TheRealTuna Posted June 9, 2013 Share Posted June 9, 2013 (edited) Hey guys, I'll start out by saying Warframe is an awesome game and is super fun. That said, one of my major gripes with this game is the lack of personality among player loadouts. This is not because there isn't enough weapon variety -- in fact I think DE has done really well in varying weapon choices, especially with the new dojo research weapons -- but is instead more because mods are not variable enough. Two players using HEK shotguns, for example, are likely going to go with Multishot, all damage types, and reload/capacity mods. It's very cookie cutter, which makes sense because it is what is optimal...and even if one player opts for, I don't know, RoF instead of ammo capacity, the difference in feel of the weapon is not so significant. In order to really change the feel of a weapon and allow for weapon personalization, I feel like another layer of weapon customization is in order. This is what I refer to, tentatively, as weapon augmentation. Weapon augments would differ from mods in the following ways: - Augments would not occupy mod slots / would have their own slots (a cap of 2 or 3 tentatively) - Unlike mods, Augments would revolve around a TRADE OFF. Some examples: -- Decrease recoil while decreasing damage -- Increase recoil while increasing damage -- Decrease bullet spread while decreasing RoF -- Increase RoF while increasing bullet spread -- Increase zoom range while decreasing RoF -- Decrease zoom range while increasing RoF etc (and of course available in some form for melee weapons as well) --- This would allow for REAL personalization as opposed to following some cookie cutter build ---- Maybe one person prefers to reduce the recoil on a weapon at the cost of damage, maybe one person actually prefers increased recoil for increased damage. One is not necessarily better than the other the same way that there are cookie cutter mod builds; it is preference, and that preference creates personality for weapons EDIT: Maybe just potentially remove any damage changes and stick purely to other traits (RoF, Zoom, Recoil, etc). Not sure yet. Don't want to risk creating a cookie cutter style build by abusing damage buffs. EDIT 2: Ideally, augments shouldn't have fixed values. They should be implemented on a scale ranging from 0-100, and should allow the player to select the magnitude of the augment. For example, using a recoil-damage augment...one player could opt for a 20 or 20% (whatever the scale is) tradeoff between recoil and damage, while another person could opt for 50% increased recoil to gain 50% increased damage. That sort of thing. I feel like if the idea were implemented, the augments shouldn't have fixed values. They should be implemented on a scale ranging from 0-100, and should allow the player to select the magnitude of the augment. - Augments would NOT BE RNG BASED -- Implementing a non-RNG element to the game will be refreshing for players --- Will allow players to advance without having to test the RNG gods - Additional Visual Effects? -- Would be cool, but would also be a pretty significant undertaking I feel like and not necessarily required I feel like this would add another layer of depth to the game and would really allow players to personalize the feel of their weapons What do you guys think? Edited June 10, 2013 by TheRealTuna Link to comment Share on other sites More sharing options...
belthagor Posted June 9, 2013 Share Posted June 9, 2013 "increase recoil while increasing damage" I would probably abuse this on my shotgun just to see if itl fly far enough to use it as a melee weapon aftereffect of each shot, not a bad idea op. Link to comment Share on other sites More sharing options...
TheRealTuna Posted June 9, 2013 Author Share Posted June 9, 2013 I'm still not 100% sure whether it would be wise to include damage modifiers in this idea or not -- wouldn't want to inadvertently create cookie cutter augments! That would defeat the purpose after all. Link to comment Share on other sites More sharing options...
BETAOPTICS Posted June 9, 2013 Share Posted June 9, 2013 Meh, not really a big issue and not something I would add. rather just make more and more weapons, this way people are more satisfied since they get new toys, there are plenty of options to pick and suit your style and there is far less likely balance problems and are easier to fix than augmentation idea. Link to comment Share on other sites More sharing options...
Qynchou Posted June 9, 2013 Share Posted June 9, 2013 Meh, not really a big issue and not something I would add. rather just make more and more weapons, this way people are more satisfied since they get new toys, there are plenty of options to pick and suit your style and there is far less likely balance problems and are easier to fix than augmentation idea. Someone call a doctor for Warframe. Link to comment Share on other sites More sharing options...
TheRealTuna Posted June 10, 2013 Author Share Posted June 10, 2013 Meh, not really a big issue and not something I would add. rather just make more and more weapons, this way people are more satisfied since they get new toys, there are plenty of options to pick and suit your style and there is far less likely balance problems and are easier to fix than augmentation idea. Creating "more and more" weapons is MUCH more of a hassle than introducing a new mechanic that would effectively offer extended personalization options to an array of weapons. Balance issues would definitely arise, yes...but that is true for pretty much everything. Come to think of it, I feel like if the idea were implemented, the augments shouldn't have fixed values. They should be implemented on a scale ranging from 0-100, and should allow the player to select the magnitude of the augment. As an aside: how hilarious would it be to see someone add 200% recoil, using two augment slots, to a shotgun. Fire a round off and be propelled really far backwards haha. Link to comment Share on other sites More sharing options...
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