Enki_EA Posted July 26, 2013 Share Posted July 26, 2013 (edited) As it stands the only real variation in the "feel" of various frames is the run speed. They all jump the same height, they all melee the same with every weapon variant (and hit with the same force), and they all have the same "knock" ability.My suggestion would create a greater diversity in the feel (and ensuing playstyle) between the frames. Here is a rough explanation of how I think this could be done.Each stat could be initially instantiated as a single base variable. I don't know how thier scripting runs currently, but nightmare has shown that the jump height and speed can definately be adjusted across different frames... I can't imagine any of this would be terribly complex to implement? I know in games like the Elder Scrolls you could just console in a value for move speed, jump speed, hit, etc. As those values are used as multipliers for the base variable.... But enough code talk.base.movespeed = 1;base.jumpheight = 1;base.meleespeed = weaponspeed;base.meleehit = weapondamage;base.ragdoll = 1;For each frame, an accompanying modifier could be applied based on the concept of that character. I will provide 3 examples and reasoning to show the variation:------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------********************************************************************Rhino - Concept = Slow and Low********************************************************************movespeed = base.movespeed * .6jumpheight = base.jumpheight * .6meleespeed = base.meleespeed * .8meleehit = base.meleehit * 2ragdoll = base.ragdoll * .25Now reasoning for the numbers:Rhino currently has a well evolved and useful skillset, so a greater "min/max" style of build should theoretically be acceptablemovespeed = rhino is heavy, thus slow movingjumpheight = rhino is heavy, thus harder to liftmeleespeed = it is slightly slower than average. His size is cumbersome but his strength is very real.meleehit = When he does connect, he connects hard. Like a heavyweight boxer.ragdoll = rhino is heavy. He would have a .25 chance of experiencing knockdowns or stuns vs the current universal settings.********************************************************************Nova - Concept = light and flighty********************************************************************movespeed = base.movespeed * 1.4jumpheight = base.jumpheight * 1.5meleespeed = base.meleespeed * .6meleehit = base.meleehit * .6ragdoll = base.ragdoll * 1Now reasoning for the numbers:Nova currently has very powerful abilities, both in the sense of CC and raw DMG. Thus she should be much less melee/physical focused.movespeed = Nova is currently the "smallest" frame imo. So she should be fast due to weightjumpheight = same as above, she is much lighter thus can propel herself highermeleespeed = Her arms arent really good for swinging an axe, more for casting "magicks"meleehit = when she does hit, it just doesn't have a huge force behind it.ragdoll = standard. Her light frame makes her succeptable to current standards.********************************************************************Ash - Concept = Fit and Athletic********************************************************************movespeed = base.movespeed * 1.2jumpheight = base.jumpheight * 1.2meleespeed = base.meleespeed * 1.6meleehit = base.meleehit * 1.2ragdoll = base.ragdoll * .5Now reasoning for the numbers-Ash's skillset is really tailored around being in the thick of things and getting physical, but lacks severly in CC and utility. Thus a bit more prowess on the physical side of things seems alright to me.movespeed = He has some weight behind him, but it is not to heavy. He can propel himself quickly.jumpheight = same as above, he is a little heavy but powerful legs can move that weight.meleespeed = His arms are strong, his arms arent huge. He attacks quickly and precisely.meleehit = When he connects, the enemy feels his power.ragdoll = he is a bit heavier and more physically capable of "negating" a blow or two.---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------So this is just a rough outline of the concept to keep it from becoming a novel. There could be (and should be) even more depth applied to some of these factors.For example, the modifiers for melee could be altered based on the size or style of the weapon as a third variable. Ember may not swing a hammer very effectively, but she is deadly with swords as they fit her "frame" so well. Rhino hits hard with everything, but the heavy weapons are where he really shines. Etc Etc.This would add more thought into mod loadouts as well, as you would want to boost and tailor the things your frame naturally excels at, while also considering making up for some of thier shortcomings. Decisions Decisions!Thanks for your time and feel free to critique/discuss/add other frames as you think they should fit into this schema.Could be fun. Edited July 27, 2013 by Enki_EA Link to comment Share on other sites More sharing options...
VoidPunch Posted July 26, 2013 Share Posted July 26, 2013 I think you put too much time into this. Honestly, with all there different abilities they all feel pretty different in my opinion. Besides, coding this would be way to much of a hassle considering that they do plan on adding more and more frames, weapons and mechanics in the game which the codes would have to be reworked every time. Link to comment Share on other sites More sharing options...
Hazmatzone Posted July 26, 2013 Share Posted July 26, 2013 We have individual stances and things coming for each frame, so they'll feel more "different" eventually. Link to comment Share on other sites More sharing options...
KitsuAccalia Posted July 26, 2013 Share Posted July 26, 2013 I think your method is very intresting. I would be very happy to see something like this implemented. My only negative is that I think DE wants the frames to be more close together in movement speed which is why Loki and Ash were brought down and Rhino and Frost were brought up in speed. Still other then that one comment I would like to see more on your Idea, it's really well thought out. Props to you :3 Link to comment Share on other sites More sharing options...
Dovahjim Posted July 26, 2013 Share Posted July 26, 2013 I do really want to see a knockdown resisting Rhino though, or at least more than Loki, Ember or Nova. Link to comment Share on other sites More sharing options...
Enki_EA Posted July 26, 2013 Author Share Posted July 26, 2013 I think you put too much time into this. Honestly, with all there different abilities they all feel pretty different in my opinion. Besides, coding this would be way to much of a hassle considering that they do plan on adding more and more frames, weapons and mechanics in the game which the codes would have to be reworked every time. It took me about 5 minutes. Sitting at work and got tired of my task so I wrote it up in a text file and pasted it. I couldn't say one way or the other if the coding would be problematic.... I don't know what platform they use. Thanks for the input Link to comment Share on other sites More sharing options...
Enki_EA Posted July 26, 2013 Author Share Posted July 26, 2013 (edited) We have individual stances and things coming for each frame, so they'll feel more "different" eventually. I had seen that on one of the previous livestreams. I am not sure if that means they will "feel" different or just look different when standing idle? Edited July 26, 2013 by Enki_EA Link to comment Share on other sites More sharing options...
Enki_EA Posted July 26, 2013 Author Share Posted July 26, 2013 I think your method is very intresting. I would be very happy to see something like this implemented. My only negative is that I think DE wants the frames to be more close together in movement speed which is why Loki and Ash were brought down and Rhino and Frost were brought up in speed. Still other then that one comment I would like to see more on your Idea, it's really well thought out. Props to you :3 Thanks, just kinda popped into my head at work and flowed onto the "paper". I think it could have some potential, but obviously there is much room for debate on where, how, the values, etc etc. I can understand the desire for a closer range of movement speeds though, as always lagging in games behind your fellow tenno is a bummer... Link to comment Share on other sites More sharing options...
Enki_EA Posted July 26, 2013 Author Share Posted July 26, 2013 I do really want to see a knockdown resisting Rhino though, or at least more than Loki, Ember or Nova. Agreed +100 Link to comment Share on other sites More sharing options...
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