rhoenix Posted April 22, 2013 Share Posted April 22, 2013 (edited) All of the Warframes currently are very different, and all useful with their own foci through stats and abilities. However, given that there's quite a bit of time invested on all our parts playing particular frames, having each frame be able to change over time into improved forms I think would represent more personal investment in the warframes we play. To upgrade a warframe, it would have to be at level 30, and you'd have to spend 25,000 credits, a certain amount of materials, and 3 days to complete. The examples used here will be with the Ash and the Ember Warframes, though of course this idea would of course apply to all warframes currently available. Warframe: ASH (stage 1) Armor (lvl 01): 75 Armor (lvl 30): 75 Health (lvl 01): 150 Health (lvl 30): 450 Power (lvl 01): 100 Power (lvl 30): 150 Shield Capacity (lvl 01): 100 Shield Capacity (lvl 30): 300 Shield Recharge (lvl 01): 20.0 Shield Recharge (lvl 30): 20.0 Sprint Speed (lvl 01): 1.3 Sprint Speed (lvl 30): 1.3 Ability 1: Shuriken (energy: 25, dmg: 100/100/250/350, cost: 2/3/4/5, effect: single target damage, headshot possible) Ability 2: Smoke Screen (energy: 35, duration: 2/2/4/7 seconds, cost: 4/5/6/7, effect: doubles melee damage, invisibility) Ability 3: Teleport (energy: 25, cost: 6/7/8/9, range: 20/20/35/45, effect: instant transport to target) Ability 4: Blade Storm (energy: 100, cost: 10/11/12/13, # targets: 8/9/10/13, effect: causes 1k damage to all targets within 50m not in cover at time of cast) Warframe: DUST (stage 2) Armor (lvl 01): 75 Armor (lvl 30): 75 Health (lvl 01): 150 Health (lvl 30): 500 Power (lvl 01): 100 Power (lvl 30): 200 Shield Capacity (lvl 01): 100 Shield Capacity (lvl 30): 350 Shield Recharge (lvl 01): 20.0 Shield Recharge (lvl 30): 20.0 Sprint Speed (lvl 01): 1.4 Sprint Speed (lvl 30): 1.4 Ability 1: Dart Throw (energy: 25, dmg: 100/150/300/450, cost: 2/3/4/5, effect: homing single target damage, headshot possible) Ability 2: Dust Cloud (energy: 50, duration: 2/5/8/13 seconds, cost: 4/5/6/7, effect: doubles melee damage, invisibility) Ability 3: Teleport (energy: 25, cost: 6/7/8/9, range: 20/20/35/45, effect: instant transport to target) Ability 4: Blade Sigil (energy: 100, cost: 10/11/12/13, # targets: 8/9/10/13, effect: causes 1k damage to all targets within 25m, rapid finger gestures form a sigil within a dust cloud that spreads out to slice all nearby targets simultaneously) Warframe: MIST (stage 3) Armor (lvl 01): 75 Armor (lvl 30): 75 Health (lvl 01): 150 Health (lvl 30): 500 Power (lvl 01): 100 Power (lvl 30): 200 Shield Capacity (lvl 01): 100 Shield Capacity (lvl 30): 500 Shield Recharge (lvl 01): 20.0 Shield Recharge (lvl 30): 20.0 Sprint Speed (lvl 01): 1.5 Sprint Speed (lvl 30): 1.5 Ability 1: Flashbang (energy: 25, duration: 2/2/3/5 seconds, damage: 100/100/200/300, cost: 2/3/4/5, effect: thrown grenade at reticle will stun & damage all targets within 10m) Ability 2: Dust Cloud (energy: 50, duration: 2/5/8/13 seconds, cost: 4/5/6/7, effect: doubles melee damage, invisibility) Ability 3: Teleport (energy: 25, cost: 6/7/8/9, range: 20/20/35/45, effect: instant transport to target) Ability 4: Mist Strike (energy: 100, cost: 10/11/12/13, # targets: 9/10/11/15, effect: causes 1k damage to all targets within 50m through single energetic strike, causing mist dragons to rise up through the floor to damage all enemies in radius) As you can see, the ASH becomes the DUST, and then finally MIST in its final form. Faster than its original form, and a bit more durable besides. --- Warframe: EMBER (stage 1) Armor (lvl 01): 10 Armor (lvl 30): 10 Health (lvl 01): 100 Health (lvl 30): 300 Power (lvl 01): 150 Power (lvl 30): 225 Shield Capacity (lvl 01): 100 Shield Capacity (lvl 30): 300 Shield Recharge (lvl 01): 35.0 Shield Recharge (lvl 30): 35.0 Sprint Speed (lvl 01): 1.0 Sprint Speed (lvl 30): 1.0 Ability 1: Fireball (energy: 25, dmg: 100/100/250/350, cost: 2/3/4/5, effect: fire target damage at area struck plus fire DoT) Ability 2: Overheat (energy: 50, duration: 2/2/4/7 seconds, cost: 4/5/6/7, effect: damage reduction, causes fire damage to nearby enemies) Ability 3: Fire Blast (energy: 75, cost: 6/7/8/9, range: (unknown through wiki), effect: causes high persistent fire damage within fire ring radius) Ability 4: World On Fire (energy: 100, cost: 10/11/12/13, # targets: (unknown), duration: (unknown), effect: causes fire damage to nearby targets for duration) Warframe: COAL (stage 2) Armor (lvl 01): 50 Armor (lvl 30): 50 Health (lvl 01): 100 Health (lvl 30): 300 Power (lvl 01): 150 Power (lvl 30): 250 Shield Capacity (lvl 01): 100 Shield Capacity (lvl 30): 300 Shield Recharge (lvl 01): 35.0 Shield Recharge (lvl 30): 35.0 Sprint Speed (lvl 01): 1.1 Sprint Speed (lvl 30): 1.1 Ability 1: Fireball (energy: 25, dmg: 100/100/250/350, cost: 2/3/4/5, effect: fire target damage at area struck plus fire DoT) Ability 2: Thermal Armor (energy: 50, duration: 2/2/4/7 seconds, cost: 4/5/6/7, effect: damage reduction, causes fire damage to nearby enemies, prevents stun or knockdown for duration) Ability 3: Superheat (energy: 75, cost: 6/7/8/9, range: 25/35/40/50m, effect: causes high persistent fire damage within fire ring radius) Ability 4: Magma Vent (energy: 100, cost: 10/11/12/13, # targets: 8/9/10/13, damage: 1k, effect: causes fire damage to nearby targets simultaneously through fire bursting up through the floor under the targets) Warframe: WILDFIRE (stage 3) Armor (lvl 01): 50 Armor (lvl 30): 50 Health (lvl 01): 100 Health (lvl 30): 400 Power (lvl 01): 150 Power (lvl 30): 250 Shield Capacity (lvl 01): 100 Shield Capacity (lvl 30): 400 Shield Recharge (lvl 01): 35.0 Shield Recharge (lvl 30): 35.0 Sprint Speed (lvl 01): 1.3 Sprint Speed (lvl 30): 1.3 Ability 1: Firebomb (energy: 25, dmg: 100/100/250/350, cost: 2/3/4/5, area: 10/10/20/35m, effect: fire target damage at area struck plus fire DoT) Ability 2: Thermal Armor (energy: 50, duration: 2/2/4/7 seconds, cost: 4/5/6/7, effect: damage reduction, causes fire damage to nearby enemies, prevents stun or knockdown for duration) Ability 3: Plasma Burst (energy: 75, cost: 6/7/8/9, range: 25/35/40/50m, effect: causes high fire damage within fire ring radius, plus persistent fire DoT) Ability 4: Fire Serpents (energy: 100, cost: 10/11/12/13, # targets: 8/10/12/15, damage: 1k, effect: causes fire damage to nearby targets simultaneously) As you can see, the EMBER becomes the COAL, and then the WILDFIRE, gaining survivability and speed while the abilities improve. --- The other warframes of course would also get second and third stage upgrades. The upgrades don't necessarily provide a huge advantage over new players, but instead the idea is to reward players for spending a great deal of time with a particular warframe, allowing their powers to mature and become more specialized to their roles than before. Edited April 22, 2013 by rhoenix Link to comment Share on other sites More sharing options...
xhero2503 Posted April 22, 2013 Share Posted April 22, 2013 o.o that sound like pokemon Link to comment Share on other sites More sharing options...
Endrance Posted April 22, 2013 Share Posted April 22, 2013 (edited) I think the overall idea is great, but that would consist in the creation of 24 new warframes with 4 skills each that would make 96 new skills. Not to mention that those 24 new warframes would have (or should have) a different texture/animations. I loved the idea, but ATM i think it's too much effort for a BETA phase, but this would be something fantastic to have in the End-BETA. Edit: I re-though and i think that there should't be a name change, just general aspect. For example on Ash, Stage 1 he has the left arm with a smoke, on stage 2, he would have BOTH arms with smoke, and on stage 3 he would be entirely in smoke, minor changed, so DE could use the same template with a few tweaks, faster, better, and overall would be better. So, keep the name, keep the "basic" template. About skill, probably the same as above, stay the same, but stronger. Shuriken stage 1, the same, shuriken stage 2 shoots 2 shuriken, and shuriken stage 3 shoots 3. Teleport S1 would just teleport like now Teleport S2 would teleport and 2 sec stun Teleport S3 would teleport, 2 sec stun, and you are on the enemy back. Blade Storm would just increase numbers or "multiple Ash" Edited April 22, 2013 by Endrance Link to comment Share on other sites More sharing options...
xhero2503 Posted April 22, 2013 Share Posted April 22, 2013 It is a wonderful IMO however what would happen to the orokin reactor? People may vent in anger if their orokin reactor have been removed and have to start from level 0.Also increase the requirement of the next rank to 40 to make it more challenging IMO. Link to comment Share on other sites More sharing options...
kiwicanfly Posted April 22, 2013 Share Posted April 22, 2013 (edited) interesting idea, but make it so that a 'evolved frame" can use the ability of it previous form aswell. and can go back and forth between the forms it has unlocked. The major problem will be that DE would then need to sacrifice time & resource that could be spent on new frames. I mean i ALOT of time and resource. lotus : " congratulation tenno, your volt have involved into pikachu " XD Edited April 22, 2013 by kiwicanfly Link to comment Share on other sites More sharing options...
DataShade Posted April 22, 2013 Share Posted April 22, 2013 I can't get you a bookmark to the point in the livestream where he says it, but in #3 (I think) DE_Steve said he's interested in pursuing the notion of being able to reset a frame or weapon to rank 0, but, in exchange, give the players an option to modify the polarity of a mod slot, then re-rank up to 30 and repeat. What you're describing goes way past that and triples (or worse) the design time of every warframe for the sake of less flexibility than what DE's think of, and what appears to be powers that waste CPU/GPU resources like a JRPG summons. I don't like it. Link to comment Share on other sites More sharing options...
rhoenix Posted April 22, 2013 Author Share Posted April 22, 2013 (edited) DataShade, on 22 Apr 2013 - 03:17 AM, said: I can't get you a bookmark to the point in the livestream where he says it, but in #3 (I think) DE_Steve said he's interested in pursuing the notion of being able to reset a frame or weapon to rank 0, but, in exchange, give the players an option to modify the polarity of a mod slot, then re-rank up to 30 and repeat. What you're describing goes way past that and triples (or worse) the design time of every warframe for the sake of less flexibility than what DE's think of, and what appears to be powers that waste CPU/GPU resources like a JRPG summons. I'm not suggesting dramatic lens flares here or anything like that. The effects would be no more or less flashy than any of the current ones in Warframe, just in different forms. This idea came up in an earlier thread regarding warframe upgrades, where the polarity improvement was discussed. I'm not suggesting this idea to replace the polarity reset idea, but be instead another option - one could reset to unranked to get a polarity slot, or reset to unranked and spend some resources to get a slightly better frame than before. Edited April 22, 2013 by rhoenix Link to comment Share on other sites More sharing options...
Tetsmeha Posted April 22, 2013 Share Posted April 22, 2013 The thematic naming made me lol. Would be cool to see some physical change from a starter frame to a fully upgraded frame. I remember back with the grid modding there used to be small oval baubles that stuck out of your weapon. Now I can't really tell who has a fully modded weapon anymore. Link to comment Share on other sites More sharing options...
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