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Raid integration, placing raids into regular tilesets.


Fallen_Echo
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Hello, Tenno!

Today i want to talk about the raids and the future.

(Warning long post ahead, no tl;dr)

As many already know raids are getting retired because they are generally buggy, the rewards are low and the whole raids thing is only used by a mere fraction of all players.

The question here is what will be next? We know that DE is going hard to make Ediolon hunting a thing but due to its problems its not really something every player searches for.

My suggestion is pretty straightforward, instead of removing and later in the future readding the raids why not just integrate the main points of the raid into regular tilesets?

 

Features (more info can be found later for each point):

- Regular tilesets all over the starchart are turned into a 8, 12 and 16 player raid areas.

-Enemy levels and spawnrates upscaled to these player numbers. Even if only the minimum 4 player enter the area the game will set the difficulty to 8/12/16 depending on the current node raid level.

-New enemies to make the experience fresh

-Remade basic objectives to make the runs interesting

-New rewards

-New obstacles

 

Tilesets:

Incase someone didnt know it theres a rare bug on hyeracon where the game merges together 2 complete squads and places them down. 8 players in the area with the system now computing enemy spawns for 8 players. Everybody who experienced this bug wished that it was a regular thing because of the immense fun they had.

The idea is that in every hour a 5 new raid nodes appear around the starchart to fight. Each node would come with their base objective to complete. 

Tilesets in the raid rotation include the following: Void, Kuva fortress, Lua, Earth, Venus, Mercury, Pluto, Eris, Sedna, Jupiter, Staurn, Neptune. (optionally every node will get included but archwing, sharkwing raids are the least wanted currently.

Obviously some tilesets need to make a bit bigger for these raids to fit in.

 

New enemies:

Well for this im gonna copy-paste one of my older threads here where i created new "challanging" enemies to the game. Im sure they would fit perfectly for the raid themes.

 

Heres the list: The first 2 class comes for the grineer.

Grineer legionnaire:

The grineer legion, mutants among the army who are resistant to genetic degradion. There existence was only known by the Queens and now they are deployed to fight the tenno menace.

Features: Medium health, base 50% damage reduction, this unit stays under crowd control effects for 90% less time including warframe effects, fodder unit appears on every 4th spawn around the same level where bombards start to appear

Variants:

Javlok legionnaire: These units are armed with a Javlok and an alloy strike shield. The shield in itself has 50% of the total health of this and is destroyable. These units try to charge up to the enemy while spamming attack to make the enemy retreat. When an enemy get close they throw their javloks infront of themselves.

Phalanx legionnaire: These units are armed with a special kuva alloy riot shield and a grenade roller dispenser. The shield cannot be destroyed, its approx 1.5 meter wide and 2.5 meter high covering the unit from aerial attacks too. This unit tries to stay away from the fight generating explosive rollers every sec and swarming the enemy with it. They have a slow turn rate and always try to face the closest enemy. Other units try to use them up as cover. If someone gets close they try to use a sheev to drive them away as these shields are not made to be able to bash.

 

Grineer infestor:

"You dont know fear till you seen an infestor aiming at you" unknown butcher. The grineer infestor is a bio-weapon specialist made for the purpose to genetically update the grineer units in the heat of the battle.

Features: High health, base 25% damage reduction, immune to damaging warframe powers, battle enchants allied units with various effects based on the enemy. Same rarity as bombards.

Battle behaviour:

When entering alerted state the grineer infestor aims at the closest ally and lauches a dart of genomorph poison to them. Getting in contact with this dart is deadly to anything but the grineer and even they will suffer severe effects. The infestor can have maximum 3 mutants at the same time and can shot again every 30 sec. The infestor never shots its dart at an enemy.

The infestor stays in cover always and is armed with low damage gas grenades and an emergency teleporter prototype. The teleporter has 50% chance of sending the infestor to a spawn point when taking fatal damage or blows it up creating a magnetic energy wave dealing minor damage with 100% proc chance. The teleport only works once and leaves the infestor with a new behaviour to charge and kill with a sheev.

Genomorph dart effects:

IPS defense: the target hit by the dart grows an additional layer of flesh armor. Gaining 50% defense against a random IPS damage but slowing down and getting an accuracy debuff.

Elementalist form: the target loses most of its flesh and generates a bright aura of elemetal energy. The element choosen is always used by atleast 1 player and grants 50% defense against it while also making the mutant deal that choosen damage. The target loses 50% of its current health and its attack changes into a slow moving elemental beam.

Overcharged one: sometimes things doesnt work, this units loses shape and starts to inflate. Soon his life ends in the least desirable way, by blowing up from rapidly growing tissues so it charges into the enemy. When reaching maximum size it blows up creating bone sharpnel (richocheting projectiles, puncture damage) and an impact based 4m wide aoe.

Each variant has maximum 2 minute before they "expire" with the expection of the overcharged one who only stays alive for 20 second. Every variant is immune to crowd control effects and gain 25% damage reduction.

 

The next ones go for the infested:

Horrors:

"These things are the reason why we have wall penetrating napalm cannons" Grineer commander Kar.

Drifting between the planes these infested have formed groups to take down their prey faster.

Features: Low health, fast movement, sudden teleportation attacks (see lower), aoe resistance (see lower), spawns in groups of 10 horrors, semi- common unit.

Attack behaviour:

These units are spawn in the air near players (1-5m). Before spawning the players can here a quiet hissing noise and at the moment of the spawn the light flicker creating 0.5 sec total darkness to cover the spawn of horrors. They always spawn in a group of 10 and go for the player with the lowest current health.

Defenses:

Unless its a projectile direct hit or the aim reticle directly targets them horrors take 90% less damage from all attacks. Horrors immideatly shift planes when they are hit by warframe powers gaining 0.5 sec invincibility every time they are hit by one.

 

The turned:

"Please end it, i dont want to turn into one of those.....things." Unknown corpus trapped in a circular room on an infested ship to a Tenno purge squad.

Features: Medium health, area specific apperance and bonuses(see lower), 10% damage resistance, hard to kill (see lower), common unit, starts to spawn at lv 35.

Apperance:

Depending on the tileset these units look like slightly infested grineer or corpus units using mutalist weaponary. They randomly spawn with a choosen apparance and get the special abilities of the unit they choosen. For example they can be nullfiers, lauch a mutalist ossprey or jump up and shoot out a swaem of projectiles.

Attack behaviour:

These units use the general ai system what their normal variant use with the difference that if an enemy gets close instead of bash they release a cloud of acid dealing high damage with 100% proc chance. They never use the acid cloud on non-player targets.

Defenses:

These units due to the ongoing mutation are harder to kill. Their health is evenly distributed between 5 parts: head, arms and legs. All of them can be attacked but only one can take damage from a single attack. When one is shot down it dettaches and the infestation rapidly grows a new "limb" in place of the lost one.

 

Corpus units:

Mercenaries

"I dont trust the Tenno, this job goes for the mercenaries. Tell the quatermaster to give them our best." Vol Na'tek corpus commander deciding who shall deal with the infested on their bases.

Features:

Medium health, 25% damage reduction, frontal shields granting additional 50% directional damage reduction, advanced weaponary, overloading field (see lower), increased movement speed, grineer and corpus units. Common spawn, starting around lv30 1 out of 3.

Apperance: These units are payed mercenaries who were expelled, "executed" or removed from traditional squads for one or more reasons. The grineer units use polished corpus style armors while the corpus uses robotic armor pieces.

Attack behaviour:

Corpus: Due to the robotics installed on them these units are fast armed with bows, glavies, pistols and whips. They use medium-high range attacks and always try to be as hard to hit as its possible. These units are capatable of wall running, double jump and rolls.

Grineer: These units are wearing the latest corpus armor designed for the grineer anatomy. Due to the low weight of the armor these guys are armed with corpus heavy weapons like Supra vandals, Penta burst loaders, Opticors and the infamous dual provas originally designed for John Prodman.

Defenses: All units are equipped with an overloading field decreases all CC effect duration by 50% and creates a magnetic explosion on death. Explosion damage and range is based on the total duration spent under a CC effect.

 

T.E.C.H*

"We cant keep them back, dispatch a T.E.C.H immideatly!" Moments before the Lotus lost the connection with a warframe raid sent to find information on the latest corpus technology.

Features: High health, medium shields, immunity to warframe powers, experimental caster units (see lower). Rare unit, start to spawn around lv40 1 out of 5.

Battle behaviour: The T.E.C.H or the tenno energy channelling host are made from the last useable datastreams found in Alad.V 's laboratories. These units use 4 attacks. A projectile attack, a wave attack, confusion and a rapid attack.

The projectile attack launches an orb of energy with random elemental effects.

The wave attack creates a slow moving wave of energy on the ground with random elemental effects.

The confusion attack infects the mind of a random player and changes all teammates looks to a simple corpus grunt, the attack is not perfect as several things can give away the truth and it only lasts 5 seconds but while its active the players can damage their allies with their weapons. Can only be activated once every 30 sec and only 1 can be active no matter how many T.E.C.H's are in the area.

The rapid attack uses supra like elemental projectiles shoot out rapidly in a large area to cover the advancement of the corpus.

Defenses: The T.E.C.H is made from salvaged orokin technology and mixture of infested flesh and sentient parts and as such they posses ability to be less prone to warframe powers and damage. Any attack can only deal 95% damage of the total health of the T.E.C.H and they are under crowd control effects for 60% less time.

 

Finally the Void enemies:

 

The Corruptor

"NOOO, pleaseeeeeee........hrggggghhhhhh!!!!!!! Staaayyy outttttt.........off my heaaaaaaaahhhhrggggg!!!"  Unknown prisoners recording found in the Void.

Features: High health, robotic armored body, immunity to weapon damage (see lower) creates confusion (see lower). Only one can spawn and between each spawn theres atleast 5 minute break.

Battle behaviour: The corruptor is an unarmed Orokin drone what creates a confusion field. Inside the field projectile weapons change their movement direction randomly while every player suffers from "drunken vision" (https://www.youtube.com/watch?v=lcknZgLf_N8 ). Friendly fire is turned on but only for weapons.

Defenses: The corruptor is hidden behind a void disortion field making him immune to all weapon damage but extremely vulnerable to every warframe power what can directly target it. Even non damaging warframe powers will deal atleast 10% health damage to it.

 

Slashers

"I want to touch those beautiful golden armanents on him, but im afraid that would be the last thing i do in my life." Maroo observing an energy cage containing an elite slasher.

Features: Medium health, high mobility, robotic armored body, takes 95% less time under crowd control effects, close ranged group spawning unit. 3 variants rare spawn.

Variants:

Slasher: Fast mobile unit, armed with golden scythe arms and a rapid fire laser turret. Can double jump, leap, bullet jump, slide and use a temporal disortion field to teleport behind the player with the lowest hp.

Their melee attacks deal slash and puncture damage, while the laser cannon deals radiation and electricity damage. 

Elite Slasher: Fast mobile unit, double size of a normal slasher armed with golden scythe arms, frontal void archgun in his mouth, triple rapidfire lasercannon on the back. Can leap, fly, spawn additional slashers throught fissures and buffs nearby void units.

Their melee attack deals slash damage with increased range, the archgun is a slow charging, high aoe "opticor" shot, while the triple laser cannon on its back can simultenously attack 3 different targets.

The buff it generates increases movement speed of all non-slasher unit and increases damage every unit deals by 25%.

The lurker: This variant of the slasher is permanently stealthed (similar looking effect how loki stealth looks like) and has the same aoe defense like the Horrors. The lurker doesnt attack and is generally neutral towards the players unless hit by an attack or warframe power.

Has extremely high hp along with shields and armor, armed with dual argon scythes and a collapse charge this unit is a formidable enemy. Can teleport, fly and leap.

Their melee attack is slow but always deals max hp based damage equal to 25%, the collapse bomb is activated once the unit reaches 50% health. Once the countdown reaches zero a void collapse starts and in a 100 m circle everything will die. The countdown is 3 minute long once started the lurker slows down its movement speed by 50%. Players caught in the explosion will lose half of their current revives.

Only 1 can spawn in total for the whole mission.

 

Remade objectives and new obstacles:

Warframe already has enough basic gameplay modes, all we need is to remix them a bit to create a new raid experience.

Here are some examples:

1.) Mobile defense redone, in the start area the players must pick up cephalon data extractors and one player must carry a cephalon transmitter with him. While having the transimtter the player is limited to primary and secondary weapons and cannot use several parkour movements like rolling, bullet jump and so on.

The transmitter has health and the players must keep it safe while they go from one terminal to another. The data extractors and the transmitter are always used in two separate places.

2.) Spy redone, the players arrive in a heavily enforced area. All doors are closed and elites are everywhere. The players must simultenously hack several systems to open the main doors and keep back the enemy forces from entering the computer rooms and destroying the data before the hack finishes. After this part is done the player need to get inside the main computer room where after hacking 4 terminals they have to transmit the data to the Lotus. At this phase the players must defend the main computer along with the transmitting systems. Optionally this can be done without alerting anything.

3.) Defense redone, the players are tasked to defend several evacuation ships on a planet to save civilians from the enemy attack. The players must defend the civilians, the ships and simultenously keep the the evacuation routes clear enough for the ships to get away.

4.) Covert Ops, this gamemode is a mix of spy and survival. Half of the team is tasked to keep the enemy busy why the other half on the map tries to break into vaults and salvage as many things as they can. The survival group must make enough noise constantly to make sure no one tries to check what is that random alert in vault room 1 while the covert units must make sure that the survival group is supplied with oxigen, ammo and are not getting overwhelmed. Both groups get an indicator system showing when is the alert levels are higher than the "noise" levels and when the other group needs something.

New obstacles:

  • Multihack doors. Not just press a button, hack them both.
  • Stealth mines, watch your step.
  • Ambush rooms, enemies placed in tactical positions for maximum efficiency.
  • Nullfier walls.
  • Hidden cannons, you thought its just a barrel but it was a laser cannon.

 

New rewards:

Because honestly whats the point of making the upper if no one uses it, becuase the rewards are not good enough.

These places should have the following rewards:

  1. Kuva atleast 2400 (for the kuva fortress tileset)
  2. Oxium 800, 4 argon crystals (for the void tileset)
  3. "Prime accessories" obviously not actual prime access items but orokin styled items (for void tileset)
  4. 3 riven mods (for the kuva tileset)
  5. Various fashion items (atleast 50 piece)
  6. New mods (atleast 50)
  7. Upped material rewards (like what you would get if you would have a +100% drop chance booster and a material doubler)
  8. Atleast 100K credit reward
  9. New weapons
  10. Tileset specific decorations
  11. Boosters
  12. New pets. The lurker can drop a lurker "sentinel" a small walking version of him, the horrors can drop an infectious sack what can be used to make a mutalist kavat while the infestor can drop one of his formulas to create a flying kubrow (obviously its hardly count as a kubrow after the mutation)
  13. Pets for tokens. Buy yourself an orokin mecha kitty, a little flying lizard sentinel and a grineer hard armored kubrow for your tanking needs.
  14. New weapon blueprints to acquire the gear the raid mobs use

Allmost all of these can be bought at the relays from Darvo. Each run earns certain amount of points what the players can freely use up for anything they need from him.

Each reward can be bought for tokens while the tileset specific rewards roll out as an additional bonus.

 

Well thats all, fell free to discuss and suggests more ideas.

 

 

Edited by Fallen_Echo
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While I really enjoy your effort to make the raids interesting and well integrated, my only real point of disagreement is the rewards. Trials/Raids should not give sortie type rewards. Cosmetics are interesting and new mods/arcanes, but Kuva (unless in amounts of 10000+), Oxium, and 4 Argon Crystals are a slap in the face. In my opinion, Raids should be content that Veteran players engage in, and new players are virtually locked out of until they prove they have what it takes (having the builds, mods, gear, and weapons).

The new pet could be interesting, and in my opinion, locking Mastery Rank items out of a Trial would be awesome. I believe new weapons from your new units could have weapon parts and blueprints drops from the raid.

+1 great ideas here. Hopefully DE sees this and takes something away from it :)

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The new enemy ideas are great, especially the Horrors for being big middle finger to the ember and ability spammers (invulnerable should be 1s or scaled based upon the amount of damage taken). If DE added these to regular games and JV a long time ago, the trials would have actually been truly challenging after obtaining end-game gear.

 

I appreciate the raid-exclusive gear. Even if DE is making arcanes a joke, they need to be re-added as a stage-completion reward in this idea. Forcing people to play a new gamemode for new end-game gear and rewards is how DE needs to make endgame work. Rewards should be far higher (3 day boosters, 500k credits, 100+ mutagen/detonite/fieldron samples, 10k kuva, etc) so that people are actually getting what they deserve for completing a high level and dangerous mission. All DE had to do was increase trial rewards from simple credits and an arcane to something akin to this per every stage with a big reward at the end.

 

Ideas for rewards for new trials/raid only gear:

  • Raid specific color pallets (similar to raid shaders in Destiny 2)
  • Raid specific mods
  • Raid Weapons with faction bonuses built in (saves a bane mod slot) that only drop from the last phase of a raid
  • 3 new pets/companions- one grineer based kubrow variant, one corpus themed kavat (ROBOT KITTY :D), and one orokin/corrupted themed sentinel
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2 hours ago, --Q--Voltage said:

While I really enjoy your effort to make the raids interesting and well integrated, my only real point of disagreement is the rewards. Trials/Raids should not give sortie type rewards. Cosmetics are interesting and new mods/arcanes, but Kuva (unless in amounts of 10000+), Oxium, and 4 Argon Crystals are a slap in the face. In my opinion, Raids should be content that Veteran players engage in, and new players are virtually locked out of until they prove they have what it takes (having the builds, mods, gear, and weapons).

I think you missed one point here, the rewards are handled out as a token system.

You get tokens for sucessfully completing a trial and you can exchange that for whatever you fancy. The area exclusive rewards are there as a bonus on top of what amount of tokens you gathered.

Obviously the 800 oxium and 4 argon for a veteran is not worth much but thats there for the lower end of bonus reward for the void tileset, the top end would be fashion pieces and blueprints.

2 hours ago, --Q--Voltage said:

I believe new weapons from your new units could have weapon parts and blueprints drops from the raid.

Hmm i gotta edit these in.

2 hours ago, DarkFlameZealot said:

3 new pets/companions- one grineer based kubrow variant, one corpus themed kavat (ROBOT KITTY :D), and one orokin/corrupted themed sentinel

Pet moas are coming soon but more pet ideas are always welcome, i make an edit.

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Wouldn't this require serious work? It's not like this could just be done with a single keystroke. How would this not be more work than what is currently required for the Trials and which is being cited as the reason they are being removed until they are reworked in their entirety?

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11 hours ago, peterc3 said:

Wouldn't this require serious work? It's not like this could just be done with a single keystroke. How would this not be more work than what is currently required for the Trials and which is being cited as the reason they are being removed until they are reworked in their entirety?

I never said its a fast and easy change, i just suggested something what would please veterans and give incetive for newbies to rank up gear to get here.

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