low1991 Posted May 20, 2014 Posted May 20, 2014 (edited) I'm leaving this here. let it sink or float. Mod ideas. Frame mod ideas Short Delay: -xx% max shield -xx% shield recharge delay. or the opposite? Longer Delay: +xx% max shied +xx% shield recharge delay. -so if, i equip a mod which reduce my shield recharge delay by 50%, which will be 2.5 second before recharge begins. but reduce my overall shield by 50%? =Fresh Bullets, recover xx amount of Shield & Health when picking up ammo box. (lesser then Equilibrium mod) but also recovers x amount of Shield & Health when weapon' ammo pool are full when "Standing" on top of the ammo drops. (this actives once every second) =Persistent Recovery, Recovers xx shield points per second even when under enemies' fire, but deactivate if energy hits 0. =Self-Repair Nanobots, recovers xx health point per second only after 10~20 seconds of no damage receives. (mod point cost, normal) =Insanity Overdrive, when on low health (screen border flashing red) player will become immune to all damage for xx seconds, all damage output increase by 50% (1 use per mission, reset if player use revives) =Thicker Armor, increase base armor by 20+ armor while reducing sprint & sliding speed by 20%+ (heavier armor = slower movement speed) =Em-powering Shield, convert energy to shield when shield hit 0. (the opposite of Shield Flux) higher level increase energy to shield ratio. =Momentum, while running (hold shift) will damage any nearby enemies passed by, knock back light-type, flinch medium-type, no status effect to heavies =Dash, increase running/sprint speed by 120% while reducing stamina recovery by 60% (2:1 ratio) Aura mod ideas -New Aura, Suggestion/Ideas =Fast Breathing Method, an aura which increase the amount of oxygen recovered by oxygen capsule and life-support System by xx% of the base amount. =Element Enhancement, increase the chance of proc'ing element or status effect on enemies. (does not work on boss or special mob, such as stalkers) =Coolant Leak, a rip and paste name of sentinel' ability, does the same effect but wider range but this time on frame. Weapon mod ideas =Shotgun, Pellet Counts, Increase pellet count by +1 per level, increase total pellet counts by +10% per level while increase spread. =Shotgun, Singularity, if all pellet hits the same target, damage increase by +150% =Sniper, Damped Weakness, increase overall damage deal to weakness/area/spot by 200% example: normal area = 100% of damage hitting weak area without this = 100% x weakness multiplier. = 200% hitting weak area with this = 100% x weakness multiplier x (1+2) = 600% *only applies to hitting the area which gives the highest damage multiplier =Sniper, Fatal Assault, has 100% chance to deal critical damage when hitting the weakness (the area which give the highest damage multiplier) =Continuous Weapon, Ammo Efficiency, reduce consumption rate for 'continuous' weapon by 50% example: if rate of fire is 20.0 normal: consume 20 ammo per second. with this mod: consume 20 x 50% = 10, 10 ammo per second. Sentinel Mods suggestion/ideas -Sentinel Mod, Suggestion/ Ideas =1 level and cost 4 mod points. make the sentinel immune to Aoe of the selected element. Name: Anti-Toxic (immune to toxic aoe), Lighting Coat (immune to Lighting aoe), Blast Shield (immune to fire aoe), Heated Core (immune to ice aoe) Map-related suggestions/ideas Survival Maps -Survival, Map, Suggestion reduce room counts while creating a session. (which increase the chance of player encountering the enemy) increase number of spawn rooms as well. -Survival, Map, Aggro give enemy unit some awareness as to where players are, meaning they will not spawn as not-alerted and roam around in that room until player encounter them. -Life Support Capsule, Upgrade, Feature instead of using the life Capsule "X" and running back to camping site, the life support capsule should give additional oxygen (%) over time to player IF they remain close for X second of the period after using it. this extra bonus increase by the amount of players close to it. example: Current LS Capsulegive 30%. New LS Capsulegive 30% + (1% per second for 10 second times 4 players IF they'r close) = 70% Yes, this is ALOT but at higher duration of survival, staying on that spot will be challenging. and this also means Solo mode will be disadvantage but this is still an improvement. -Life Support Capsule, Change, Area instead of using Life support Capsule to replenish oxygen level, add a few area in which oxygen are present. these area recover more oxygen then the current life support but over a long period of time. Example: Current LS: 30% New Oxygen Area: 75% over 20 second that's 3% per second. -Life Support Capsule, Spawn Rate after x minutes of surviving, the default life support Capsule appearing in-game will be 1. meaning even when player use the life support, another life support will spawn straight after the current disappear. Dark Sector Suggestion. - Dark Sector Mission,Survival,Defence, Bonusinstead of giving +xx% drop rate, this should be changed to +xx% spawn rate. in other words, more infested mob to kill which in turn meaning more oxygen drop in survival. -Dark Sector Node, Occupant Bonus remove the tax rate on resources i doubt anyone wants to farm harder to pay off on rare resources. with the base bonus on playing Dark Sector mission, alliance member of the following node receive bonus drop rates, etc. -Dark Sector, Conflict, Suggestion. Instead of a pure 'Spy?' mission in which turns ugly over a long period of rushing, why not change it into say: "Survival" - the length of the player surviving in the conflict plus the amount of player = damage deal to the opponent' solar rail' hp. "Mobile Defense" - like normal MD, damage deal to hp = amount of computer "point" to defend. "Defense Wave" - like normal defense, but going to higher waves = do more damage to hp. "Sabotage" - following the Cicero Crisis format, using these 'Gears' to do damage, more of these 'Gears' used = longer defense length and does much more damage to hp. New mission ideas/suggestions =Colosseum, similar to survival but has no oxygen level, all players will die the moment they get downed, the uses of revives aren't allowed. Rooms limitation: total of 9 rooms tile. consist of: 1~2 large, 2~3 medium, 4~5 small (no bridge/ 1-way room) About AI' Path, enemies can allows in all terrains, jump to high grounds. About drop rate, Mod: Low, Ammo: High, Health Orb: Normal, Energy Orb: Normal. Has a Duration timer. All Tier starts at the same level. This Mission Mode will appear only on this 'Certain' planet Called: Colosseum. Each Tier have a map, (1 Tier to 1 map) regarding faction, up2u. About Tier: Tier 1: normal faction of the selected faction map with units type of Normal, Medium, Heavy, Leaders with high chance of spawning as Leader unit. Map Passives: Rush/Swam, Ping the selected tenno/player whom has yet to receives any damage from any heavies units for 5 seconds, surround or non-aggressive units will swam in attacking mode to assault the selected/chosen ones. Effect last for 25 seconds after being "Ping" (Loki with invisibility if "Ping" will be temporary be seen by enemies) Immune, an randomly select Leader unit will cast "Trinity' Blessing" which lasts for 10 second. Loots/Orb De-Spawn, will despawn energy/health orb & ammo pickup's if were to exceed certain limits (prevent FPS lag) Ability Malfunction, will randomly cause players to unable to use ability for a 5 seconds and all current running ability were to canceled. (already cast iron skin canceled) Tier 2: normal faction of the selected faction map with units type of Normal, Medium, Heavy, Leaders with every single enemy units spawned as Leader unit. Map Passives: (Tier 1 passives) Frenzy, attack & movement speed of all units increase by 2x or 100% Enforcement, enemy unit will group up and assault on a player in-sight, movement during effect increase by 50%. Effect "Enforcement" last for 20 seconds after first hit. Tier 3: normal faction of the selected faction map with units type of Normal, Medium, Heavy, Leaders with every single enemy units spawned as Leader unit, and has chances of spawning a random Boss of the selected faction. Map Passives: (Tier 1 passives) (Tier 2 passives) Dash, movement speed of all units increase by 100% Full Assault, enemy units will use all tools & weapons to down tenno/ players down, increase Damage output of enemy units by 50%. Effect lasts for 30 seconds SOS Signal, enemy spawn rate increase by 100% and new spawns will warp to a randomly selected mob (colored RED) Shelter, A single enemy unit will cast an bullet attraction of range xx m. Max health increase by 300% while health regen increase by 5% of max health. Whole Effect lasts for 10 seconds. Ambush, 1~3 heavies will spawn next to a randomly selected player and attack the selected player. The duration timer will then be in the "Hall of Fame" in which rewards (maybe) can be given out. Rewards for surviving pass X minutes will be like survival, but Tokens will be given instead. All Tier will hand out "Token" only after 5 mins, Tier 1,2,3 will hand out additional "Token" every 5, 4, 3 mins there after the first reward. (the reward handing out can be adjusted) Anti-cheat mob, this mob called "Reaper-Anti-Cheat" will spawn as invulnerable to attack (not instant kill) players whom are hiding in area which are inaccessible by range-units. (cant see, cant hit) *this can be used for oxygen-less survival and in this "Colosseum' New weapons/sentinel/warframe ideas Primary Weapon =Corrosive Dispenser, Fires a Huge Capsule filled with Corrosive Acrid which is carried by a 'rocket' that sticks to whatever terrain it hits. while damaging upon impact. Right-Click to detonate, only 1 can be armed at once. (like penta on detonate, like torpid on sticking) Fire Rate: 0.8 Clip: 2 Rifle Ammo Pool Reload: 1.0 Critical: up2u Blast Radius: HUGE. (err 20+ meters?) 100% proc on corrosive. Secondary Weapon =Teaser, Left-Click to Fire to a single target, Right-Click to Fire Electrical charges through the wire, 100% proc on electrical. does Electrical-Based damage. Only 1 Receiver can be out at once, Right Click does damage to target even when not facing the right direction. "wire" Fire rate 20.5 Clip: 250 Pistol Ammo Pool Reload: 1.5 seconds Critical: nil Others: Ammo consumption is slow even though the fire rate is high. (like phage) If fires on the terrain, upon dis-charge there's a medium electrical AOE. Sentinel ideas =Sniper: Role: Full Offensive.. Corpus Clan Tech #1: Overdrive, reduce firing rate of current equipped weapon by 50%, increase overall damage by 25%, convert projectile type to hit-scan, Enable Critical hit on every shot, increase Critical Damage +100%, Combat range: Far #2: Charged-Chamber, Enable charging: increase Critical Damage +100%, increase overall damage by 50%, recast time: instant, consume sentinel' shield on each shot. *Weapon, RailGun, base Damage: high, Critical rate: low, Critical Damage: medium, Firing Rate: low. (1.0), status %: low =Controller, Role: Semi-Damage/CC, Grineer' Clan tech #1: Tracker, Enable all currently equipped weapon of any types of projectile to auto-track onto enemies (homing) #2: Fire Crackers, increase status chance +200%, radius of current equipped weapon increase per level. *Weapon, Pulsar: base damage: medium, Critical rate: low, Critical Damage: low, Firing Rate: medium (1.5), status %: medium, (20%) War frame Ideas =Element Engineer, base stats: rank 30:energy: 250, health: 200, shield: 200: speed: 1.1 Role: Supporting Damage & DPS duration. #1 Point Defense Turret, a single target turret which does damage. Stats: base Element: Blast Damage: Does 300 Base Damage + 40% of Primary Weapon + 30% of Secondary Weapon + 30% of Melee Weapon Status Chance: 20% (nt affect by power mod) Rate of fire: 2.0, Combat radius: LOS (no limit) Fires Bullets. Duration: nil, has health 2,500 (like iron skin) Ability out Counts: 1 at a time, recasting the same ability will cancel the previous one. #2 Chemical Burst Turret, which damage and CC a small area of effect around the turret. Stats: base Element: Electrical Damage: Does 100 Base Damage + 30% of Primary + 20% of Secondary + 60% of Melee Status Chance: 50% (un changeable) Element on Proc: Blast Rate of fire: 1.0, Combat radius: 10 Fires Electrical Pulse. Pulse Radius: 10. Duration: nil, has health 3,000 (like iron skin) Ability out Counts: 1 at a time, recasting the same ability will cancel the previous one. #3 Refill Station, recovers nearby ammo & health by a little amount per 2 second. Stats: nil Recovered Amount, Ammo: 10% of allies' currently equipped weapon ammo pool. Recovered Amount, Health: 5 health point Refilling Radius: 10 meters. Duration: 10 seconds (changeable) has health as well (like decoy) Ability out Counts: 1 at a time, recasting the same ability will cancel the previous one. #4 Element Assault, fires a cannon. Damage: 1,000 Corrosive damage Status Chance: 100% Status on Proc: Fire, Ice, Electrical, Toxic, Blast, Corrosive, Gas, Magnetic, Radiation, Viral. Blast radius: 15. Casting time: 1 second =Sky Road, base stats, rank 30: energy 250, shield: 500, health: 200, speed: 1.0 Role: AOE DPS. #1 Charged Shot, channel 25 energy into currently equipped/holding weapon, which fires on left-clicking. Charged Shot Damage = 2 x (Damage of currently holding weapon x Mag Size) Blast radius: 2 meters. Doesn't consume ammo when using this ability. note: a charged weapon will grow in weapon energy color. #2 Super-Channeling, increase damage of all of the player' weapon by 25%, duration 30 second #3 Assault-Mode, transform into an stationary artillery which can be cancelled when moved. Damage deal by artillery = 500 Base Ability Damage + 120% of Currently Holding weapon Status, Critical Chance, Critical Damage applies. Blast radius: 5 meters. #4 Roaring Skies, transform into an aviation warframe with deadly weapons (able to stay in the air for a long period of time) Movement: Space Bar/Jump to ascent. Ctrl/Slide to decent. Shift/Run to use after burn, which follows sprint speed and also use stamina, while using afterburn, player is able to fly up/down like a plane. Normal Movement in the air follows the same on-ground. Arsenal: Gatling Gun, Left-Clicking to fire, Right-Click to zoom, Damage deal = 300 base ability damage + 100% of primary weapon damage. Scattered Missiles, an passive offensive ability which fires out 8 missiles per 2 second that auto-track on to enemies on sights (like psychic bolts) Damage deal = 100 base ability damage + 50% of secondary weapon damage. Blast radius: 2 meters. Tracking radius: 20 meters Armed Tunnels, an passive offensive ability which remains near the user/player that fires burst lasers on to in-sight enemies, Damage Deal = 100 base ability damage + 10% of melee weapon damage. Firing/ Combat radius: 15 meters note, because of logical, an air unit is better to be seen by ground forces than units on ground because of line of sight, when Skyroad is in this mode, enemies in player' Line of sight have higher chance to aggro on to player. thus making the 'aviator' useful. Graphical Settings. -Graphical, Setting, Suggestion, Low-End Pc can we slow pc, have a setting in which allows us to disable some background unreachable assets? in this shipyard map, i receive major fps lag/spike in this huge underground space. and lower lag in enclosed space. -Background asset: on/off -players ability animation: on/off -terrain animation: on/off -faster corpse disappearances: on/off -ammo/drops/mods physics calcutation (affected by vortex for example): on/off Melee-Charged combo, suggestions -Charge Attack Stance previous Charged-base weapons like Glaive and Galatine for example receive an in-direct nerf. at the moment, Combo Stance are giving an huge damage increase to accumulated hit done, increase DPS while risking their &#! in close and open environment. Charge type weapons are like "hit/release and run" tactic, in old times, Glaive does high damage but compared to now does lower damage since all charge-related mods are converted into channeling mods. so Hold E and throw glaive is now crap. the idea is to 'add-in' charge attack into current melee v2.0 stances, like in combo UI: (hold) E , which is equivalent to charge attack and does an multiplier of 3x normal damage along with the combo counter. and alternative approach is to implement 'new' stance which are consist of (hold) E commands, and requires new system/UI for this. the combo/charge list would be: for example: Galatine (hold) E for 1 charge, does old time charge attack. (hold) E for 2 charge, does a jump-up and slam attack (hold) E for 3 charge, does a huge round-house swing 360 degree (hold) E for 4 charge, dash forward while damaging enemies run by (example, slash dash) and other down attack, jump attack, sliding attack. New UI would be: an external bar which looks familiar to charge-gauges of orgis. each full circle = 1 charge, 2 full circle = 2 charge and so on. let go of "E" to activate charge combo. *all charge-attack are to do damage 3x normal attacks base, they are slow but does good damage or throw in a new charge' multiplier* Charge-Combo Damage = Total Damage x hit combo counter x Charge-bar multiplier x Channeling (if any) New tools/gears suggestions/ideas -Gear, Suggestion/Idea,Sentinel =Repair Kit, a gear into revive the user' sentinel when dead. resources cost usage are mostly common. -Gear Suggestion/Idea, Life Support Drop Pack. =Oxygen Drop pack Signal ,cost: 3k Ferrite, 3k Nano spores, 3k Salvage 1 hour to craft. Takes 1 mins for package to reach destination. landing Site: must be on "flat surface" (wide ground and not on containers) Recovers Oxygen Amount: 20% Max Oxygen Drop Pack Signal: 2 per player. Conditions for deployment: drop pack cant be deploy near to any other "naturally" spawned life support system or any other deployed oxygen drop pack. Will despawn if not obtained after 1 min on landing. (prevent players from spamming on start) *more to come* Edited May 20, 2014 by low1991
low1991 Posted May 20, 2014 Author Posted May 20, 2014 New function Suggestions/ideas -Token System this is basically an advance RNG loot from the BIG mod pool. the whole mod loot pool is divided into separate categorize: Primary: [Rifle] [shotGun] [sniper] [Life Duration] Secondary: [Pistol] [Life Duration] Melee: [sword] [Dual Sword] [Dagger] [Dual Dagger] [Hammer] [Katana] [Whip] [Fist] [stances] Frame: [utilize] [Endurance] [Aura] Sentinel: [Defensive] how this work? a player with a Token can select which Mod Pool do he/she want to draw from. for example, if i draw from [Rifle] Mod pool using a token i would only have an RNG of obtaining Rifle related Mods. *for "Frame"&"Sentinel" pool please exclude ability mod. Ammo Pouch atm there's a few mods which increase total ammo pool by +x%, in which means that the total carry-able/ hold-able ammo is this 'zzz' thinking the other way, this amount of ammo is what we can hold on hand and not what the weapon can hold (that's the magazine) so why not have a ammo' pouch where players can put mods which increase total ammo pool otherwise it's just a waste of data? and since it's JUST ammo that is affected players should be able to stack multiplies amount of these "max ammo pool" mods in this ammo pouch. example: current: total sniper ammo pool is 72. with this ammo pouch: sniper ammo pool remains the same, 72. but with ammo pouch & 'max ammo pool' for snipers, total current sniper ammo pool will be 72 x (1 + total bonus max ammo) here the tricky part, a sniper with ammo mutation will pickup all other sniper' ammo can convert them into sniper-usable. this will than fill up the ammo pouch' capacity, only works when currently holding weapon has ammo mutation. so is' possible to have massive amount of rifle' ammunition (base pool + pouch' cap) Specter/ Re-usable aim: to improve the specter usage & reduce the distance between poor & rich players (credits & resources) & to add in a durability specter (rare,expensive bp) atm there's vapor, phase, force, cosmic BPs. each are the cost for per piece of specter gear. Vapor: 3.5k credits, 1k salvage, 1k ferrits, 1k nano spores Phase: 10k Credits, 2k nano spore, 2k salvage, 200 ploymer bundle, 200 alloy plate Force: 20k credits, 667 ploymer bundle, 667 alloy plate, 667 plastid, 333 circuits. Cosmic: 100k credits, 7.5k nano spores, 2k ployumer bundle, 4k plastid, 1 gallum. the cheapest is Vapoer, the most expensive is Cosmic. i do understand that this is for solar rail defense, due to AI being weak in PVE. suggestion: reduce the cost per specter piece. even the poor's will hardly have any spares resources contribute. now the DURABILITY PVE-Specter-Gear (naming it' SpecX, for future references) with the propose for PVE and not PVP. this overall BP can be bought from market for a decent price. repairable, have durability. there are 4 components to completion of this Specter: 1)-The 1 of the many specter varieties (Vapor, Phase, Force, Cosmic; Completed) 2)-AI programming Circuits. 3)-Weaponry System. 4)-Ability Enhancement parts 2) to 4) can be made to drop from rescue' Warden or by completing the rescue mission with Full Marks. OF cuz RNG. giving players more incentive to play rescue mission. Practical Testing- By dropping from Warden: an 25% chance to drop BPs like oberan. 25% to drop none. (3 parts, 1 nill) -players might get irritated, blame RNG, Warden per mission is about 3 to 4. (heavy gunners) Possible solution- increase the amount of Warden per mission, in which in-directly increase the difficulty of the mission? higher chance of kill switch. By Full Marks Rescue mission: can divided the 3 parts into 3 difficulty. Easy: Part (2) Medium: Part (3) Hard: Part (4) xx% chance on obtaining when full marks. Q:i see that there's this component 1) where you get use different type of specter, what's the differences? A: the lower the grade the lower health/shield/durability of the final [specX] but on the good-side a lower repair cost. The damage by the specter' scale is also according to the specter grades, the weapon' damage scaled/follows the damage on a modded weapon meaning MODs affect them now. Q: worn't MODs affecting specter be OP? A: well, this game is around PVE, not PVP. so being OP in PVE is alright and you cant use this [specX] in any Conclave or PVP-related. Q: i heard that there's this damage scaling on weapons. as well as the health/shield/durability. A: the answer will be answered below. By using any of the Following Specter to make [specX] Vapor: 100 durability, cost per durability is 500 credits, damage/shield/health scaling ratio is 0.2 of modified figures based on modded weapon & Specter' health/shield Phase: 150 durability, cost per durability is 2k credits, damage/shield/health scaling ratio is 0.5 of modified figures based on modded weapon & Specter' health/shield Force: 300 durability, cost per durability is 20k credits, damage/shield/health scaling ratio is 0.8 of modified figures based on modded weapon & Specter' health/shield Cosmic :900 durability, cost per durability is 50k credits, damage/shield/health scaling ratio is 1.05 of modified figures based on modded weapon & Specter' health/shield Figures above are made on assumptions. As for weapon, these will follow sentinel' method, equipping for example Soma on [specX] cant be equipped on the player at the same time. Q: how do the durability be reduced? A: calculated be the amount of hits or damage the [specX] received in the game. the repairing time takes a few minutes or adjustable which will be the down-time for [specX] Q: worn't this is OP as how [specX] seeing how it is reusable & repairable? A: follows the normal resources extractor, it die's/vanish from inventory when durability hits 0 Q: what's the different between normal specter gear & [specX]? A: they have better & smarter AI, they use abilities/weapon correctly, they use covers when under fire. UI. how, where to equip this? seeing as how there's space in the middle of Gear UI system (big circle), why not put it there? meaning there will be the 9th' Gear button, not really. the 9'th slots is only meant for [specX] Pressing it once, deploy [specX] Pressing it again, recall [specX] there's a reaction delay on each deployment & recall. Health bar of [specX] will be coming with the new UI, right? :P Others/ Debate: -having massive suppliers of [specX] may be a down-side, so maybe limit 1 per player? even though there's some customization? -rich player might have more power to reach further heights, or create some distance between poor & rich. so that's a problem... -the higher grade might be the most favorite one due to higher damage scaling making the lower grade obsoleted. -OP utility ability are OP, now there's more frame using them (player + 1 AI). that's a game-breaking possibility... -Snipers like Vectis, are OP in terms of Damage, making it the most Favorited weapon among [specX] due to it's awesome accuracy, maybe reduce it's accuracy? -[specX] need to follow weapon' procedures... to be able to use charge-type weapons. meaning more complex coding? -make [specX] able to receive self-damage? player rage incoming, that's a problem... Quest System similar to 'challenge' that is currently implemented. Aim: assist players in leveling/ incentive to players. this Quest system allows player to accept/choose/select Quest, unlike challenge based on RNGs. this quest system requires another UI. maybe like an button/function on the top-right toolbar? ok, what's are the rewards? well. -Credits (based on difficulty) -Common/uncommon/rare Resources (little amount) -XP (based on difficulty) *notes, do not add BPs & Mods to the Quest reward system, will break the game, i think... ok, what types of Quest? we need to balance this: -Daily -Repeatably -Story?? (good if there's a Story function 2.0 soon) total of how many can be selected at once in a mission? 3 Quest + 1 Challenge (RNG) example of quests: [mission type] [Objective] [Objective counts] -[survival] Reach the 20 mins mark. -{Defense] Last till 20th wave. -[Exterminate] Kill 20 any Grineer units -{Sabotage] Finish the mission within 10 mins. -[Rescue] Free the hostage without setting-off the alarm. -[spy] Complete the mission without getting spotted. example of a more specific quest: [Type] [Amount] [specific Units] -[special] Kill 20 Grineer lancer -[special] Stealth Kill 5 Grineer Bombard Pro: -Helps new/fresh players & give them some incentive to play. -helps mid/high players to level up some weapons other than leeching off from allies' kills. (XP/4) -give current players some min goals. Con: -Over-supplies of resources/credits to rich players. -get ignored by rich players. -confusion among players whom is trying to reach a certain goal, as each player have different quest (determined by RNG) Others/ Debate: -a "Repeatably" Quest will possibly break the game...? XP-over-dose -a Daily" Quest should be worth the run. -a function for a soon-to-be-implemented features, a story line for the whole game (which is needed) Stealth Upgrade Missing Stealth Element. Q: what's the aim of this? A: to give each variety of melee, they own fields. Q: why give this kind of suggestions? when there's already an stealth attack? A: hmmm, my fang prime does 314 Stealth Damage on a Corpus, while a Normal Attack "E" does 200~400+ at a higher speed, both have the same build. Going By DPS wise, the stealth attack does a lower DPS than the normal attack DPS. A: my orthos prime does 1.3k stealth damage while my normal attacks (E"s) does 2k++ how will this active? when the enemies is un-alert. (guns down) or when "Stealth Attack" is available (in-current game) at the moment, arsenal only displays of melee:Normal Attacks.Attack speed.Critical Damage/ Critical ChancesStatus Chance per second.Wall Attack.Sliding Attack.Jump Attack.Slam Attacks?what is missing for 'Stealth Game-play' is:Stealth Attack Damage multiplier.Stealth Attack Critical Damage/ Stealth Critical Chance.Stealth Attack Down Attack.Stealth Attack Status Chance per second.Stealth Attack Instant Kill Chance per Stealth Attack. which is not shown in arsenal UI. how these works? and what possible future mods that can be added to this? Stealth Attack Damage multiplier Stealth Attack Damage on Stealth Attack = (total Damage)x Stealth Multiplier. -Possible Mods: Silencer, Increase Stealth Damage Multiplier. Stealth Attack Critical Damage/ Stealth Critical Chance. Stealth Attack Critical Damage/Chance are different, and doesn't affect each other "normal critical damage/chance" Stealth Attack Critical Chance = xx% -Possible Mods: Thirsty Blade, increase Stealth Critical Chance by xx% (more then normal melee crit mods) Stealth Attack Critical Damage, (sth) X -Possible Mods: Sharpness, Increase Stealth Critical Damage by xx% Stealth Attack Down Attack. *should there be this type?* Stealth Attack Status Chance per second. Based on different base status chance % from Normal Status Chances. and doesn't affect each other. Stealth Attack Status Chance = xx% -Possible Mods: Over-Dose, Increase Stealth Status Chance per second by xx% Stealth Attack Instant Kill Chance per Stealth Attack. a new Element, giving stealth attack a chance to instant kill an enemy. each different class of melee have different base chances. Stealth Attack Instant Kill Chance = xx% -Possible Mods: Deadly Strike, increase Instant Kill Chance by xx% on each stealth attack.. *all Stealth Attack Multiplier not Deactivate when the enemies are in combat-mode. and Reactivate when they goes back to peace-mode (guns-down) Example: Heat Dagger (un, modded) (data from wiki) 45 Physical Dmg Total. 2.3 Impact, 36 Pun, 6.7 Slash 5% Crit/ 150% Crit Dmg Attack Rate: 0.8/sec Status Chance: 5% Jump Attack 135. Slide Attack: 96 Stealth Attack Damage multiplier 1.5x of total/each damage, which is 67.5 Total Physical Dmg which is made of 3.45 Impact, 54 Pun, 10.05 slash Stealth Attack Critical Damage/ Stealth Critical Chance let's say, we want single/dual daggers to be king of stealth. 10% Crit/ 175% Crit Dmg works as normal. 10% Critical Chance to do Critical Stealth Attack, and does 175% Critical Damage. that is (67.5 Total Physical Damage) x 1.75 = 118.125 Critical Damage. Stealth Attack Down Attack let's say we want single/dual dagger not be good in stealth downed attack. 1x meaning, heat daggers does a finisher damage of 1x stealth damage multiplier. Stealth Attack Status Chance per second chance to inflict status effect at a higher rate. Stealth Attack Instant Kill Chance per Stealth Attack give melee with a stealth attack field of expertise to have a chance in instant killing enemies. To practical use: Now Heat Dagger of 45 total Physical damage. Loki with invisibility. Stealth Attack Damage = (45+ Stealth Damage)* Stealth Damage Multiplier. right? unsure of formula With new Stealth. Heat Dagger of 67.5 total Physical damage. Loki with invisibility. Stealth Attack Damage = (67.5+ Stealth Damage)* Stealth Damage Multiplier. right? unsure of formula a different of 22.5 physical damage is what or might encourage/incentive players to go stealth more. Others/Debate: -Stealth Attack Critical Chance/ Damage, possible to make it into another multiplier, like 1.5x of normal critical chance/damage. -Stealth Attack Multiplier figures can be changes (those above are just a suggestions) -I'm sure there's a Stealth Attack Status Effect Damage multiplier seeing how a Dual Zoren does a 2k Critical Slash DOT. giving it an additional status chance ensure a higher take-down chances. -Each type of melee have different field of expertise, just that it's isn't implement yet. -Of course, the AI of enemy need to prove for better stealth. But for now, me spamming normal melee attacks (E's) is much better than doing stealth attack. -should there be another element of faster stealth attacks? like the whole stealth attack animation got reduced? Ammo Upgrade at the moment, all high rate of fire to sustain DPS have this common down time, that's ammo consumption. from wiki: Pistol ammo: refill 20 rounds or 1/3/4/5 converted ammo. Shotgun Ammo: refill 10 rounds or 3/5/8/10 converted ammo. Rifle Ammo: refill 20 rounds or 1/3/4/5 converted ammo. Sniper/Bow Ammo: refill 10 rounds or 3/5/8/10 converted ammo. Q: what's this for? A: to improve, balance and give high rate of fire a sit in most game-play. Q: why this? don't you have more then enough ammo's to sustain dps already? A: a higher level enemy are a bullet sponge to these type of guns, not that i' m saying to nerf the hp, what i'm saying is these guns are a no-no at the moment as they consume more ammo to take them down than recovered. What's the suggestion? a formula in which provide high rate of fire a longer dps-life. Current formula: (Ammo-Pickup) = ammo received. Suggested formula to provide longer dps-like to high rate of fire to sustain dps. Naming it "ID1" (Ammo-Pickup) x [(Rate of Fire *A)/B] A will be 1, when rate of fire exceed a certain number, otherwise 0. B will be a limiter to prevent the weapon from having too much suppliers of Ammo. Suggested formula to make size of clip & ammo pool reverent. Naming it "ID2" (Ammo-Pickup) x [(Modified Ammo Pool/Base Ammo Pool)+A] x [(Modified Magazine Size/Base Magazine Size)+B] A will be 1, if weapon' rate of fire exceed a certain number other wise 0. B will be 1, if weapon' rate of fire exceed a certain number other wise 0. Suggested formula without complex calculating, happens when picking up the match ammo for the weapon, Rifle ammo when picking up Rifle Ammo, Naming it "ID3" (Ammo-Pickup) +A +B +C +D +E A will be bonus additional ammo for Rifle when picking up Rifle Ammo on a Rifle-weapon. B will be bonus additional ammo for Shotgun when picking up Shotgun Ammo on a Shotgun-weapon. C will be bonus additional ammo for Sniper/Bow when picking up Sniper/Bow Ammo on a Sniper/Bow-weapon. D will be bonus additional ammo for Pistol when picking up Pistol Ammo on a Pistol-weapon. ----------------------------------------------------------------------------------------------------------------------------- OK, if above still receive a big "NO" how about a full changes to the ammo system? all Primary Ammo pickup will be replaced by "Primary Ammo" (Rifle/Shotgun/Sniper/Bow => Primary Ammo) all Secondary Ammo Pickup will be replaced by "Secondary Ammo" (Pistol => Secondary Ammo) each type of guns have their own separate ammo pool, regardless of category. Rifle will be 540 RPGs-Launcher (like Orgis) have a different pool, maybe 20? Continuous-Launcher (like ignis) have a different pool, maybe 700+? Snipers will have 30 Charged Snipers (lanka) will have 72 Bow will have 40 *just giving out random ammo pool based on assumption of weapon ammo consumption* Ammo Pickup will restore xx% of the current holding weapon' ammo pool. example: Ignis (700 ammo pool) will restore xx% of 700. Q: wait!!, what about those ammo pool mods?! A: now this is where the balance? come about. Formula for ammo refill: (Weapon' Individual Ammo Pool + Bonus Ammo Pool from Mods) times xx% this will give those with +max ammo pool some high advantage. Q: WAIT! what about those ammo mutation? A: wait... coming up... weapons with ammo mutation mod will recover x% from un-used ammo pickup. works the same as above, but a lower percentage. *more to come*
low1991 Posted May 20, 2014 Author Posted May 20, 2014 (edited) Frames-related suggestions Up-gradable abilities i mean since we'r having TONS of spare abilities of a frame in which we will hardly use, why not allow us to upgrade the ability to 2nd lvl?example:3 Max Ranked Pull => 1 Un Ranked Pull MK 13 Max Ranked Pull MK 1 => Un Ranked Pull MK 2and so on.the effects of a "MK" increase the stats of the ability by 5%meaning, Pull does 5% more damage.Unranked Pull MK 1 have the same stats of unranked pull (normal)each type of ability only receive their own type of bonus stats boost.Buff-type will receive bonus in duration. (blessing, Warcry, etc)Damage-type will receive bonus in damage. (Slash dash, pull, Fireball etc)Crowd Control will receive bonus in CC- ability. (Bastille, etc)Defensive-type will receive bonus in strength. (Iron Skin, etc)and so on.why 5% per MK? so, player worn t be too OP but still have a slight feeling of their frame getting upgraded. Ability Scaling Progressive, a system to balance out abilities. Just a thought about the current problem regarding scaling the warframe abilities. (damages) Utility ability is fine atm. is it possible to make them scale by the [mission' tier] & [mission' duration] ? for example: Iron Skin 1,200 health. Enters a non-endless mission of Tier 1. (Level 1 ~ 10, based from wiki) While the Tier is by the default mission' status. Formula of Modified Iron Skin= Base x (1+Bonus) While Bonus = SQ Root (Tier x Duration), non-endless, default as 1 And Duration = +1 per 10 mins in survival or 10 waves in endless defense, default 1 modified Iron Skin = 1,200 x SQ( 1 x Duration) = 1,200 so at Higher non-endless Mission, Tier 3 (level 30+) Modified Iron Skin = 1,200 x SQ(3 x 1) = 2078.460969 At High Survival Mission, Tier 3 (lvl 30+) At 25 mins length, that is 25/10 = 2.5 Modified Iron Skin = 1,200 x SQ(3 x 2.5) = 3286.335345 Ability Changes ideas/suggestions Banshee Sonar -active buff which follows banshee (like silence) Ember Fireball - add in a burn DOT which can be stacked (in numbers of tick of burn damage) if any target remains in the affected area Fire Blast - *full change* convert into a passive ability (i meant a toggle-able ability with no energy cost) give out pulse every x second damaging enemies within the radius. Accelerant - active debuff which follows ember (like current silence) World on Fire - convert into toggle-able ability. Excalibur Slash dash - damage increase by combo counter/meter while hitting an enemy increase counter as well Super jump - *full change of ability* suggested name: Frenzy, into a toggle-able melee weapon buff, increasing melee damage & melee range (reach) by xx% while draining energy. Radial Javalin - increase additional amount of javalins release on animation by 5. Frost Ice wave - add slowness to affected targets Avalanche - *full change* suggested name: Sub Zero, convert into an ice aura (toggle-able) which does an AOE ice damage to enemy within radius and restore some health to nearby snow globe. *edit, add-in* Hydroid Undertow - all enemy/units drown in undertow will now consume small foothold (standing space) to allow room for more victims. Tentacle swarm - now summons a huge floating ball of tentacle made of water which has AI-tracking ability (attack nearby enemies) Nekros Terrify - increase amount of units able to affect by 5 (total of 17) and these units will remain not runs away but tremble in fear. (units affected by terrify will receive bonus damage) Shadow of the dead - enable power strength to increase the levels of your copied shadows. (so a nekros with max strength = +30% +99% = 129%, a level 10 shadow clone will be spawn as level 22.9: 10x(1+bonus) Nova Antimatter drop - toggle-able ability, on first press cast an AM drop which remains stationary (allowing allies to shot at ii) at the cost of energy (drain), on 2nd press will cancel off the energy drain and the AM drop will move & try to hit that piece of target/ground. Nyx Mind Control - inflict stun on non-controllable target, and no stun on controllable target, mind controlled units will have their health & damage buffed Oberon Hallowed ground - add an healing ability to heal xx amount of health & shield per half second for the whole duration of the ability. Renewal - instant cast with no travel time for ability to reach allies and with current properties, renewal able to revive downed allies even when cast on a downed player. Saryn Venom - now venom does a DOT damage based on target' max health. Contagion - toggle-able ability, increase bonus toxic damage on melee, max 150% additional toxic damage on melee. Trinity Well of life - active buff, toggle-able ability, all allies within the radius will now recovers health based on x% deal to any enemies. (affected by power range/strength) Energy Vampire - active buff, toggle-able ability, when cast all other active ability on trinity will be cancelled, recover xx amount of energy to allies within radius. (affected by power range/strength) Link - *full change* now channel energy to nearby allies which give them 100% DR, (affected by power range/strength) the DR, damage reduction will decrease with -60% range due to having max range. -the trinity (linker) can give nearby allies (linkee) 100% DR -where else, a linker can not give another linker a 100% DR -when a trinity whom doesn't have Link up will be considered as a Linkee, but will be a Linker when Link is up/cast. Blessing - *full change* active buff, toggle-able ability, convert into a whole map pules (like ancient healer) giving a 2 second invulnerable and status immune every 10 seconds. only ONE blessing can be active at any one time, doesn't stacks with other Blessing cast by another trinity Volt Shock - *full change* now able to cast throw out a Arc trap (invulnerable) that does a constant electrical DOT with xx% of inflicting status effect (affected by power range/strength/duration/efficiency) Overload - change into toggle-able ability, give out numerous amount of pulse which has x% status chance and doing x damage withing radius. while ability is on, volt is in immobile position. Put Duration & Strenght into affecting Toggle-able Abilities/Channeling. Lets put duration into the equation of toggle-able abilities Power efficiency now decrease energy drain of toggle-able abilities. it's easier for player to sustain that abilities for a longer duration in which makes duration mod useless for most/some OP abilities. currently: (Energy drain -Power efficiency mods) = energy drained per second. ideas (add duration into the equation): Energy drain per 1 second + Power Duration mod = x energy drain per x second. example: soundquake 1 energy drain per 1 second. (no confirmed drainage number from wiki) with Max power efficiency mod = 1-75% = 0.25 energy drain per second. and with max duration mod = per 1 second + 99% + 30% +28% = 2.57 second the ending energy drainage will be: 0.25 energy drain per 2.57 second. and now we have OP toggle-able ability. add power strength into the equation which will now affect status chance %. end formula of soundquake: 0.25 energy drain per 2.57 second. and a 60% reduced in flinch /stun. (caused by overextend) Edited May 20, 2014 by low1991
low1991 Posted May 20, 2014 Author Posted May 20, 2014 (edited) 1st generation units -> 2nd generation units. (basically an upgrade) both generation units will spawn in the same mission. also has eximus version. sry no pictures, i know pictures represent a thousand words. will put it in when i learn how to make them. Upgraded new Enemies Second Generation Enemy, based on the currents Grineer Light Butcher -> Powerfist -> Grabber now instead of using fist weapon to punch, they use them to grab hold of their prey when they manage to get near to their target without be noticed. Type: Melee, Ambush, Can trigger finisher on their target. Special trait: they tend to hide away from the target' LOS. Flameblade -> FlashBlade like normal Flameblade, but have shorter CD and further distance on teleport, they give off a 1~2 second flash bang when attacking their enemy. Type: Melee, Hit & Run Special Trait: they do tactical retreat when seen by other enemies. (teleport away into hidings) Scorpion -> Whipper they are tired of using their hock to drag in prey that they turn to using them as a whip. Type: Ranged AOE Melee, Flinch Enemies Shield Lancer -> Guardian their un-deploy shield are the same as a standard shield lancer's, however deployment when confronting the enemies which expands up to at least 3 times wider in size. they have special ability buff which gives nearby allies some DR as well as some health regeneration, allies tends to take cover behind Guardian. Type: Range, Tanker/Shield, Provide covers for allies. Special trait: when 2 Guardian are near, they tend to combine & form a line. when 3 or more are near, they form a 'bunker' shape which covers 360 degrees and their allies will take cover in there. Guardsman -> Martial Guardsman they have LEARNED some martial arts and are proud of it! now they will initial counter on melee attacks. while reflecting some bullets fired at them. Type: None, Harasser Speical trait: they stay near to Prosecutor when one is nearby. Medium Lancer -> Gunzerker their appearance are like normal Lancer, but they wield 2 set of Primary weapons, they have face shield which protect their weak-spot & they love to spray & pray, they have almost unlimited amount of bullets, but crap in hitting far range Type: Range, Front-line, Pusher Special trait: don't love to take cover. Elite lancer -> Elite Gunzerker like above ^ but do more damage. Trooper -> Frenzy Trooper they are gone NUTS! they have trained their muscles over & over again due to their numerous amount of failure of not being able to get into close range, they now have much more health & will roll/ dodge into covers from explosive damage. Type: Close range, Rusher Special trait: run in a Z when going against non-explosive weapons, roll/dodge into covers when encountered with explosive weapon. Seeker -> Manic Seeker they have been given massive amount of latcher and will consistently deploying them, and sometimes they will even throw a bunch of them towards the enemies. Type: Range, Support Special trait: shorter CD on deploy of latcher, RNG on massive deployment of latcher. Scorch -> Acid they now carries dangerous flammable fuel which will explode when Acid is killed damaging allies & foes. their weapon now fires ACID! doing toxic DOT. Type: Range, DPS Special trait: cause toxic DOT on death to allies & foes. Ballista -> Night-stalker they are now equipped with heat/motion censer, they are now able to detect invisibility & enemies behind covers, their shots carries energy-draining shots. capable of bring their targets to their kneels Type: Sniper, DPS/Alarm, Stealth Special trait: they stay hidden at some hiding spots (upper or lower ground), active the alarm when spotted enemy Hellion -> Hellion V2 they can now plant mines by using their missiles. (doing damage & planting mines on impact) Special trait: mines planted by Hellion V2 can be seen & destroyed by normal means. Mines does direct damage to health. Eviscerator -> Eviscerator V2 their weapons saw blade is now able to stick onto their enemies doing a constant DOT Special trait: weapon shots like normal until it hits a foe, it will remain on the spot doing DOT of bleed & damage of weapon. Heavy Heavy Gunner -> Heavy Rusher these machine are not afraid of getting killed, they have equipped themselves with modified machine gun that has a huge shield attached to it. Type: Range, DPS Special trait: they are able to shoot on the go (attack enemies while moving), their shield attachment are facing directly 12 o'clock. Napalm -> Flamie their weapon have been upgraded! they now can fire explosive fireballs (current) and able to fire a continuous line of fire (ignis) Type: Range&Close, DPS Special trait: Range AOE DOT, Close Range AOE Continuous, with fire set on the terrain. Bombard -> Grenadier their weapons can now fire 3 rocket at once as well as firing multiple mini-bombs (arc-projectile, affected by gravity) Type: Range AOE, DPS Special trait: attack 1) fires 3 rocket in a spiral, 2) fires multiples mini-bomb/grenade which explode when comes into contact. Corpus Crewman Crewman -> Crew an crewman equipped exo-suit enchaining their physical capability. Type: Range DPS Special trait: knock-back on close range Elite Crewman -> Elite Crew same as above^ but damage higher. Prod Crewman -> Warrior same as above^ but use a gigantic Axe/sword as melee weapon, slow but painful when they does the combo. Type: Melee, DPS Special trait: Combo: Broken Bull Sniper Crewman -> Sniping Crew able to over-charge their sniper rifle to fire multiple heavy lasers in a short amount of time. Type: Range, DPS Special trait: able to pinpoint and snip enemies from across the room. Corpus Tech -> Corpus Enforcer able to deploy 'shield osprey ' & 'mounted turret' to provide additional fire-power. Type: Range, Support Special trait: heavy deployment of support units. MOA Anti MOA -> Cannon MOA fires an huge ball of energy which explodes on contact with any objects. these follows the model of railgun moa but fires a blast=element shot. Type: Range, Blast Special trait: enemy whom are within the radius of explosion are knock-back. Fusion MOA -> Laser MOA have the same model & functions of a normal fusion MOA but have 4 laser turret/gun equipped near the head of the MOA which allows multiple target firing or single target DPS. these does low damage but have further range then normal Fusion MOA's. Type: Range, DPS Special trait: multi-targeting Railgun MOA -> Sniping MOA have almost perfect accuracy! but their charging up time is the down point of the DPS, their shots have almost no travel time that does an 100% critical damage on hit on a target without shield. Type: Range, Finisher Special trait: Target enemies with no or little shields and pick them off at a far place. Shockwave MOA -> Stampede MOA they are HUGE & FAST! and their shockwave generator are now upgraded & equipped on both legs. they generate a small radius shockwave on each steps, and a huge radius on attack. Type: Melee, CC Special trait: minor shockwave on movement, huge radius shockwave on proper stomp. Osprey Drone -> Assault Drone a huge drone with high rate of fire (laser) firing at the target while maintaining distance. they will sometime fire volleys of missile to kill their prey. Type: Range, Air unit Special trait: it always maintain distances from combat zone (fighting area), it loves to hug the ceilings sometime. Shield Osprey -> Repair Osprey like normal shield osprey, this version repairs/heals nearby allies as well. they are equipped with motion censer as well. Type: Air, Support Utility Corpus Turret -> Mounted turret an turret which can be deployed by Corpus Enforcer on any part of the map/ground/wall/ceilings. these turret fires lasers &/or rockets that does low damage but have high rate of fire. Type: Range, Rapid Fire. Special trait: stationary turret. Infestation Walker Charger -> Berserker model & behaviors are similar to a normal charge but it's attack speed & damage are much deadlier. It can charge right into their prey, knocking them down. Type: Melee, Rusher, CC Special trait: can rush into their target knocking them down, able to do an continuous finisher attack on downed enemy by mounting on top of it's prey. (like hunter from L4D1/2) until the either the prey or the berserker get killed. Leaper -> Stomper They have a gigantic right arm which is allows them to leap further & faster at their prey. Due to their heaviest of their arm, they can block using their right arm. Type: Melee, Blocker Special trait: Further & Faster leap, able to block range & melee from a direction (in front) Volatile Runner -> Bomber They behavior are similar to normal volatile runner. But consist of some other foreign element within their body. The explosion radius of these are much bigger & deadlier. Type: Melee, Rusher, DPS Special trait: Explosive damage can be of any element, (single or combined element) Crawler Crawler -> Sealer They crawl slowly toward the player unnoticed while waiting for a chance in dragging a weakened prey right into it's trap. Type: Range, Stealth Special trait: Stealth (hardier to see), have long whip/tongue to drag a target/prey in line of sight right into it's location or near it' location while stunning & increase damage deal to the prey. Nearby allies will swarm on 'that' target/prey. Ancient Toxic Ancient -> Corrosive Ancient It has toxic spraying out from it' body & has massive amount of health. Create a trail of toxic behind. Type: Melee, DPS, Killer Special trait: Create toxic cloud/pool trail, medium toxic aura, Fast movement speed. Edited May 22, 2014 by low1991
Anatolius Posted May 20, 2014 Posted May 20, 2014 Spoilers in spoilers? better grab me a drink this is gonna be quite the read
low1991 Posted May 20, 2014 Author Posted May 20, 2014 Quite a list. o.0 Thank, these are the ideas accumulated. Aint nobody got time to read all that Take your time, there's not time limit. Spoilers in spoilers? better grab me a drink this is gonna be quite the read Popcorn are recommended. I like the sniper mod suggestions a lot Thanks
xethier Posted May 20, 2014 Posted May 20, 2014 (edited) your enemy ideas are pretty good. i approve. the concepts about ammo though... i don't really understand, most of that is solved by using ammo restoration pads. just seems a bit needlessly complicated when those already exist. although i would like to see each weapon given it's own ammo reserve, independent from any other weapons. (i.e. grakata has 840 round reserve, soma has 540, gorgon has 1200) that kinda thing. and each ammo restoration pack has it's own value for the weapon. would make balancing things like that far easier in the long run for DE. charged melee stances (i'm assuming you're advocating for all-new stances for these types of weapons, to be used as an optional replacement) highly approve. Edited May 20, 2014 by xethier
low1991 Posted May 21, 2014 Author Posted May 21, 2014 although i would like to see each weapon given it's own ammo reserve, independent from any other weapons. (i.e. grakata has 840 round reserve, soma has 540, gorgon has 1200) that kinda thing. Yup, ammo pickup restore a percentage of the weapon' individual ammo pool.
Gelkor Posted May 21, 2014 Posted May 21, 2014 On the graphical settings for lower end PC's: the ability to turn off weather would probably be a good one, I love the rain on Ceres on my desktop, it's pretty as hell, but it absolutely kills my FPS on my laptop.
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