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Let The Game Follow The Art Style.


BelugaNinja
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Not talking about letting Mynki control game balance. XD

 

What drew me into warframe (as I'm sure it did many others) was its beautiful art style, so liberal and innovative. Very inspired as well. In many ways, I have seen DE "break free of the mold", in its community management, art, concepts, gameplay and ambition. I'm sure you know what I'm talking about.

 

Not too long ago I put up the idea of a harness sytem replacing our current primary/secondary/melee system, and not too many people were fond of that haha. I think either I didn't explain properly or my idea was plain bad. Anyways, it was essentially to take into account the current areas where weapons attach to our warframe, and customise it such that we could have highly specialised loadouts. I've developed that idea a little bit, so I hope you'll understand.

 

So essentially warframes have a set number of magnetic "points" on them where weapons are bound by magnetic force, so they don't drop to the ground.

 

Each warframe also has a set amount of "magnetic energy" This has nothing to do with the magnetic element @ guy who commented on aforementioned thread. So essentially, some weapons take more magnetic points to carry than others, and each of them also has weight. The heavier the weapon, the more "magnetic energy" has to be allocated to each of the points carrying the weapon. Note: difference in magnetic energy allocated to two or more points carrying the same weapon likely shouldn't make a difference. With me so far? Good.

 

As magnetic energy allocated to magnetic point increases (past the minimum needed to carry a weapon), a warframe's sprint speed increases. See it this way: with a minimum sent to the magnetic point, small metal rods attached to the warframe still prevent the weapon from dropping, and as magnetic strength of the point increases, less force is applied to the metal rods, making running easier for the tenno, as since the magnetic points are attached to the warframe, the tenno experiences part of the weight of the weapon. As magnetic energy allocated to a certain point decreases however, weapon switch time decreases, due to the smaller amount of force the tenno has to resist against. At the same time, the tenno has more magnetic energy to allocate to other points, allowing him to carry more weapons. Naturally, number of weapons available is still limited, 5 at best.

 

Like with sentinels, one cannot carry over mods from weapons simultaneously in the same loadout. Akimbo weapons will be allowed this, however, but now can be used individually, and like before will only take up one inventory space. Running two primaries would be allowed, but magnetic energy provided would often be just under that needed to run two high-tier weapons, thus only smaller primaries (grakata, ignis, quantas) would be allowed to be used along with full-sized primaries.

 

So that's my idea for new customisation. Don't worry: this would be nothing gamebreaking, just another thing to consider and making other weapons more viable for weight rather than stats. Remember, this is mostly for further and deeper customisation.

 

Another idea I had was that of removing channeling, giving us charge attacks back, and making melee combos available all the time rather than just when equipping melee. Make equipping melee rewarding somehow, perhaps movement speed, or making current channeling mods far better and put them in just "equip melee" mode.

 

That's all I have for now, I'll come back and edit this later.

 

 

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I'm not very fond of the first idea but.

"Another idea I had was that of removing channeling, giving us charge attacks back, and making melee combos available all the time rather than just when equipping melee. Make equipping melee rewarding somehow, perhaps movement speed, or making current channeling mods far better and put them in just "equip melee" mode."

Melee mode allows us to use combos and channel. Making melee combos available all the time makes melee mode worthless. If making melee increases movement speed. Uhhh. I'm pretty sure my Axe is heavier than my gun. Currently, channeling is fine. If I have insane damage on a weapon and I make it 4x? GG guns. I'm actually very happy about charge attacks being gone. I didn't like only seeing people use galatine.
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I didn't like only seeing people use galatine.

To be fair, it'd be nice to have a reason to use Galatine again.

 

Just bring back charge attacks and incorporate them with the combo system. Seems quite simple.

So like Mass Effect 3 weapon capacity crossed with Dark Souls encumbrance mechanics. Each weapon has its own capacity drain, and a Warframe has an amount of equip capacity.

Exactly what I got out of the suggestions. Less wordy, too.

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I'm not very fond of the first idea but.

"Another idea I had was that of removing channeling, giving us charge attacks back, and making melee combos available all the time rather than just when equipping melee. Make equipping melee rewarding somehow, perhaps movement speed, or making current channeling mods far better and put them in just "equip melee" mode."

Melee mode allows us to use combos and channel. Making melee combos available all the time makes melee mode worthless. If making melee increases movement speed. Uhhh. I'm pretty sure my Axe is heavier than my gun. Currently, channeling is fine. If I have insane damage on a weapon and I make it 4x? GG guns. I'm actually very happy about charge attacks being gone. I didn't like only seeing people use galatine.

 

Care to explain why you're not fond of the first idea?

 

Like I said, make the channeling mods affect melee mode only, making them good for specialised melee builds. The movement speed was only a suggestion. It could be a mindset thing. When you're using a gun you want to stand back or at its effective range and shoot things. When you have a melee weapon Tenno would logically try to close the gap. Well charge attacks did in fact put galatine in a good place, perhaps with the heavy weapon buff, charge attacks could instead be "Rush Attacks" for lighter weapons, "Heavy Attacks" for the medium weapons and "Roundhouse Attacks" for Heavy Weapons, with Rush Attacks being quick lunges forward, emphasising forward momentum and quick, vital strikes, Heavy Attacks being slower but more powerful and purposeful attacks, and Roundhouse Attacks being wide, sweeping blows that do less damage but have more range and hit any from 80 degrees to 180 degrees in front, making each weapon more specialised.

 

Its an interesting idea. I don't see this being implemented ever. I see your point in the weight to speed and all that. I'd rather not spend more time in remaking builds again.

Sorry, I don't think my ideas affect current builds. All it really affects is how you want your weapon synergy .

To be fair, it'd be nice to have a reason to use Galatine again.

 

Just bring back charge attacks and incorporate them with the combo system. Seems quite simple.

Exactly what I got out of the suggestions. Less wordy, too.

Haha sorry for being verbose. (Oops I did it again)

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It does. I can deal with say Frost being slow. And with your idea i would have to change my build for heavy weapons and weapon type to add a speed mod to make up the difference. It would be like warframe mod capacity change all over again.

Edited by Byakuya.
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It does. I can deal with say Frost being slow. And with your idea i would have to change my build for heavy weapons and weapon type to add a speed mod to make up the difference. It would be like warframe mod capacity change all over again.

Fair points, didn't consider those.

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Haha sorry for being verbose. (Oops I did it again)

Nothing necessarily wrong with being eloquent and verbose, but being succinct is helpful as well. Maybe you've simply never played Mass Effect or Dark Souls, but if you had I'd think you'd have noticed the similarities between your idea and the loadout system of ME and DS. 

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Nothing necessarily wrong with being eloquent and verbose, but being succinct is helpful as well. Maybe you've simply never played Mass Effect or Dark Souls, but if you had I'd think you'd have noticed the similarities between your idea and the loadout system of ME and DS. 

Really? I never noticed, thanks. Did they also have the allocation of magnetic force bullS#&$ I came up with? 

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Eh, I think Tactical missions already limit things like this already.

 

As for the melee thing, I just think they could put charge attacks back as part of a combo set with stances.

Sorry, but what did you mean by limit? You could still equip the same number of weapons, and the weapons would not be affected whatsoever.

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