Eso233 Posted July 18, 2013 Share Posted July 18, 2013 (edited) These are innate multipliers that encourage skillful and fanciful killing rather than simple aim and shoot, and team cohesion. Now working together, using your abilities together, and putting creativity into your attacks will greatly increase your damage output rather than just being extraneous. All multipliers have limits, limits that in which no way restrict play but rewards all types of play based on how skillful the player is, but simply stop players from becoming "gods" they are all very slight in their effects and rapidly wear off (The more OP a multiplier sounds the weaker its effects). This system will replace the mini-mission system ingame, giving players combat rewards rather than an "A" much like leveling up but temporary. For example here are some suggested multipliers and their instances: Gunplay Increased damage while shooting in air or while sliding Shooting while downed restores minute amounts of health Shooting stunned or downed foes increases damage, especially if stunned by a teammate Shooting with a matching element of a teammate doubles the elemental damage on foe Reload speed and rate of fire increases for every kill done without taking damage with a shotgun or rifle For every kill without taking damage with pistols, ammo is recovered and multishot applied For every kill done without taking damage with a sniper rifle %penetration is added For every consecutive head shot critical chance and critical damage increases For every foe killed from an extremely large distance the noise of the weapon is reduced and accuracy and magazine increased Every shot after a roll has increased damage according to remaining shields The larger the number of kills in three seconds the greater the increase to movement speed The larger the number of enemies hit by bullets in three seconds the faster shields recharge Close Combat The higher you initiate a jump attack the greater the damage The longer and faster you've been running before a slide attack the greater the damage and range For every unbroken basic attack combo shields recharge faster and you gain a smaller chance to be knocked down The longer you hold block in combat your overall elemental resistance will increase slightly For every melee kill without taking damage movement speed is increased For every enemy around you attack range increases The larger the number of kills in three seconds the faster the attack speed given Charge attack damage is increased for every consecutive basic attack For every consecutive charge attack kill critical damage and critical chance is increased For every nearby enemy melee attack that misses you (at a very close range) you gain armor penetration Charge attack and Jump attack damage is greater on staggered and stunned enemies, especially if staggered by teammates Attacks on enemies stunned and downed by your teammates do even more damage Charge speed increases according to remaining health Ability These multipliers are based on warframe abilities and using them together in sync, example if ember casts fireblast and mag uses pull on and enemy to bring them into a fire blast, the over all damage added for using these two skills in unison would be +150%. Or if Ash used shuriken through Volt's electric shield adding 150% of damage. To go even further we can use more examples like banshee's sonar plus sayrn's toxic, an additional 150% of damage on top of banshee's damage tripler and sayrns constant poison damage respectively. These also work with abilities that affect warframe itself like Rhino uses iron skin and Mag uses shield polarize on him, the power of the latter ability is always doubled. Any useful combination is quickly intensified exponentially calling teams to work together to fully utilize their respective strengths. Non-combat For every tagged item loot drop rate increases for the tagging player slightly The further behind you are from your team you gain a speed boost For every revive health regen is applied by 1% If you are close to the cryocore you gain health regen 5% per ten seconds For every death shield recharge is reduced by 10% The further ahead you are of your team the slower your movement speed For every Datamass carried enemies are more attracted to you and you lose 5% movement speed but gain 10% armor. 1% of all scavengers is applied when 50% of all map tiles are explored and 1% for every 10% explored so on Stamina recharge is increased the more "acrobatic" a player is and the faster they clear a tile without staying on the ground. For every active multiplier experience gain is increased Edited July 18, 2013 by Eso233 Link to comment Share on other sites More sharing options...
Tyrael2k3 Posted July 18, 2013 Share Posted July 18, 2013 I think this idea goes a step in the right direction. We really need more skill- and coop-based mechanics (runspeed buff/nerf is one of my favourite, although im more of a rusher!). this needs to get looked at by DE, +1! Link to comment Share on other sites More sharing options...
merryfistmas Posted July 18, 2013 Share Posted July 18, 2013 these are actually really good ideas. Link to comment Share on other sites More sharing options...
Rhorge Posted July 18, 2013 Share Posted July 18, 2013 No, this isn't DMC where you combo and get badass points. Tenno kill efficiently and doing any combat maneuver should only be done if it contributed towards efficiency. I don't want to be forced into using gimmicky mechanics in order to deal sufficient damage to kill a boss. Link to comment Share on other sites More sharing options...
Eso233 Posted July 18, 2013 Author Share Posted July 18, 2013 No it's added on top of the current damage mechanics, you'll just be doing overkill damage if you play well. If you're not doing sufficient damage then your aim, kill rate, and mobility just sucks. And besides you gotta argue that the current mini mission thing of three speed kills or four orbs is pretty useless. Link to comment Share on other sites More sharing options...
AdeptJR Posted July 18, 2013 Share Posted July 18, 2013 Like where this is where this is going! Mind if I add? A witty term never hurt anyone. Weapon specific Shotgun Face fulla Buckshot: Your Shotgun receives a Damage boost and a Crit Damage Boost the Closer you are to your target. Bonus Doubles if you aim for the Head. Sniper Rifle Have a Plan: Taking a moment between zooming and firing a headshot adds Damage for each consecutive headshot. Bonus is lost on Reload or miss. At one with the gun: A no-scope headshot has a chance to stun your target. Assault Rifle This is my Rifle...: A Fire-rate boost is applied for each non-kill headshot. Intervals by 8%. Stacks 8 times. ...This is my Gun: A Damage boost is applied on a Fatal Headshot. Intervals by 6%. Stacks 5 times. Sidearms Draw!: A Damage boost is applied for 3 seconds after zooming. Up to 3 shots can be fired Melee The One-Two: a Fast-Charged melee combo Adds a large Melee damage boost. What do you think? Link to comment Share on other sites More sharing options...
Eso233 Posted July 19, 2013 Author Share Posted July 19, 2013 I like em! Link to comment Share on other sites More sharing options...
Winterbraid Posted July 20, 2013 Share Posted July 20, 2013 (edited) Agreed wholeheartedly. Warframe right now feels more like a four man single-player game than an actual co-op game. Even if you use your abilities to improve others (like Rhino or Vauban), it's ultimately just you doing your thing and them doing theirs because it only takes effort on your side to use and maintain the ability, it takes no effort on the side of the team to benefit from it. By the way, I think Nova's Antimatter Drop is a step towards what you're suggesting because it gets better as your squad shoots it (to potentially ridiculous levels). Trinity's vampire skills are also somewhat like that, except their hard caps and their minuscule effectiveness compared to her Ult sort of defeat the point. Ideally every frame should have a skill like that, or - like you said - just make skills stack exponentially by default. Except in the case of AoE ults it should probably be something other than damage seen that they already instantly kill most stuff (or hopefully will after buffs, in the case of the underpowered ones) - maybe stuff like extra range or casting speed for consecutive uses, or improved energy recovery. To sum it up: Teamwork doesn't come to human beings naturally, it has to come with a reward - and the reward has to be greater than what each of them could already have achieved on their own. Edited July 20, 2013 by Winterbraid Link to comment Share on other sites More sharing options...
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