.

-Enemies stay idle and apart from enemies to divert players attention while other enemies try to stay out of players sight during stealth, using high caution when sending this "bait".

-Tactical strategies and approach such as, cannon fodders first and melee devastators right behind them and behind them next are long-range snipers. (I call this "Horse Mocking")

-Using this component makes the enemies think with unity, thus supplying themselves more ammos, supplies and lockers unlocked.

The above stated are pretty much risks and rewards. Now I'm going to use components that brings a somewhat relax and skip-give-away.

Salvages:-

-All enemies suffer from weakpoints being more devastating to players attacks as they lack proper materials.

-Small enemies run faster but still suffer greatly from knockbacks or stuns.

-Mods are barely present as are drops of credits from being sabotaged with poor repairs and maintaince.

Polymer Bundles:-

-Enemy weapons could only fire in short range and fire in less shots about 4 to 7 shots best. (Not their damages)

-Large enemies are suffering from lack AoE attacks, meaning their close-range attacks can be easily dodged due to smaller AoE and if they use ranged attacks, shorter range and no or lack of any AoE. (AoE = Area of Explosion, basically Area of Radius attacks.)

- Consoles take a longer time to shutdown or lock players out from hacking, this includes slower activation of alarms when enemies go to the consoles.

Those two above are pretty much ideas I've come up to and there's a little more only, these are not risk and rewards or relax and skip-give-away.

Gallium:-

-More large enemies are spawned and sometimes rare small enemies are at a higher level amongst them.

Morphics:-

-More small enemies are spawned and sometimes rare large enemies are at a higher level amongst them.

Orokin Cell:-

-More mods are dropped but mostly common and uncommon includiong slightly higher rate of Fusion Cores.

The three above are basically suspensions for playing the game how you want.

With all of that stated and there are still more components I want to bring out, BUT! The above are clearly about Grineers, not Corvus or Infected as they require a different component and to keep a fair balance. (supposedly)

I'll stop from here.

However, as this is an online game it may have issues and clear flaws in accidentally bringing unprepared players or new players from entering into YOUR DIFFICULTY. Because you can only select a level but not select the squads or know the level difficulties extras the squads your going into and in addition to that, you're unable to start your own squad with your own level in "Online" mode. I don't really see this affecting "Private" or "Solo" modes thanks to communication and outside of global interaction plays.

These features could clearly be done at a much later time as there are still issues with the game itself. So, speak your thoughts as the above are just ideas into further enhancing or toying PvE gameplays.

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