Jump to content
Update 39: Isleweaver: Share Bug Reports and Feedback Here! ×

Recommended Posts

Posted (edited)

With the amount of materials needed to craft a high grade Specter, it just doesn't make sense for them to be single use. I suggest making them 1 use per mission. That way they return to the inventory after the mission. Otherwise, it isn't even nearly worth the effort to craft them. Seriously, 100k creds for something I can only use once? That just doesn't make sense. 

Edited by Plasmaface
Posted

Two ways it can go: either make it cheaper per craft, or to make it reuseable... unless they die in game.

So basically, if you choose to leave them behind to draw attention as you run away, you know you're leaving an investment behind. Otherwise, I don't see why they should cost so much per use.

Posted

Two ways it can go: either make it cheaper per craft, or to make it reuseable... unless they die in game.

So basically, if you choose to leave them behind to draw attention as you run away, you know you're leaving an investment behind. Otherwise, I don't see why they should cost so much per use.

 

Either one are good suggestions, but I defiantly prefer the second one. Make them something you don't wanna lose. 

Posted

Best I see is they remain until they die. Also you should be able to revive them just like you revive fallen teammates. If they die and they aren't revived then they're gone. That's how it should be. Right now it's more like "Ohh lets craft a specter and take it to this exterminate mission! *Kills everyone, goes to extraction* ohh sorry dude this extraction cell only has space for 1 person. Guess you'll be staying here then. Bye"

Posted

Best I see is they remain until they die. Also you should be able to revive them just like you revive fallen teammates. If they die and they aren't revived then they're gone. That's how it should be. Right now it's more like "Ohh lets craft a specter and take it to this exterminate mission! *Kills everyone, goes to extraction* ohh sorry dude this extraction cell only has space for 1 person. Guess you'll be staying here then. Bye"

Agreed. I find it strange to leave a perfectly fine specter you crafted for 100,000 credits in a random enemy ship/base.

Posted

Best I see is they remain until they die. Also you should be able to revive them just like you revive fallen teammates. If they die and they aren't revived then they're gone. That's how it should be. Right now it's more like "Ohh lets craft a specter and take it to this exterminate mission! *Kills everyone, goes to extraction* ohh sorry dude this extraction cell only has space for 1 person. Guess you'll be staying here then. Bye"

I like the sound of that. Really does make it feel like an investment you can choose to protect or discard.

"M... MASTER!! I STILL.... FUNCTION!!!"

"Wanna bet?"

*pa-choo, defenestrated right outta the air lock.*

Posted

Letting Specters go into bleedout rather than just instantly dying would make them a wee bit more useful, too. But the resource costs definitely need to change as well, if we aren't going to be getting multiple 'charges' at least.

 

Honestly, keep the bps you've got now, and wait to make them post event after changes have been done.

Posted

Meybe it should be like this ?   - A high grade specter  for instance a Cosmic specter , it should   SLOWLY regen shields over time and  pick up health orb drops (PLAYER HAS PRIORITY over him , if player is full HP the specter will pick up orb if he needs HP regen) , and the  Cosmic specter should also have a sentinel ( not  entirely needed , but it wont be bad)  + a Specter should look exactly the same as the player , same weapons , same mods  and if the specter does not die in a mission , like 1 specter per mission , mission ends and the specter is still alive , he returns to the Inventory  -> might be a foot soldier but its a strong  foot soldier , like Grineer Nepalms / Bobmbards / Corpus Tech  -> all this will be a very welcome addition  to the specters  of HIGH GRADE !! , low grade ones should stay as they  are .... 
Its just too expensive to create a single  high grade specter ( Force or Cosmic) for something like 1 mission run and thats all ....     
DE`s  please , if you decide to leave them the same as they are at the moment , at least make them a little   LESS  expensive  :/  

Posted

If its reusable, then the new rescue mission would be pointless..

It should be re-usable  if it DOES NOT DIE in  the mission , have  you even created a high grade specter  ? like Cosmic , and then see him GONE after the mission ends -.- ? it`s really  a pointless investment , considering   the specter is not as efficient as  some mobs in-game (take Grineer Bombards for instance or  mini-zanuka`s , the little fire/ ice hyenas  or  the Eximus mobs .....     on  a high level mission i find the Eximus mobs very , very dangerous and a top priority focus  .....   Espeshially the Frost / Fire  exmiuses ...

Posted

If its reusable, then the new rescue mission would be pointless..

Not really. You can always change the warframe that the specter is. That in itself will give players incentive to have multiple blueprints.  And since you can donate them to your clan they will always have some use for them

Posted

I would use them the same way we use the Extractors now. If the Extractor is destroyed, then that's it, go make a new one. If it's damaged, then it will take time to repair and you'll need to use a different one.

 

In this scenario you would also then have consumable BPs for Specters, as you wouldn't need to farm them all the time, but you would need to go back time to time.

 

To offset the reuse and lack of consumption, I think the lower level Specters should have their crafted number reduced (3,5,7x down to 2,3,4) or just lower the resources required.

 

In short, we need an incentive to use them, but also an incentive to keep them alive and make them a "partner". To be blunt, I think Sentinels should have a similar mechanic (but retain XP/rank and only needed extra materials/time for "repair"). This would help consume the 999,999 Nano Spores I have in my stash.

Posted (edited)

I'm rank 15 and have made all weapons and frames and I think the cost to make a one time specter is ridiculous. Any new player who sees this will say the usual "oh its pay to win" and I can't really blame them. I've had a resource booster going and it still takes a lot of farming to build up 4000 plastids. Oh and I love how these specters require ferrite and plastids.....two resources that I always seem to be low on. I think DE didn't want argon crystals to be a requirement for specters because of the bugs and the delay.

 

Oh and I plan on not using any specters until DE does something....like making them last until they die at least. 

 

EDIT: And I really hope I don't have to build a new version of a specter when DE makes changes.

Edited by RoninJed
Posted

I vote in favor of OP's idea.

 

I might actually solo more now that I have company if they implement this idea.

 

 

We can all agree that the specters in it's current condition isn't worth it, it isn't even useful, but company is always good, but make it reuseable, pls DE

Posted (edited)

They should have a replenish system much like our current revives. Otherwise this is a wasteful one-off gimmick

Edited by KilelrDrone492
Posted

If they can be reused like a titan extractor as long as they don't die during the mission and they make it to extraction then it would justify the insane cost in crafting them. Right now they're just something to see once and never to be built again.

Posted

I don't agree with the current specter system, but I gotta play the devils advocate a little and make sure players don't go overboard with what they ask for.

 

It would upset game balance if they weren't consumable or limited in some fashion. Think about it, teams of 4 players plus 4 bots equipped like high rank players is not as powerful as 8 high ranked players, but still better notably more powerful than just 4. This is supposed to be a four person coop game, not an RTS. [No offense nekros. You're an acceptable exception. ;) ] There's an even bigger problem with making 4 man teams into 4 + 4/2 teams. This balance upset could cause a snowball effect that requires harder game content, which would make specters kind of mandatory, which would be costly, which would make the game even more grindy than it is... UGH. No one wants that, which is why I say be careful what you wish for.

 

Currently, they are limited by extremely high cost, so that it's not cost effective to use them for simple farming or regular play. You would only use them for difficult events (I know most players would call that an oxymoron) or dark sectors, but they are certainly not needed for either and offer little benefit for the cost. My first thought is to say keep them just as consumable, but decrease the cost considerably. If you decrease the cost too much though, you are basically changing the game from 4 person coop to a rts. We want them to be a viable option, but one that is only occasionally used in casual play and more frequently used in competitive play (dark sectors and whatever other pvp options might be coming).

 

Another option to get more bang for your buck (but NOT unlimited bang) is to let them be healed/revived and used for multiple missions, but take some permanent wear in the process. Basically they would take a base level of damage every mission they are used, plus a small percentage of how much damage they took in game (total damage like what is listed in stats after mission). Even if the specter is destroyed in the mission, it make have taken less total damage than if you kept healing it, so there are pros and cons to this approach. As such, it would then be advisable to offer a feature to un-deploy your specter for that mission if you feel you no longer want it to take any more damage. To prevent abuse of the un-deploy feature, we would have to limit it such that an un-deployed specter cannot be RE-deployed in the same mission. The important thing is that there would be no means of repairing them, thus ensuring that after a few uses, you would have to run another rescue mission to replace them.

 

Whichever option is used to make them easier to use or easier to replace, it would be wise to offset that buff with additional limitations. Here is where some of you might rage at me. I propose limiting the number of specters your team can summon based on your teams size. Solo players can summon up to 3 in a round, duos and trios can summon 2, and a full team can only summon 1 at a time. This could help solo players with bad connections to play the game a little closer to how it was intended, but wouldn't make regular teams significantly stronger than they are now (remember that is our goal). Again, this limitation would require that un-deploy feature mentioned above so that the team can manage their limited specter potential a little better.

 

Anyway, food for thought. My suggestions aren't perfect, but I hope you at least consider the dangers of having unlimited specter spamming.

Posted

I wish I knew about this before crafting a cosmic... Now I know I wont be using it, even if its made cheaper.. I already spent 100k thinking it was permanent. I'll just get the 100 points for this event and say good bye to rescue missions again.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...