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An Energy System Alternative Idea: A 4 Pool


ArcSynder
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THE GENERAL CONCEPT: 

Every warframe ability now possesses its own, separate energy pool. Any energy giving source applies to every pool. (IE a +25 orb will add 25 energy to every pool, energy siphon and energy vampire apply to every pool as well.)

 

THE MAIN MECHANICS:

The base energy pool for each ability will be equal to its energy cost. I'll use volt as an example throughout this post. For volt, his abilities would have a base pool of 25/25/50/100. Initially, this would tend to have a side effect of eliminating ones option to chain cast an ability. However, this would be lessened by energy mods and bonus energy from warframe level. Streamline would work in the same way it does now, and flow would simply apply its effect to every individual pool. Your warframe's level would also contribute to every individual pool, though the numbers are up for debate and further balancing. My initial thought is that a rank 30 warframe should have each individual pool gain an additional 50%. (IE Volt would be 37/37/75/150). Thus, a rank 30 volt with no streamline and a max level flow could still theoretically chain 3 overloads. In the same line of thinking, frames that currently start with base 150 energy would start with energy pools of cost*1.5 and pools of cost*2.25 at rank 30. Again, these numbers are completely arbitrary and up for debate. 

 

WOULDN'T THIS CAUSE A LOT OF WASTED ENERGY ON LOW COST ABILITIES? (IE 10 energy super jump)

Yes. Yes it would. With the exception of energy siphon being used to top you off, there would be effectively no difference between a 10 energy and a 25 energy ability, unless one's max energy is increased. (Gaining 2.5 energy's worth of super jumps from a single +25 orb.) The same could be said about 25 energy abilities with +50 orbs. But this problem seems less important since...

 

WOULDN'T THIS INCREASE THE AMOUNT OF ABILITY SPAM?

Yes. In a best case scenario, this system would effectively quadruple the amount of energy you gain. (Note that if even just 2 of your abilities are at max energy, which would be common for a volt with two 25 energy abilites, you are now only gaining an effective double energy.) It is important to realize however that this would NOT increase the amount of main ability spam. Volt will be able to cast overload no more than he does currently. The increased spam stems from the fact that he would also be able to cast his other 3 abilities in addition to overload. 

 

WHY IS THIS AN IMPROVEMENT?

As has been brought up time and time again, the current energy system has a couple of problems. The most commonly referenced one is the fact that many abilities are never or sparsely used due to the fact that it is better to simply save up for your big 100 energy kill everything ability. As older players will remember, a cooldown system did alleviate this specific issue, but it slowed down gameplay because people would simply wait for their abilities to come off cooldown before running into the next group of mobs. With this proposed system, one would be encouraged to utilize all of their abilities, as casting one does not limit your ability to cast another. 

 

If you actually took the time to read though all of this, thank you. 

 

Thoughts/comments/feedback?

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this is an awesome idea. it makes warframe, like volt, that are supposed to use their abilities alternatively to gameplay actually more usable. with this, and warframes not stopping moving while using their abilities (like vauban) the combat would be more fluid and fun

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Unnecessary. Energy system is good as it is now.

This idea is complicated, not intuitive and unduly complexed.

In every game with special abilities you got Mana/Energy. Every ability/spell uses some of it. Simple, effective, easy to understand.

Read abou Occam's Razor. Also remember: K.I.S.S.

it is more than necesary. right know the game is about running to an enemy mob, pressing 4, grab energy orbs, repeat.

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