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Warframe Power System Is "use Once - Get Effect" Oriented.how About Continuous Ones?


SkacikPLz
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Something i've just realized.

 

Currently all warframe powers are designed to be a deviation of "fire and forget" system.

You push a button, you loose a pre-defined amount of energy and get the desired effect.

 

Here's something to make future frames more unique:

Powers which don't have pre-set duration.

Player can keep the power enabled as long as he's holding the power key or as long as he has energy.

 

Just to illustrate:

Imagine a support frame, with a power similar to Frosts Snowglobe and Vaubans Bastille.Let's call this power Fortress.

Fortress is a small radius radial shield, which blocks bullets and enemies from coming into the shield.

Any enemy caught inside will be thrown outside the radius of Fortress.

 

 

But here's the catch:

Casting frame has to hold power button and is immobile during the effect of Fortress.

Player can stop the power at any time by releasing power button.

Player also gets continuous power drain (20 power/sec or so).

 

One of scenarios for use of such power would be creating a safe area around downed teammates allowing somebody else to revive them in peace.

 

 

Above power is just an example. Rate the system not the power itself.

Discuss.

Edited by SkacikPLz
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20 power/second seems a little... High, even if it were an ultimate.

 

I would support this, could be a nice change to Well of Life for example so its less enemy reliant.  Hold it down for a small Health regain to everyone in the area.

This. WOL is terrible in its' current design state.

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I like this idea. If applied to certain ultimates, such as Overload and Blessing, it could certainly be a fearsome thing but at a cost. I could see Nova's antimatter drop being 'chargeable' through this system, making it fire at a more devastating state, etc. etc.

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Rolleyes.gif

Rude. Instead of using a hypothetical power with an abhorrent power consumption, why not try to give an example with how an actual power might be changed. Perhaps tier them? Where normal powers might be 25/50/75/100 for the respective ranks, OT powers might be 1/5/7/10 per second for them.

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There are skill atm that would work wonders with this, but some wouldn't.

 

If this goes on, i bet we would have a decent set of skill vs energy cost vs usage

I never said "convert all existing powers to this system"

 

I'm mainly oriented on adding new powers using different systems than "fire and forget"

 

 

 

Rude. Instead of using a hypothetical power with an abhorrent power consumption, why not try to give an example with how an actual power might be changed. Perhaps tier them? Where normal powers might be 25/50/75/100 for the respective ranks, OT powers might be 1/5/7/10 per second for them.

 

I'm not a game designer and most likely i'll never be.

Bad example of a power will turn people against this idea, so i just made a simple draft.

Either way i'm not trying to design a different power here.

I want a new power archetype.

Edited by SkacikPLz
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You mean like, iron skin?  Or Null star?  Hmm perhaps not actually.  Upon rereading your post it looks like you want active skills but I think it still has to be toggle or else it'd be rather difficult to scoot and shoot while holding down a number key lol.  This could be cool though, while we're at out what about mix/maxing active skills :D

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You mean like, iron skin?  Or Null star?  Hmm perhaps not actually.  Upon rereading your post it looks like you want active skills but I think it still has to be toggle or else it'd be rather difficult to scoot and shoot while holding down a number key lol.  This could be cool though, while we're at out what about mix/maxing active skills :D

Toggle or Hold should be available from options

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Channeling abilities, good

Hold-the-button abilities, bad

 

Holding the button to keep the effect on sounds pretty dumb regarding that there's no point of doing that. Just make a channeling skill that can be interrupted and canceled at anytime.

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Channeling abilities, good

Hold-the-button abilities, bad

 

Holding the button to keep the effect on sounds pretty dumb regarding that there's no point of doing that. Just make a channeling skill that can be interrupted and canceled at anytime.

It would be either hold or toggle.

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I would prefer something like a constant effect that takes a set amount of power; i.e. you turn on a power that gives everyone in the cell a +10% damage bonus but reduces your maximum power level by 100 while active.  You turn it off, your max power goes back up but the current energy level has to be increased in the usual manner, i.e. blue power balls or energy siphon or energy vampire.

 

This is more along the lines of what I'd call a passive, however, and DE doesn't like that form of power.  They'd rather just make those regular mod cards (like steel charge or rifle amp, I suppose).

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Something i've just realized.

 

Currently all warframe powers are designed to be a deviation of "fire and forget" system.

You push a button, you loose a pre-defined amount of energy and get the desired effect.

 

Here's something to make future frames more unique:

Powers which don't have pre-set duration.

Player can keep the power enabled as long as he's holding the power key or as long as he has energy.

 

Just to illustrate:

Imagine a support frame, with a power similar to Frosts Snowglobe and Vaubans Bastille.Let's call this power Fortress.

Fortress is a small radius radial shield, which blocks bullets and enemies from coming into the shield.

Any enemy caught inside will be thrown outside the radius of Fortress.

 

 

But here's the catch:

Casting frame has to hold power button and is immobile during the effect of Fortress.

Player can stop the power at any time by releasing power button.

Player also gets continuous power drain (20 power/sec or so).

 

One of scenarios for use of such power would be creating a safe area around downed teammates allowing somebody else to revive them in peace.

 

 

Above power is just an example. Rate the system not the power itself.

Discuss.

Nova isn't a shoot and leave it power type... Her drop requires you to control it in mid air, and shoot at it for more power, and her prime requires you to shoot enemies for it to take effect...

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Nova isn't a shoot and leave it power type... Her drop requires you to control it in mid air, and shoot at it for more power, and her prime requires you to shoot enemies for it to take effect...

I'm talking about as far as power deployment and cost mechanic goes.

 

As of now, every power is "push putton to deploy".

A little variation here and there would not hurt.

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Something i've just realized.

 

Currently all warframe powers are designed to be a deviation of "fire and forget" system.

You push a button, you loose a pre-defined amount of energy and get the desired effect.

 

Here's something to make future frames more unique:

Powers which don't have pre-set duration.

Player can keep the power enabled as long as he's holding the power key or as long as he has energy.

 

Just to illustrate:

Imagine a support frame, with a power similar to Frosts Snowglobe and Vaubans Bastille.Let's call this power Fortress.

Fortress is a small radius radial shield, which blocks bullets and enemies from coming into the shield.

Any enemy caught inside will be thrown outside the radius of Fortress.

 

 

But here's the catch:

Casting frame has to hold power button and is immobile during the effect of Fortress.

Player can stop the power at any time by releasing power button.

Player also gets continuous power drain (20 power/sec or so).

 

One of scenarios for use of such power would be creating a safe area around downed teammates allowing somebody else to revive them in peace.

 

 

Above power is just an example. Rate the system not the power itself.

Discuss.

 

Your post gave me a cool idea in regards to the ability you mentioned. Fortress. If you have it enabled, you are cocooned in a solid shield that leaves you immobile and also draws aggro from all AI in a medium radius (15-20 m). Allowing your allies to take them on while they are distracted. But the shield has a damage cap (a very high one, but it's there), and if it's broken you are immediately knocked down for 3-4 seconds. :D Just a random thought I had.

Edited by CJx101
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