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[Mission Concept] Stronghold {Dungeon Crawler combined with Warframe Gameplay} (Possible Gameplay of Dark Sector)


FoxFX
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38 minutes ago, ExaminerZenora said:

So, it will be some kind of "Endless void mission" type of thing, right? I'm not against it.

You could make the Bug System be the Sortie challenges and not just some negative debuffs.

That is part of the plan with the Bug System. They will be Sortie Challenges in the maps.

 

As for the general concept, there is elements of the Endless Mission where players can choose to complete every Map Node they can. Just be careful as there is also the chance that each map you enter increases the level of enemies in the next Map Node (but that might be a feature in the Nightmare Stronghold).

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1 hour ago, CommanderPaul64 said:

So..Whats the level cap between this?

Also i have an idea (that someone probably aready said) Of Every time you beat a level you get some sort of power up like: Increased Health Shields Overshields Etc. Or Extra Speed Energy Etc. Something along those lines

 

 

In the OP, it shows the intended levels for the enemies in the Strongholds. Take note that the enemies in this type of Mission are a new class and type of Eximus units:

 

{Level Limit}: NORMAL = Level 30 - 60, NIGHTMARE = Level 50 - 80

 

The buff idea you have suggested comes with one of the Room Nodes.

Edited by FoxFX
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NEW EXPERIMENTAL EXIMUS UNITS

  • PROTECTED: Eximus unit comes with an energy shield that revolves around the enemy covering it from attacks. Energy shield can be pybassed by punch-through
  • ROBUST: Receives less damage from attacks farther than 25~20 m from it. Aura present to show distance
  • PROFICIENT: Receives less damage from attacks closer than 25~20 m from it. Aura present to show distance
  • CAREFUL: Gains defensive buff when a nearby enemy is killed
  • TOUGH: When Health drops to 0, gains a few seconds of invulnerability then dies
  • PLAGUE: Creates a pool of Corrosive trails where it walks
  • SNEAKY: Can teleport at will at a certain distance from the map when its health reaches a threshold

 

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NEW EXPERIMENTAL EXIMUS UNITS

Thinking of adding in an Eximus unit that blinds players within a small range when killed. There are other different enemy types to explore for challenging fights, and they will be explained in the near future.

 

Will be working on the Stronghold Standing and will talk about rewards.

 

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Sounds really cool.
This could also be interesting if it scaled to the players involved, leading to a really fun 2 player mission.

Also I wonder how being digital would affect weapon mods, maybe they would not do anything at all? Could lead to an interesting twist or nightmare modifier (enemies scaled accordingly).

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9 hours ago, Max7238 said:

Sounds similar in intent to my Orokin Citadel idea... An end-game endless mission type with cool rewards... Keep at it.

 

Well it is in some way endless until players reach the boss of the Stronghold. The more rooms the player choose to explore, the greater the reward at the end once they defeat the Stronghold Boss.

 

I read through your Orokin Citadel Concept, well done.

 

 

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Looking into other unique Eximus Units to add into.

 

  • GHOST: Upon death, a slow-traveling orb of energy homes in on a Warframe to deal Blast Damage. The projectile can be destroyed by attacking it.
  • FLASH: Upon death, explodes in a flash blinding Warframes for ~3 seconds who are 3-5 m from its death
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ADDITIONAL THOUGHTS

I recall [DE] mentioning some plans for the Dark Sector and making it a bit of an exploration mission. I do wonder however if the Dark Sector and its future mechanic will be a bit similar to the mechanics of the Stronghold concept.

 

With this in mind, I feel this concept and the new Eximus units can exist in some parts of the game outside of the Simulacrum. Notable mentions would include the Void Towers and the Dark Sector itself. As to how [DE] plans to make the Dark Sector hidden or to create an engaging challenging concept is up to debate however.

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ROOM CONCEPTS

  • I am in debate of adding in an EXIT ROOM, this room would the the only way for players to exit the Stronghold Mission as opposed to the original plan to have the BOSS ROOM be the exit to the Stronghold Mission.
  • More Dungeon Crawling mechanics are still being looked and and researched
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On 9/28/2016 at 3:02 PM, FoxFX said:

Thinking of adding new rooms that require players to enter the Rift to defeat certain enemies and another room that requires players to defeat specific enemies in a certain order.

Keep the concept simple if you want it implemented imo. This mechanic reminds me of trials, which isn't a good thing.

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I might need to make the Normal and Nightmare Version of the Stronghold Concept to have the enemy level increase by one each time players move into a new room. However that also means there is much I need to think about on what challenges Nightmare brings in comparison to Normal.

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Been a discussion in the Feedback version of this concept about enemy bullet sponges and other complaints. I'd like to keep in mind that this concept is a response to Veteran Warframe Players reportedly loosing interest in the "repetitive gameplay." This concept was designed to create a situation where they cannot predict what they will face next.

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MANAGED TO GET A VERY DETAILED RESPONSE FROM A [DE] OFFICIAL [DE]Draice

I feel there's something here, but... we can take this further. (Disclaimer: These are my thoughts alone, and not representative of DE as a whole) Let's bounce some more game play ideas, and highlight Veteran concerns and possible solutions in this thread, and I'll work on something I can pitch to Steve and Scott for next year. These are my thoughts on some of the features you laid out :

 

{Player Limit}: 2~4 Players , 4~8 Players for Nightmare
- Balancing a mode for 8 players is exponentially more difficult than balancing for 4 players. The amount of raw power and utility each additional Warframe brings to the team the only way of making things more challenging is by turning enemies into bullet sponges. I don't more bullet sponge enemies, so I would try to craft a 4-player experience for Veteran Players, and leave the 8-player experience for the Trial and Nightmare Trial game modes.

 

{Entrance Limit}: Debatable to once a Week

- I think this is too restrictive. If we give players a new game mode to play, they should have the freedom to play it as much as they want. I don't like gating in MMOs that artificially slow down your progression to make their content last longer. One thing I really like about Diablo 3 is the Adventure Mode. I like how once you complete your bounties, you get rewarded with a couple of caches containing a bunch of loot, and then you get given another set of bounties straight away. To make this mode different to the others, perhaps we could reuse the Sorties UI. As an example, let's say you are given 2 random stronghold missions, then a mini-boss assassination, followed by two more stronghold missions and then a final boss assassination mission. Completing that will give you a reward a reward screen. I'd want something new for this, something like when you open a Mod Pack. Something that's in your face, showing you all the cool stuff you just picked up. Then, the panel would update with a new set of Stronghold missions and assassinations for you to play. 

 

{Level Limit}: NORMAL = Level 30 - 60, NIGHTMARE = Level 50 - 80
"
Majority of enemies in the STRONGHOLD Mission are Eximus "

Looks good, at first glance. I'm not sure what is happening with enemy scaling, but I'd like to take the enemies here in a different direction to just inflating numbers. I've been experimenting with this concept in the Arena game mode for Rathuum, and would like to evolve on that. I don't think making most enemies Eximus variants is the key. Like the Arena mode, I think this one will have its own unique blend of enemies, so it doesn't interfere with the classic Warframe experience found in the standard mission modes. For this one, I'd look to games like Bloodborne and Dark Souls for inspiration (just my own personal taste), so each enemy would have 1-3 attack patterns they could switch between, and each of those attack patterns would feature windows of opportunity for you to either prevent their damage, or deal your own damage to them. I'd also create units that have specific counter measures in their skill set to certain Warframe powers. 

As an example, Loki uses Radial Disarm on a group of enemies. I'd see if I can have this ability tweaked for these enemies (may not be functionally possible, I'm just spit-balling ideas), so that instead of just switching to melee weapons, their weapons are cast aside several meters away in a random direction, the same weapon drop mechanic used by Titania's Dust Bloom ability.

All enemies are staggered, but one of the enemies reacts, shaking off the stagger effect immediately. They shout a curse at the Loki in their native language, and a shield deploys around them. Behind the shield a red light on their chest begins to flash, and a high pitch beep can be heard, its frequency increasing every second. The enemy charges the Loki, who begins to unload a barrage of bullets into the charging enemy. The shield breaks, but not before the enemy reaches the Loki. The enemy explodes, knocking the Loki down, and causing any other Warframes witnessing the explosion to become blinded for several seconds.

In this time, the enemies have recovered from the stagger. Two of them are closer to Loki than their disarmed weapons, so they just run to Loki and engage him with their melee weapons. The remainder of the unit run for their guns, and then take cover continuing the fight. 

The counterplay here would be that all players need to focus the Suicide Bomber and take him down before he reaches the Loki. If they fail to save the Loki, they can still save themselves by facing away from the bomber before he detonates, so they will not be blinded and can take down the enemies that are running for their guns or closing in on the Loki.

I 'think' veteran players would appreciate a game mode that is designed around these kinds of moments, in addition to the classic game modes. (I could be wrong, if you think this idea is horrible, let me know!)

 

{Tileset}: Simulacrum Tileset with a "warped" background

This I feel is too limiting, and would cause the game mode to feel stagnant after playing through multiple times. We have a large variety of tile sets now, so we should put them all to use.

 

New Weapon Variant - Datum:

Personally, I don't think rehashed, more powerful versions of existing weapons is the way to go. We bring out new weapons with unique and fun mechanics on a regular basis. I feel this would shoe-horn players into playing this mode to get the best weapons. This would be mitigated somewhat by only allowing players to run this once per week, but as mentioned above, that's not something I would want when I'm playing Warframe.

One feature I liked with the Trials are the Arcane Enhancements, but I think we can evolve those for this game mode. I'm thinking Weapon Arcanes, and a new consumable item to add "Arcane Sockets" to your weapons. Depending on the category of the weapon, each can be equipped with 2-3 weapon arcanes.

I'd want these to be a little different to the standard arcanes, and feel a little more interactive. Every 3rd attack with your melee weapon drains 2/4/6% of the enemy's maximum health, and restores yours by the same amount. The final rank on the Weapon Arcanes should be really special. On Kill: Enemy explodes for dealing X% of the damage they took in the last 3 seconds to nearby enemies, and restoring that much health split among you and your allies.

Then perhaps we can go even further, and add some kind of classification to these Arcanes, and have synergy bonuses when paired with other weapon arcanes. So if you have a Cold Weapon Arcane and an Electric weapon arcane equipped on a weapon, you might get Bonus Effects like, killing an enemy causes nearby enemies to be pulled to their location, or increase Magnetic damage by a small amount.

This way, players will be able to use the weapons they want to play with, and if RNG awards you with loot you have already obtained, you can put it to use instead of having a duplicate weapon in your inventory.

 

So, not making any promises here, just voicing a few ideas to join in the discussion. I'm pretty busy, so I won't be able to reply to often in this thread, but I have it bookmarked and will read up on comments often. There's some good ideas here, but I think we can go bigger and better. Sometime in the future (probably sometime next year), I'll collate the ideas and turn them into a pitch for the powers that be.

 

Cheers,
Draice.

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STRONGHOLD EXIMUS UNITS

The plan is to separate Eximus Units into different categories. These Eximus will provide part of the bulk of the challenge in this mission. To eliminate any annoyance factor, Eximus such as Incendiaries doing constant Fire Blast attacks will be omitted.

 

 

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1 hour ago, Cyandana said:

 

I am going to rework a lot in this concept starting with removing the DATUM WEAPONS and all that. Most of the feedback you can thank [DE] Draice for that.

 

Also for the sake of simplicity, I'll stick to working on the Normal Stronghold Mission. From there, I'll see what can be done for not only the Eximus but also for the Nightmare version.

 

Thank you for the detailed feedback.

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CORE MECHANICS OF STRONGHOLD

  • {Player Limit}: 2~4 Players

  • {Entrance Limit}: Open anytime

  • {Level Limit}: NORMAL = Level 30 - 60 Eximus Units with limited spawn and encounter

  • {Tileset}: Simulacrum Tileset with a "warped" background, NEW POSSIBILITY OF OPENING STRONGHOLDS IN DIFFERENT PLANETS

  • {Unlocking the Content}: WIP on a Quest to Open all Stronghold Missions available.

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