Cobalt313 Posted October 27, 2014 Share Posted October 27, 2014 (edited) Normally I don't like list suggestions like this, but this is all pretty closely related and most aren't really worth their own articles, so hopefully I won't get in too much trouble for doing this. But I digress; here's a few ways I think Archwing missions could be improved: -3-D minimap: now that we're no longer limited to a 2-D plane, the minimap as it stands is more or less useless outside Corpus missions with Archwing. To that end, I suggest revamping the minimap to account for the third dimension, hopefully nothing too drastic, perhaps just something akin to the minimap from the Metroid Prime series. -Enemy location pointers should change size with distance to the target: normally a staple of 3-D space shooters, basically the further away a target is, the bigger the pointer marker gets, making it easier to track enemies over longer distances. -Have some sort of alert when an enemy ship's missiles lock on to you: Self-explanatory; Odonata has countermeasures as a second power, I would prefer to know I need them them BEFORE the homing missiles actually hit me. -Let Sentinels follow you in Archwing missions: Why not? They can fly, so theoretically they could still follow you into space, and it would finally give a decent incentive to use them instead of Kubrows. -Have clearly-defined level boundaries for Grineeer missions: I accidentally aborted on a friend while trying to flee from a horde of Grineer ships, just because I didn't know where the map ended and where "**** this I'm out" began, and I couldn't get my bearings in time to avert it. I would prefer this never happen again. -Have Grineer interception nodes be closer together: Because let's face it, nothing is more frustrating than blasting full-speed toward the next node knowing full well it will be captured before you even get there. -Have better indicators on pickups such as mods: Good thinking, KnotOfMetal! -Have loot rooms/containers in Archwing missions: It's getting kind of frustrating just how little loot we get from Archwing missions; Corpus got storage rooms we can fly into that could use some loot love and shipping crates we could blow up and steal their contents, while Grineer have those destructible meteors that may as well have some loot inside them, and possibly even have some hollowed-out asteroid bases we could fly into through those fan vents and clean out for profit. -Revive allies from a wider radius: Space is big, it's 3-dimensional, and there's no gravity or air drag letting us just stop on a dime when we need to. We only got 20 seconds or so to get to our friends and revive them, and we would prefer not to spend most of that just trying to line up juuust right over them in order to be able to even *start* reviving them. I'm sure there's more I can't remember right now, and I might update this or expand them into their own articles, but that's what I got for the moment. Thoughts? Edited October 27, 2014 by Cobalt313 Link to comment Share on other sites More sharing options...
Pandoran_Stallion Posted October 27, 2014 Share Posted October 27, 2014 Aaand here come the +1s. Link to comment Share on other sites More sharing options...
TrinityPrime Posted October 27, 2014 Share Posted October 27, 2014 Have better indicators on pickups such as mods. Link to comment Share on other sites More sharing options...
Iacon Posted October 27, 2014 Share Posted October 27, 2014 -Have clearly-defined level boundaries for Grineeer missions: I accidentally aborted on a friend while trying to flee from a horde of Grineer ships, just because I didn't know where the map ended and where "**** this I'm out" began, and I couldn't get my bearings in time to avert it. I would prefer this never happen again. I think the problem with this is that Lotus or Ordis says some kind of WARNING words and force the extraction, like If you keep going I'll have to extract you, then you'll want to go back.... but there's no purpose because you will be extracted from the mission, today, Lotus warned me and I went back into the battlefield in time and I got extracted anyways -.- if the b!tch tells me that she will extract me if I keep going, why the f:)ck does she extract me when if I go back, they should extract us only if we go further, like 200m minimum, but no If we stay there, in what I will call the warning zone, or if we go back, we should not be extracted Link to comment Share on other sites More sharing options...
Kazur90 Posted October 27, 2014 Share Posted October 27, 2014 I like everything I read here! +1 Link to comment Share on other sites More sharing options...
Kasumi- Posted October 27, 2014 Share Posted October 27, 2014 (edited) I vote for Interception towers being AT LEAST 300 meters closer to each other. If you're at a point and someone at another goes down, they're dead. There is no saving someone that far away. A possible alternative to this could be letting a Warframe's Undying Will (that IS the bleedout increasing mod right?) ability affect Archwings. Edited October 27, 2014 by Kaiczar Link to comment Share on other sites More sharing options...
Rexlars Posted October 27, 2014 Share Posted October 27, 2014 I think the problem with this is that Lotus or Ordis says some kind of WARNING words and force the extraction, like If you keep going I'll have to extract you, then you'll want to go back.... but there's no purpose because you will be extracted from the mission, today, Lotus warned me and I went back into the battlefield in time and I got extracted anyways -.- if the b!tch tells me that she will extract me if I keep going, why the f:)ck does she extract me when if I go back, they should extract us only if we go further, like 200m minimum, but no If we stay there, in what I will call the warning zone, or if we go back, we should not be extracted I'm pretty sure that's a bug. I always turn around when she says that & I can continue just fine. Link to comment Share on other sites More sharing options...
SolarDwagon Posted October 27, 2014 Share Posted October 27, 2014 Agreed on all counts, including the mods needing better highlighting Link to comment Share on other sites More sharing options...
Rorkyr Posted October 27, 2014 Share Posted October 27, 2014 Have better indicators on pickups such as mods. Yeah ! Agreed on all counts, including the mods needing better highlighting YEAH YEAH YEAH ! Mods are too "invisible" in space TwT Link to comment Share on other sites More sharing options...
Cobalt313 Posted October 27, 2014 Author Share Posted October 27, 2014 Added a couple more suggestions. Link to comment Share on other sites More sharing options...
Cobalt313 Posted October 27, 2014 Author Share Posted October 27, 2014 Couple more new additions in case anyone cares. Link to comment Share on other sites More sharing options...
Haden56 Posted October 27, 2014 Share Posted October 27, 2014 Make it so that enemies can't capture another point while at a different point. Really, I'm not joking. Stupid little Grineer ships capture point D when it's at Point C. Link to comment Share on other sites More sharing options...
Cobalt313 Posted October 27, 2014 Author Share Posted October 27, 2014 Make it so that enemies can't capture another point while at a different point. Really, I'm not joking. Stupid little Grineer ships capture point D when it's at Point C. Or do something like regular Interception missions, where the ships have to physically dock with the tower in order to start capturing it? Link to comment Share on other sites More sharing options...
Haden56 Posted October 27, 2014 Share Posted October 27, 2014 Or do something like regular Interception missions, where the ships have to physically dock with the tower in order to start capturing it? I wholeheartedly agree. It's annoying that it can fight back and capture the point not only far away from it's point, but also when I'm there causing conflict. Link to comment Share on other sites More sharing options...
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