rhoenix Posted April 22, 2013 Share Posted April 22, 2013 Auxy's thread about game design got me thinking about this idea, and how this concept variates across several games I've played. Many people have pointed out already that Warframe once used cooldowns, but replaced them in favor of the energy orb system due to people sticking around and waiting for their cooldowns to finish - considering this game is nearly all movement, that tended to slow down gameplay. Auxy pointed out, however, that the energy orb system makes abilities feel unreliable due to the varying amounts of energy one has and the amount of energy orbs randomly dropped by enemies, and makes those Warframe abilities only to be used as a supplement to guns and melee weapons, regardless of their utility in specific times. Several players have mentioned that in games such as ME3's multiplayer, it was in fact quite possible to play as a caster type, rarely firing a gun at all with some character classes in favor of constant use of abilities. Because of the awesome factor of the abilities in Warframe currently, I think that both playstyles should be possible for any Warframe. My thoughts on this are that with the Mod system currently in place, cooldown times could in fact be managed very easily. Mods such as Flow and Streamline could help customize a Warframe's loadout to be biased toward the use of abilities, reducing total cooldown times and increasing the raw power behind abilities at the expensive of boosting shields or armor. Flow in this case would be used to reduce total cooldown times for abilities, while Streamline would be removed, or changed to allow more rapid casting of abilities. If the cooldowns decreased with increasing levels of a Warframe's abilities, then this coupled with Mods would make cooldowns completely viable for use, and would therefore require a re-examination of Warframes' abilities for balance. Of course, this would mean Flow & Streamline should then become uncommons instead of rares due to their utility. For instance, an Excalibur's Slash Dash could take 5 seconds to finish cooldown at rank 1, but at the maximum rank of 4, the cooldown would be reduced to a base of 2 seconds. Mods such as Flow & Streamline could then be used to reduce it further, allowing a player to bias a Warframe's setup to either focus on damage & survivability or ability power & speed. Being able to choose to use guns/melee first and abilities second, or abilities first and guns/melee second would add some definite dimensions to Warframe gameplay. In conclusion, with the Mod system now in place, a cooldown system for abilities is quite viable. I look forward to hearing your thoughts on this. Link to comment Share on other sites More sharing options...
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