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Mission Idea Sandbox.


[DE]Rebecca
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REBELLION!

Tenno, our operatives have made a major breakthrough. They have discovered the location if a Corpus Indoctrination Temple. Whats more, a Cohort of Crewmen are set to undergo the final stages of their indoctrination. This presents a major strategic opportunity.

If you can infiltrate the facility undetected, we can subvert the Loyalty Conditioning and instead coax them to our side. However, the security in the facility is so secure that if you are detected before the process has been completed, the system will enter a state of lockdown and we will miss our chance.

Ergo Glast of the Perrin Sequence has offered his assistance, and will provide dropships to extract the freed Cohort if you succeed in subverting the process.

This mission would have multiple stages, and have a focus on stealth gameplay initially.The player will encounter viewing windows, revealing ranks upon ranks of crewmen watching a massive brain-washing screen. At each window is a terminal that can be hacked* and cause the screen to change, possibly depicting a friendly warframe, Ergo Glast, or Lotus herself, advocating rebellion and working with the tenno.

After a set number of terminals are hacked, the Tenno must now make their way to a central terminal to open hangar doors to allow Glasts' drop ships access. 

If the alarms are triggered at any time before the central terminal is hacked, a timer will start. The player has perhaps 30 seconds to disable the alarms before the facility enters lockdown and the mission fails. Likewise, the alarms can only be triggered a certain number of times before the mission fails.

Once the hangars are open, the final (and possibly easy) stage of the mission begins. The operator enters the hangar as Glast's dropships arrive, along with handfuls of friendly techs, ospreys, moas and maybe even a bursa or two. The player will now defend the dropships alongside the Perrin Sequence forces against waves of hostile Corpus, while many freed Corpus run out of a side passage and board the dropships.

This final stage is not meant to be excessively hard, and is mainly meant to serve as a grand finale that looks cool. This is mainly because up to this point the mission is based heavily around stealth, so a stealth build may not be best suited to an epic last stand. It would however be easy to jack up the difficulty to make this more of a challenge. 

This final defense stage would only last about a minute.

*An interesting option would be to choose who is displayed on the screen, producing different effects. 

- glast causes the freed Cohort to drop shield/energy restores from the dropships as they take off

-lotus causes them to drop health/ammo restores from the dropship

-tenno causes them to drop bombs and fire wildly on the attacking corpus with supras, from the dropships as they take off and escape.

I would say 3 to 4 cohort/terminal/dropships, and each could be "indoctrinated" differently.

 

This same type of mission could also work for Grineer, utilizing the Steel Meridian and Grineer Cloning Facilities.

It could also take place on a corpus gas city, in a residential bloc, using bilboards and massive advertising signs, if you wanted you wanted to go with a seedier cyberpunk feel, while also revealing a bit more of corpus civilian life.

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We *need* an infinite ArchWing mode. It sucks levelling them, it sucks not having anything worth fighting with them when they are levelled. Maybe a defense or a survival. I can see it would be hard to do a survival because what would you replace the life support with? I dunno. Maybe something like the Pacifism Defect but you're guarding the same ships you attack in Rush mode. I don't know, something man. We need something to make ArchWing feel like it is part of the game again.

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-Sanctuary Training-

Now that the player has made so many enemy entries in their codex, Cephalon SImaris now has enough information to create realistic simulations suited for training.

 

Boiled down, this is essentially wave exterminate. However the primary purpose of this mode is to gain affinity, enemies do not drop mods or resources as they are simply a simulation. The player spawns into an area much like the simulacrum and is tasked with defeating all of the enemies. After clearing, there is some sort of affinity bonus in addition to the continue or extract option. The enemies ramp up with each wave and could also change faction. The player is also given a bonus objective at the start of each wave for bonus affinity.

 

--Overall Thoughts--

This idea comes from my experiences of leveling up a new weapon. Of course you could just go into a survival or a defense with a group and just kind of have it equipped for affinity, but sometimes I want nothing more then to go into an appropriately leveled exterminate with only the new weapon, and experience a slower, more personal game. This new mission type is essentially a full realization of what I was trying to do. The main difference being that this could actually be an effective means of ranking up equipment. This would probably be locked behind some sort of codex completion quota, allowing it to be something to work towards, as well as justifying it being able to provide meaningful amounts of affinity.

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23 hours ago, SputnikII said:

We *need* an infinite ArchWing mode. It sucks levelling them, it sucks not having anything worth fighting with them when they are levelled. Maybe a defense or a survival. I can see it would be hard to do a survival because what would you replace the life support with? I dunno. Maybe something like the Pacifism Defect but you're guarding the same ships you attack in Rush mode. I don't know, something man. We need something to make ArchWing feel like it is part of the game again.

Interception is a popular endless mission that is used for leveling up and interception is better than survival and defense for leveling up due to spawn mechanics. Uranus has an archwing interception.

Edited by (PS4)Crixus044
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Open War

Extract an allied VIP from a battlefield (a big map, maybe 2km x 2km, filled with NPCs from 2 factions fighting) via protecting it until a dropship arrives. Big units (grineer cannons, corpus war machines, infested giants and sentient machinery) would get close slowly, you must shoot them down with your allied faction's special weapons or sabotage them. Otherwise, these will deal heavy damage in a big AoE, killing the VIP and making the mission fail.

It should not be long, maybe 15 minutes, but crowded with enemies and of moderately high level. Warframes were designed to turn the tides of war, let's try doing it again! Besides, a big open map is what many frames could use to really use their powers.

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I have an idea for the pacifism defect. Next time don't make it S#&$ for people in large inactive clans so we can obtain the otherwise fairly easily obtainable ignis wraith. My idea is to take sum based on not only the number of active numbers of players' highest score but base it off of clan size averaging off of active players. I'm in a storm clan and we have 64 members with only 2 participating (myself and someone who hasn't even completed the 3rd mission as of today) so I'm basically screwed because I was unaware of how this event was going to play out in terms of rewards.

 

definitely not your shining moment.

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8 hours ago, (Xbox One)JoshShaver said:

I have an idea for the pacifism defect. Next time don't make it S#&$ for people in large inactive clans so we can obtain the otherwise fairly easily obtainable ignis wraith. My idea is to take sum based on not only the number of active numbers of players' highest score but base it off of clan size averaging off of active players. I'm in a storm clan and we have 64 members with only 2 participating (myself and someone who hasn't even completed the 3rd mission as of today) so I'm basically screwed because I was unaware of how this event was going to play out in terms of rewards.

 

definitely not your shining moment.

This doesn't belong here. And it's your fault if you could not read the notes / watch tutorials on youtube on how it works / prepare for it. If you want the ignis blueprint, trade for it. If you are in a inactive clan, you might as well go form your own. Godd day sir.

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13 minutes ago, (Xbox One)JoshShaver said:

So it's my fault I don't know where to "watch tutorials" or where to find the rules of events prior to their release? So basically if we don't watch youtubers talk about events before they happen we are to blame?

you found you way here when you we decided to complain, what stopped you from coming here earlier? you don't really have an excuse for not knowing because the game let's you know in advance-when the update is in certification in the news tab of your ship and after the update came, you could read about the event by tabbing over in the launch screen. then after that just typing pacifism defect in google probably would have given you options. you knew you were in an inactive clan prior to the final day. sure you have better things to do, but you probably have better things to do than complain on a forum too

Edited by (PS4)kaibloodedge1
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warframealerts.png

Infiltrate

 

Intended as an immersive advanced Stealth mission which is not just trivialized by any invisible frame. No new enemy types or new level design needed.

Intended as a fun alternative for Kuva Grind and a real reason to play the awesome Kuva Fortress tileset!

 

Mission Goal

Get the Data of the Spy Vaults.
Optional: Capture or Eliminate important targets in the Fortress for additional rewards.

 

Mission Design

Uses new Kuva Fortress Tileset

Makes you replay a SHORT version of  the Archwing Section from War within where you have to pass the laser barriers from War within to enter the fortress.

Involves regular Spy and multiple Capture mission objectives.
-> This encourages group play to get it done more efficiently.

Capture targets have low health but you lose rewards for alerting them if you can not stealth kill them. Place them in open parts of the tilesets if possible.
-> Makes Sniper Rifles a great choice and gives them a reason to exist.

Overall enemy levels around 100, maybe comparable to Kuva Flood.
Way less enemies around overall to incentivise stealth killing them.

 

Alert Triggers

Some Doors are always blocked by a laser barrier and crossing it will trigger an alert. Shooting the scanner above the grineer door will grant a short time frame of passing through.
-> Gives Ivara a deserved advantage.

The Red Scanners throughout the level an see any frame, invisible or not and will trigger an alert!

Either Scanners are flying around or maybe some very slow moving guys like this with some of those red scanners mounted on their faces (check out my Sketch). That would be really awesome. The aim here is to make Stealth not too hard but rewarding.

Important: Make Scanners ignore invisibility! Make Scanners move slower so it is easier to avoid them.

grineerscanner.png

 

Consequences of Alert

The first Alert will only use lock down and spawn a single deployment of Elite reinforcements instead of turning the stealth mission into a massive battle. Reinforcements have to be killed to progress and work similar to Kuva Siphon units, including Royal guard spawning. Their purpose is to slowing you greatly for triggering any alerts. Comparable to breaking the glass in Corpus Tileset.

The second Alert will trigger all Spy Vault alerts at once and alert all remaining Capture targets.

Triggering an Alert inside a Spy Vault only alerts that specific Spy Vault as usual.

 

Rewards

Spy Vaults should include some of the collected Kuva of the queens Siphons. As an addition regular Spy Rewards, Relics, Endo or Credits come to mind.

I personally think that in Kuva farming this should not replace regular Kuva Siphon runs but offer a fun alternative with increased difficulty and required patience which will in turn reward more additional Relics, Mods or Endo.

 

Why is it a good idea to add this mission type?

Provides a real stealthy alternative for anybody who likes the ninja aspect of Warframe. The harsh consequences of the alerts encourage slower paced stealthy gameplay without just running through everything and "missing" the game.

I know Warframe is supposed to be a fast paced shooter but in this case I think it will mix up the gameplay and provide welcomed variety while allowing experienced players to really feel like a Ninja badass!

This Mission type would allow alternative builds or weapons to shine. For example Enemy Radar or Sniper weapons!

 

 

 

 

Thanks for Reading, keep up the good work! Honestly I am thankful for any kind of stealth stuff you put in the game :)

Edited by Mazauk
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LAST STAND

 

12-16 man team trial. Total ammunition (not magazine) for some weapons is halved, but players bringing them will have the weapon's damage buffed (eg Launchers and sniper rifles). (Nightmare: most weapons will have their ammunition reduced or halved). Periodic supply drops occur to support the squads.

Huge map, 4 entry points (North-South-East-West) where the enemies will begin their advance toward the center. Some kind of defence objective at the center of the map.

1st Layer area

  • Each entry point has a nearby Interception point objective and a respective gate. When a point is captured by the enemy, a respective gate leading deeper towards the defence objective, is opened permanently unless....(see next detail) 
  • When a gate is opened there will be a terminal to be hacked allowing players to seal the path again permanently closing the gate. But the gate becomes targetable by the enemy and has hitpoints. Once destroyed the gates cannot be brought back again.
  • The route leading to the 2nd layer has several turrets and advantage points (high ground and cover).
  • Ammunition supply drops spawn more frequently.
  • Enemy spawn rate for non-heavy/non-special/non-eximus units is increased by 1x.

2nd layer area

  • There is a tower tall enough to have all 4 routes visible.
  • Somewhat maze like area with several bottlenecks that players can take advantage of. There will be activatable charges that players can use to collapse a path, rerouting the enemy but preventing another charge to be used. Alternatively players can use warframe abilities like Atlas' bulwark.
  • Enemies escort a slow moving bomb that will destroy gates leading to the final area.
  • Somewhere in the map there is a parkour puzzle that leads to a hackable console.
  • Successfully hacking the console activates the 2nd layer area's defence turrets.
  • Turrets are allied and are targetable by enemies and have hitpoints. Turrets scale with the enemy with each level that they are kept alive, highly effective at killing non-heavy/eximus enemies.
  • Ammunition supply drops spawn less frequently
  • Enemy spawn rate for non-heavy/non-special/non-eximus units is increased by 2x.
  • 4 gates that lead to the final area. Gates can be repaired slowly and will cause another wave of bombs to be spawned to destroy them.

3rd layer area

  • Basically a standard defence styled area.
  • There are destroyable gates that players can repair after each round. (Something like resuscitating an incapacitated NPC).
  • No ammunition supply drops spawn in the defence area, but spawn instead outside the 2nd layer area and more at the 1st layer area.
  • Enemy spawn rate for non-heavy/non-special/non-eximus units is increased by 4x.

VICTORY CONDITION:

None. When the defence objective is destroyed players will receive rewards based on how long they defended, Victory screen at the end is guaranteed.

Edited by ganjou234
added victory condition
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this could seems hard to realize, but with Nezhna walkfire ability and the Lunaro's playgame available the necessary codes should be simple to develope:

Corpus / Simulacron DeathRace:

tron1.jpg

Like the motorbikes of Tron the players try to kills enemy using a energy beam line released while they moving around map (like Neznha walk fire)

note: this special game could be used as Operators, not just as Warframes, in this way is possible open a market for the "Biker" Outfit for Operator or directly motorbike model marketing.

Grineer / Steel Meridian RollerBall: 

rollerball_1975.png

Like the masterpiece movie of 1975 (not the one more recent, cause maybe is beautyful, but stupid) the hardest Grineer Recruits try to have some health benefit from sport activity :) the only difference is that the ball can be launched to goal field/hole only after an complete lap of circuit by same team (in the movie only one person was allowed to complete lap for gain the right to goal) and for balance the game who get the ball cant use the melee weapons, but just regular tavern's punch ,as benefit speed is increased (ego sprint boost XD)

Edited by KeLaRo
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Can we have dungeons with epic / very hard to get rewards such as weapons syandanas etc.? WoW style but warframeised. I get so sleepy playing the game right now because its been the same missions for 2 years. 

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On 26/3/2017 at 7:03 PM, (Xbox One)JoshShaver said:

So it's my fault I don't know where to "watch tutorials" or where to find the rules of events prior to their release? So basically if we don't watch youtubers talk about events before they happen we are to blame?

Yes, it is your fault if you don't read the forum announcement. If you knew the activity status of your clan, go make your own shadow clan for the event, specially if we knew for MONTHS that it was gonna be a clan focused event. DE doesn't need to take special meassures to ensure everyone gets it, it's supposed to be a reward. You were in a bad clan for it, you put 0 effort in reading the release notes, watching tutorials or making a clan before the event arrived, even when it happened before on PC.

And as I was saying, this post doesn't belong here. Complain on the correct forum subsection.

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On 23/9/2016 at 6:56 PM, Death_Master_ said:

Barro's treasure hunt:

Barro asks some help from tenno to find treasures in void. Mission type is endles.

Mission has initial phase(walk to position Barro marked on map, Barro follows you).

First pase of repeatable(Barro runs away healed and invincible and asks you to distract enemies): 5 min of survival(where mobs rus to you from everywhere nonstop but no life support needed) where you must kill some number of enemies, if kill more than setted (105/100 for example) additinal counts will be converted to ducats 5additional enemies=1ducat

After first phase there is small(15-20%) chance to get cosmetics or beakon or booster from barro's stock.

Secod phase: Protect Barro from a huge amount of heavies that will follow him to your location for 5 min.

After finishing second phase you have 50% cahnce to get one mod or weapon from barro's stock or 10*mob lvl  ducats.

Each cycle number and level of enemies grow as Barro annoys them more and more.

If you succes 10 cycles(in a row in one mission) you will be granted special arcane that will protect you from magnetic procs(only procs, not damage) and null fields(at max level full protection granted). 

They're looking for a new mission type, not a way to ease the grind. what you propose is absurd. so on a single round, on let's say, lvl 40, we get a 17.5% chance of a baro cosmetic or booster, a 50% chance of a really rare mod, 400 ducats or more and whatever drops on the mission? Absurd.Would you like a side dish of cheese with your cheese, sir?

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Extermination rework.

With the enemies not actually running out on extermination missions now, I'd like you to consider making it an endless-type mission now, one along the lines of an Excavation mission without something to protect or a survival mission without a "progression stops" timer.

Instead, you've got a quota of enemies in the vicinity, like in Extermination missions as they are now. Once you clear the first quota, extraction opens up. Then, the lotus tells you that something was discovered (reward given, Rotation A), and that stronger reinforcements are on their way,

The enemy levels rise for the second round, and then a new quota is given. You can extract at any point while the mission continues. nothing special, just another quota of enemies. Reward given (rot. A), stronger reinforcements on their way.

Third round, heavy unit spawn rates increase, level increase, and a new quota. At the end, reward given from Rotation B.

Fourth round, heavy unit spawn rate from rotation B, increase in level, and increase in eximus spawn rate. At the end, reward given, a rotation C.

When rotation goes back to A again, the levels still increase but heavy units and eximus unit spawn rates go back to normal.

 

As such, the special quirks for each rotation are

  • Rotation A - Normal spawn rates
  • Rotation B - increased heavy units
  • Rotation C - Increased heavy units, increased eximus units.
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  • 2 weeks later...
1 hour ago, .Epsilon-VII said:

Is there a level editor for warframe itself ? It will make leveling and maping a lot easier like other games did . Ex: C* GO

They showed something like this in a past devstream. I'm all up for it, just want to make my clan go thru a 10 round lvl 300 only ancient healer enemies xD

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ARCHWING: AMBUSH

 

Mission type: Extermination with some point defense mechanics similar but not the same to Interception, with possibility to be endless rounds.

Enemy Faction: Grineer

Design goals: 

  1. To provide an area for dog fighting to occur
  2. To force the players to utilize quick movement and awareness of the situation
  3. Conclusion of the mission depends on the speed of the players' actions in wiping out the enemies

 

Mission Briefing:

The Grineer is transporting a group of fighter ships to be used for nefarious purposes. Fighting them while they are battle ready would yield a slam chance of victory. We are ambushing the convoy before they are set on high alert. Fight fast and do not let the scouts alert the main force!

 

Mission Conditions:

The goal of the mission is to wipe out the transported battleships. The models are roughly 3 times bigger than the Ogma, with a number of cannon turrets on it. In order for these battleships to arrive, the players must trigger the "All Clear" transmission. In order to get the transmission, the player must wipe out the scout group in the first round within the time limit. The mission is considered a success if all the battleships are destroyed. The mission may continue to the next Round if no transmission by the enemy managed to breakthrough during the second phase.

 

Map Description:

The map is the size of an Interception map with 6 points of interests in the shape of communication towers. They are all situated behind or inside terrain like asteroid or a protective cover as such that no clear line of sight could be achieved from all 6 points. There are many debris from past battles in the area. There is a large docking station as the site for one of the communication towers. The center of the map is a large empty space for the battleships to arrive. If a player is occupying this space while the battleships are arriving, they will be pushed back.

 

Playthrough Description:

This mission is split into 2 phases per Round. The condition must be completed in order to trigger the second phase. During the second phase, the conditions must be met to continue to the next Round.

PHASE 1:

The players are dropped near the center of the map with a white circle where upon touching it would begin the mission. The Lotus would inform the players that a convoy of enemy ships are scheduled to pass through this station. They are powerful battleships and the Lotus tasked the players to intercept and destroy some of them before they are battle ready. The Lotus would then inform the the players that she has jammed the signals in the area so no signal could be sent out but there are communication towers in the area that the scouts could use to send a distress signal. 

 

A group of scouts then arrived to check the area before the battleships may arrive. The players are to destroy them before 3 minutes are up, upon which the battleship group would consider the area to be hostile and cancel the transportation and thus the mission would result in failure (The Lotus would inform the players that the Grineer armada had received the distress signal and are sending in battle-ready groups to destroy the players so the players must retreat). The scouts would also randomly select up to 2 towers to bypass the signal jamming to send a message to the main force to cancel the transport. The scouts would need 10 seconds to hack the tower and send the distress signal upon which the mission would result in failure. Immediately once all scouts are destroyed and no distress signal is sent, the Lotus would then sent a false signal inviting the battleship group to arrive. This triggers Phase 2.

 

PHASE 2:

The battleship group has arrived into an ambush! The battleships would need 4 minutes to prep their jump engines to escape. If a single battleship managed to escape, and this is during Round 1, the mission is a failure. If a battleship escaped during Round 2 or more, the mission still ends successfully but the players would only receive rewards for the previous rounds. A total of 1 battleship is spawned during Round 1 and 2 (Rotation A). 2 battleships for Round 3 (Rotation B). 2 battleships and a group of Ogmas for Round 4 (Rotation C) before repeating.

During the 4 minutes window, the battleship would escalate in battle readiness.

In the first 30 seconds, they only have 6 anti-fighter guns, each with damage potential similar to that of Lancer Dregs.

After 30 seconds to 1:30 upon arrival, the battleships would gain the firepower of 4 Hellion Dargyns, with homing missiles. There are spots on the battleship where upon damaging them would disable the missiles temporarily. 

After 1:30 to 4:00, the battleships would gain the use the their 2 main cannons, where each has the firepower at least twice of Ogma's Demolition cannon. These should be the main threat to the players and must be prioritized ASAP. The cannons can be independently destroyed even before they became active.

During this phase, the fighter escorts of the battleships would still attempt to reach the communication towers to send out a distress signal. If a distress signal is sent out, the players cannot continue to the next round but they can still end the mission successfully if all the battleships are destroyed before the 4 minutes mark.

 

In summary: the players must destroy the battleships in Phase 2 to complete the mission. The players must prevent a distress signal being sent in Phase 2 to continue the next round. Even if the players completed the condition to trigger the next round, the prompt to end the mission would still appear and the players may extract and end the mission successfully (The Lotus would state another group is coming this way and the players may extract or continue ambushing the fleet).

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Defense of Tenno facilities.

Enemies are invading something belonging to the Tenno.  Various pieces of equipment need to be defended, and each thing that gets destroyed lessens mission reward.  Civilian workers might be present in numbers, and you have to prevent their extermination.  This could be an opportunity to see an extended map of a Nexus, where you're hunting invaders in the otherwise unvisited infrastructure parts of the facility.

Potential story-line of a Grineer or Corpus scientist who has been studying the infested, and has decided to weaponize them as a bio-weapon.  This leads to a nexus with infested pouring out of the ventilation ducts, boiling up from the bowels of the facility where the enemy seeded them.  Perhaps culminates in a community event where a nexus falls to infestation and Tenno have to run pest control duty missions for a week to clean the place out and make it usable again.  Then trace the source of the attack back to some enemy lab where mad scientist is trying to domesticate and weaponize infested.  

Idea 2:  A walk in the woods.

I'd like to see a forest map.  Not hallways with a forest theme, but an actual open space with trees to fight amongst.  Not sure if the engine can get away with a map like that, but something really overgrown, and a lot of parkour off of tree trunks and jumping limb to limb.  Or, just the trees, no ground, invading an ewok... er... Corpus treetop facility in mutant giant redwoods.

 

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I have a simple idea I think would be fun. A second sortie you wont know where or the conditions affecting the mission until you join. It will encourage people to create well balanced parties so they can face whatever enemy type may come. By nature of not knowing and the continual changing of the mission it will be en-game, fun and extremely challenging. 

 

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My idea

 

My idea is a deployable armor power up and comes from stuff like Gordian Warrior.

 

 

We already have the concept of the Tenno/Operator inside the Frame, although remotely/via transference...so I thought..."why shouldn't we put the frame into another bigger device?"

We have Archwing already, some could say, but we'll be back to that later.

 

Gameplay wise the idea is of an exo-skeleton that could work in a similar fashion to the Juggernaut in CoD deployed after a set number of kills in a streak.

 

So, we would have 3 modes

The operator mode focusing on stealth and slower pace, with a planned expansion/rework (to which I hope DE will decide to add cover system, mostly so that we won't get over cover accidentally, and fire from cover when situation gets dire, but I'll make anothe thread about this).

The base and balanced Warframe mode based on speed.

The armored mode could might well be a full raw power mode, no stealth, no agility, only raw power.

 

So how it would work?

 

A - Meeting a set numbers of criteria (total damage dealt, number of kills, elapsed time), fills up a counter, when it is filled the player gets the chance to deploy the armor when he sees fit.

I can figure out that having a 4-people team with exo-skeletons (capable of high damage) active at the same time could be a mess (especially for performance), so the idea is that when a player activates the armor, the other players' counter loses 25% of the amount of bar stacked so far (because...Void energy blast or something like that).

That would be interesting because it might introduce strategy in using the armor as soon as it's available or use it only when it's more needed, but risking that another player takes advantage first, or people communicating/collaborating on the activation.

But the power of the exo-skeleton would be an asset for the cell/team anyway, so, no one loses at the end.

 

B -The other point is that the feature could be implemented only in some game modes, notably the endless missions, by making the criteria for deploment only achievable on those kind of missions.

The main problem is that even if the armour would be let's say 150-180% the size of a Frame, it would still be a problem to navigate the envyronments, so the open spaces of the endless missions would help.

 

C – The exo-skeleton would have its set of powers, like Archwing, and use the Archweapons, refined and balanced to deal big damage over current regular enemies.

That, as you see, could give a bit more meaning to craft Archweapons, because players could just use them more often and in other game envyronments.

 

D – The exo-skeleton will not have health/shields, only last a set amount of time (say 60 second at base using only weapons, but reaching at 180 seconds when max modded) and the use of powers would drain seconds from the lasting time. An idea could be that Void Beams Shot from other Operators toward the Exo-skeleton could slightly replenish the time left, allowing for team co-operation. (A player drops the fight, supports the player with the skeleton to gain advantage of the armor for a bit longer)

 

So, basically the armor would be a power-up that could even help breaking the monotony of running the same frame for hours in endless missions and give a bit more of breath to endgame

And it's basically an invulnerability and God Power period that the player gets as a reward in long plays, which everyone would love.

 

If someone likes the idea and is gifted with good artistic ability, it would be awesome to have a sketch :)

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