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Some Ideas Regarding Miniboss (Spawns, Negatives, Etc).


(PSN)ariaandkia
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Here are some thoughts on miniboss spawns:

 

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Spawn rate

=========================

 

Have rank affect the spawn rate instead of the current situation:

Each party member will have an additive effect on the spawn rate based on their mastery rank.

 

(round to 1 decimal) 10 * (rank+1) ^ 2.1 * (rank+1) ^ (-2) - 1450 * (rank+1) ^ (-3)

 

Unranked will be -1440%

Rank 1 will be -170.5%

Rank 2 will be -42.5%

Rank 3 will be -11.2%

Rank 4 would be 0.1%

Rank 5 would be 5.2%

...

Rank 14 would be 12.7%

...

Rank 30 would be 14.0%

 

Thus, if you have a rank 2 or lower, it would be impossible, even with 3 rank 30s in the party, to get a miniboss spawn (due to 3*14=42 and rank 2 is -42.5%

 

On the other hand, if you have 4 rank 15s, you would have 51.2% chance of a spawn. and 4 rank 30s would be 56%

 

This would help to prevent newer players who may be unable to deal with the minibosses yet from being targeted.

 

Obviously, the minimum would be 0% to prevent certain glitches that result from negative numbers.

 

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Mark changes

==============

 

In addition, if your rank is 2 or lower, instead of being marked, the player should get a message warning that if they continue their activities, they may face some form of retribution.

 

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Who gets Negative Effects

======================

The negative effect should only apply to either:

a) Those who have been marked by that miniboss

b) The person the miniboss spawned for.

 

All other players should NOT be affected by the miniboss's negative effects (aka. Stalker's no downtime, Harvester's jailing, G3's bolting).  However, they would still be able to be downed by the minibosses.

 

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Some changes to negative effect removal

================================

The stalker is fine.

 

===

 

The harvester, make it so that players could alternatively use Ferrite and alloy plates to make an item that would allow the player to summon one player semi-randomly to their mission.

 

Higher rank players could put themselves in a pool for summoning with some incentives for completion via random resources rare or uncommon..

 

Upon the usage of an item, one player from the pool would get a form of invite/alert where they'd be given notice that they were being summoned and that if they didn't accept within 60 seconds, they would be removed from the pool and another player would be chosen.  (of course, for this to work, we would need a revamp to the invite system).

 

Upon being summoned, the summoned player would have to complete the mission within the same conditions as the summoner (so if the summoner had already gained certain items back, the summoned player would also have the equiv).

 

The random part is to prevent abuse.

 

An alternative to the summoning would be that the summoned player would have to break in from the outside and meet up with the captive (making the item more of a SoS beacon).  This would of course put all the enemies on high alert if detected.

 

===

 

G3: A few possibilities here.  These are in addition to the removal crafting.

 

a) As an alternative to a resource based removal, have it so that the tenno can do a espionage mission to retrieve a completed version of the bolt.  Upon completion of the mission, the removal item could be rewarded.

 

b) Make the removal item a tradeable item that works similar to a restoration item (a small area of effect removal pulse when placed on the ground).

 

c) After several completions of invasions and siding with the grineer, the grineer could decide that you've redeemed yourself and give you the removal item as a reward.  Or, alternatively, perhaps continuing to side with the corpus would give them reason to see you as a valuable asset and they could give you the removal item as a reward.

 

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Tutorial Codex

==================

The tutorial codex should include information on how to prevent the spawns from occurring.

Edited by (PS4)ariaandkia
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