rhoenix Posted March 18, 2014 Share Posted March 18, 2014 1. Make the rescued people count. In several other MMO/multiplayer games, collecting NPC people and sending them on missions is a good way to expand the total number of things one can do in a game. In Warframe, having the people you rescue from Rescue missions help you afterwards seems like a good start. My suggestion is to give each rescued person four random traits - such as Merchant (-5% on Credit purchases), Spy (+5m to Enemy Radar, early warning of enemy Leaders), Sidearm Tech (-5% to sidearm reload speed, affects squad), Shotgun Tech (-5% to shotgun reload speed, affects squad), Looter (+5% chance for enemies to drop materials), Tinkerer (+5% chance for enemies to drop mods), or others. A player could have one active for every 7 levels in Mastery Rank. Another idea is to be able to send those same people on missions of their own, to return to you with materials, credits, and other items, which would return with a crit success/success/failure/disaster after a certain amount of time has elapsed. For this, I'd say let people have as many people out on active missions doing stuff as they have levels in mastery rank; so a Tenno with MR of 8 could have 8 people on active missions for them at once. 2. Allow an Auctionhouse. Trading is rapidly getting to the point where this is necessary. An auctionhouse allows for more randomised loot as well, if you want to go in that direction. Quality levels of weapons could even be introduced as a consequence of having an auctionhouse active. 3. Allow for greater depth in Mod Transmutation recipes. Currently, there's only the random Transmute, which honestly isn't all that enthralling. However, being able to create specific mods from specific recipes of other, more common mods would be one way to go. Having recipes that allow for dual bonuses, being able to make more powerful mods, and even being able to upgrade fusion cores would be helpful. Not through randomized rewards, but through specific recipes used. 4. Allow for other Warframe customization of parts. Add options for adding passive bonuses beyond the Refugee bonuses above - allow a Tenno to equip Optics, Sensors, and Weapon Clips that would add varying effects. Optics would give bonuses to loot or enemy radar, and allow for finer detail in your minimap and HUD. Sensors would add stability, range, zoom, and accuracy bonuses. Weapon Clips would allow for faster weapon switching, faster reload, and even bonus elemental damage. Being able to make those three in the Foundry would be the next step, along with adding quite a few recipes for each. One way to add a bit of depth and grind without RNG would be to allow for different quality levels - common, uncommon, rare, and prototype. Each level of rarity would be progressively harder to craft, but the reward for it would be much greater as well. My thanks for reading - please reply with your thoughts. Link to comment Share on other sites More sharing options...
Vorsches Posted March 18, 2014 Share Posted March 18, 2014 I like the rescued captive idea! Maybe for balancing their effects last a limited # of hours and have less than 4 (1 or 2 seems reasonable IMO) effects. Overall nice ideas! "Outside the box" thinking as they say. Link to comment Share on other sites More sharing options...
spysweeper242 Posted March 18, 2014 Share Posted March 18, 2014 +1111111111111111111111111111111111111111111111111111111111 Link to comment Share on other sites More sharing options...
AlakiNuva Posted March 18, 2014 Share Posted March 18, 2014 That second idea for rescued captives sorta reminds me of extractors, but overall, I like these ideas. Link to comment Share on other sites More sharing options...
Llyssa Posted March 18, 2014 Share Posted March 18, 2014 1. Sounds interesting.2. Has been suggested for a long time.3. Could be interesting.4. We already have mods that do these things. More upgrade options coming Soon Link to comment Share on other sites More sharing options...
RoboDoge Posted March 18, 2014 Share Posted March 18, 2014 Make alerts with rescue targets containing some data. After you rescue enough of them (10-20), you get info on some special mission that gives some random reward ( rare mod, 5xrare resource, Forma BP, potato BP ). But make mission rewards RNG, because everything is RNG. Link to comment Share on other sites More sharing options...
PookieNumnums Posted March 18, 2014 Share Posted March 18, 2014 (edited) INB4 THIS GETS MOVED TO THE PROPER SECTION also, the auction house will just be overflooded with all kinds of junk and drive prices wayyyyyyy down to 'im giving it away' low. i like the fact that trade is live. you cant just post your junk and walk away. you gotta be there or you dont sell. also, just trade internationally like a boss. also, focus mode also, i would like to be able to make my own mods out of other mods. i dont know if i would label it under transmutation. but, true fusion of mods would be nice. example: fuse maxed mods to create a dual stat mod with half the ranks of the sum of the ranks of the two mods. i.e. mix a 10 rank and a 6 rank mod and get an 8 rank mod with dual stats... then combine two like maxed mods to double the rank of that mod (would only work with dual stat mods)(would have to reduce the mods rank back to 0 after every fusion). oh, and dont forget to nerf everything. (imagine the serration / multishot mod costs) Edited March 18, 2014 by T4LCOMX Link to comment Share on other sites More sharing options...
rhoenix Posted March 19, 2014 Author Share Posted March 19, 2014 An expansion on idea #1 above, for duty missions. Several MMO's have this sort of thing already; most notable that I've played within the past few years are Star Wars: The Old Republic, and Star Trek Online. Though the presentation of this concept is differently presented in both of those games, the upshot is that you can send your followers on timed missions to do stuff for you. For a game like Warframe, the titan extractors could be tied into the follower missions (to have them managed through timed missions, rather than selectable per planet as in now), along with several of the Alert type missions. For greater replay value, I'd also suggest including different levels of followers (from common, to uncommon, to rare, to unique), which would be generally more capable and allow for more types of missions as they increase in rarity - in other words, a rare follower would be more capable for accomplishing missions (as well as giving the player passive bonuses) than a common follower would be. Link to comment Share on other sites More sharing options...
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