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The Legion of Tau: Undying Crusade 5.1 | Face your greatest adversary yet- SENTIENT NEMESIS System is here! Earn new unique EVOLUTION MODS! Generate your own Sentient Knight's name!


Almighty_Jado
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1 hour ago, (XB1)SavvyDeath said:

This is purely amazing! but i want hunhow to appear too and Tau world should be large as hell plus there should be more cinematic quests about the new war and lotus?

Cinematic quests are DE’s job, not mine. I prefer to design game mechanics, systems, economy stuff. Things that players would interact with on a more regular basis. In theory though, this would be an excellent framework for DE to use in part of a cinematic quest.

As for open world size, there is a danger in creating an open zone too large. If you make it too big, you cannot fill it properly with interesting things, and you end up with big open spaces filled with nothing but boredom. I actually polled some people in General Discussion about how they felt about open world sizes and more of them thought Venus struck the right balance of size and content within. So I aimed to try to be of similar scale in Tau.

Thanks for reading and looking 🙂

Edited by Almighty_Jado
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1 hour ago, Almighty_Jado said:

Cinematic quests are DE’s job, not mine. I prefer to design game mechanics, systems, economy stuff. Things that players would interact with on a more regular basis. In theory though, this would be an excellent framework for DE to use in part of a cinematic quest.

As for open world size, there is a danger in creating an open zone too large. If you make it too big, you cannot fill it properly with interesting things, and you end up with big open spaces filled with nothing but boredom. I actually polled some people in General Discussion about how they felt about open world sizes and more of them thought Venus struck the right balance of size and content within. So I aimed to try to be of similar scale in Tau.

Thanks for reading and looking 🙂

AH, quick question of my own then! Did your poll happen to ask what makes folks enjoy an open world as well? Drowning under a new torrent of ideas as I  am, I just can't pass up the opportunity to ask for the sake of my Restless Depths.

Edited by Unus
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Just now, Unus said:

AH, quick question of my own then! Did your pull happen to ask what makes folks enjoy an open world as well? Drowning under a new torrent of ideas as I  am, I just can't pass up the opportunity to ask for the sake of my Restless Depths.

I asked what kind of bounties people enjoyed, people typically found bounties that involved the input of all players to be more enjoyable rather than ones like drone escort, hacking the Corpus spy vaults, target capture, etc. People really like the new global elimination on the Orb Vallis. Overall it seems people enjoy the bounties on Venus more than in the Plains.

Thats about the extent of what I’ve asked though. Other things about open worlds you can typically glean by listening to what players HATE about current open worlds.

 

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19 minutes ago, Almighty_Jado said:

I asked what kind of bounties people enjoyed, people typically found bounties that involved the input of all players to be more enjoyable rather than ones like drone escort, hacking the Corpus spy vaults, target capture, etc. People really like the new global elimination on the Orb Vallis. Overall it seems people enjoy the bounties on Venus more than in the Plains.

Thats about the extent of what I’ve asked though. Other things about open worlds you can typically glean by listening to what players HATE about current open worlds.

 

Roger dodger. Seems I went to two entire extremes when constructing my own world.

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On 2018-04-09 at 11:37 PM, Almighty_Jado said:

Here we go! A new (and very large) addition to the Sentient forces!

SENTIENT FERROLYST
Ferrolyst by AlmightyJado

Info:
The Ferrolyst is an ancient, dirt covered Sentient that spends most of its time buried underground, in a hibernating state. These huge Sentients were once used for the original Terraforming of the planets in Tau's system, intended for precisely altering the landscape in small areas. Their potent abilities to change gravity by changing the density of the ground, change air temperature, and other environmental aspects make them incredibly powerful Sentients in combat.
Gameplay:
-Ferrolysts usually remain buried underground, with only the 4 "prongs" on top of its main carapace exposed. If enough Sentients are killed nearby the prongs, the Ferrolyst will 'awaken,' causing the ground to begin to rumble violently, with glowing cracks forming in the ground. After 10 seconds, the ground erupts, dealing massive damage to any Tenno caught in the area as the Ferrolyst emerges onto the surface.
-Ferrolysts have 3 combat stages, similar to Eidolon bosses.
STAGE ONE:
-The Ferrolyst slowly lumbers around, using attacks periodically while remaining invulnerable to all forms of damage except Void; its overshields must be depleted exactly like the Eidolon using Amps and Void beams
-The Ferrolyst can increase the gravity in a 100 meter radius around itself for 20 seconds, causing all Tenno in the area to have a greatly decreased ability to move vertically, affecting jumping, bullet jumping, and any abilities that pull players upwards, like Zephyr's Tailwind, Valkyr's Ripline, etc. Void Mode cancels out this gravity well, meaning Void Dash is not affected. In addition, players who get knocked down take twice as long to stand back up while in the gravity well. This ability is mainly used by the Ferrolyst to make it harder for players to dodge its other attacks, as well as other Sentients' attacks.
-The Ferrolyst can release an acid from underneath its "head," leaving patches of chemicals that deal Corrosive damage per second with a high status chance.
-The Ferrolyst can be damaged by depleting its shields and then destroying one of its two Energy Synovias. WARNING: The Ferrolyst will permanently become immune to the majority damage type used to destroy that Synovia. After destroying it, the Ferrolyst will reactivate its shields and begin stage 2.
STAGE TWO:
-The Ferrolyst no longer moves, but becomes more dangerous. Its shields must be depleted again with Void Beams or Amps
-The gravity well gains an additional 100 meters of radius for a total of 200 meters
-The acid rain patches are released more frequently.
-The Ferrolyst gains the ability to leap up to 50 meters in a direction, dealing impact damage in a 75 meter radius as well as causing several rock walls to pop out of the ground, each one lasting for 60 seconds. Rocks walls must be climbed over, and act mostly as obstacles for players to overcome
-The Ferrolyst gains the ability to alter the air temperature so that it becomes very hot. It begins to target an area before causing that area to drastically heat up, dealing heat damage to any players in the zone, as well as inducing a heat proc
-The Ferrolyst can also decrease the air temperature, targeting an area and dealing cold damage while inducing a cold proc
-The Ferrolyst can begin to pour large thunderclouds from its 4 back "prongs," which fire lightning bolts at Players dealing electrical damage. These lightning bolts CANNOT BE DODGED, but do not deal heavy damage, forcing players to prepare for a consistent source of incoming damage for a short period.
-The Ferrolyst can be damaged by depleting its shields and then destroying the last of its two Energy Synovias. WARNING: The Ferrolyst will permanently become immune to the majority damage type used to destroy that Synovia. After destroying it, the Ferrolyst's two legs will fall apart, causing its head to fall to the ground. Stage 3 then begins.
STAGE THREE:
-The Ferrolyst no longers moves, and no longer has shields, so it may be damaged directly. Remember that it is now immune to two different damage types. It also becomes increasingly dangerous as it attempts to fight to its last breath
-The gravity well gains an additional 100 meters of radius for a total of 300 meters. Additionally, the gravity well is permanently activated until the Ferrolyst's death
-the acid rain patches are now always present around the Ferrolyst's head as acid continually pours out of its skull
-The Ferrolyst's temperature altering abilities are now more frequent and deal more damage
-The Ferrolyst no longer creates stormclouds, but summons electrified tornadoes that move quickly and deal electricity damage per second. Players must stay on their toes to avoid these!
-The Ferrolyst also calls Portalyst reinforcements periodically during Stage 3.
-The Ferrolyst is defeated when players deal enough damage to its head

I couldnt quite put my finger on where i recognize this from. Then it hit me. This is from a war of the worlds remake

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1 hour ago, (PS4)TastyJelloGolem said:

I couldnt quite put my finger on where i recognize this from. Then it hit me. This is from a war of the worlds remake

You're partially correct, I guess! I was inspired by the Tripods from War of the Worlds when I created the Ferrolyst.
Image result for war of the worldsImage result for war of the worlds

I was a big fan of the book back when I was but a young lad.
While I was brainstorming ideas for new Sentients, I decided a viable path was to look at other staple sci-fi machines/creatures and see how Sentients would build such a thing with their own technology and geometric languages.

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I’m planning on having Allied forces and Reapers encounter Sentient forces in Book III of Warframe: The Mass Effect Chronicles, and some of them originate in this thread.

The problem is that: when the Allied Forces encounter a Sentient, its a scorpion-like Sentient capable of burrowing underground, through any material, and surfacing to attack; It has pulsing energy “drill-claws” and a “tail” with both a melee “stinger” and focused “cutting lasers”; and it takes a good blow from either void energy (Tenno) or a Thanix Cannon (everyone else) to breach it’s exoskeleton. Can you make a name and picture for this please? I’m not really good at that kind of stuff.

 

—-

 

Also, I see you read War of the Worlds, but did you ever read The World Set Free? There might be some ideas there, as well as the most accurate description of an atomic bomb a few decades before one was actually used.

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The third Tau bounty I've come up with. A bit more straightforward in terms of design, but will still work well due to the needed cooperation and involvement of the entire squad to succeed.

On 2018-04-07 at 12:38 AM, Almighty_Jado said:

Komo (Starting Bounty Stage):
"Tenno, not far from your location there's a sort of... Sentient walker. It seems to be some kind of mobile anti ship battery that the damn red bugs are using to blast our ships out of orbit. Get to it and take that thing out before we lose too much!"

Gameplay:
A marker appears on the map, leading players to a location on Tau with a wide, empty area. Here, players will find a 6-legged, spherical Sentient device with a large, vertically aligned cannon on its top. It is accompanied by an array of Sentient units escorting it forward.

Komo (Upon approaching the objective):
"That must be it! Find a way to stop it before it gets into firing position! If you don't stop it, hundreds of lives could be lost."

Gameplay:
The Sentient Walker must be stopped before it reaches a destination on the map. The Walker proceeds at a pace that gives players approximately 3 minutes to stop it. At difficulty Tiers 4 and 5, the Walker's destination is closer so that it only needs 2 minutes.
Players must stop the Walker by destroying its legs while fending off its Sentient escorts. Each leg has its own health pool, and fully destroying a leg will slow down the Walker enough to grant the Players an additional 30 seconds of time to stop it. However, as a player damages a leg, it begins to adapt to THAT PLAYER specifically, gaining damage reduction until that player can no longer harm that leg. This forces other players in the squad to damage that leg. All players must deal sufficient damage to a single leg in order to destroy it. This scales with squad size; if playing solo, a player will be capable of completely destroying a leg by themselves, etc.
To note, the legs' do not require a perfect 20%/20%/20%/20% damage distribution across all 4 members of the squad. Enough leniency in the legs' health pools will be given to allow damage distributions such as 30%/22%/18%/30% or even 17%/17%/17%/49%. This allows stronger players to help pick up the slack while still requiring the participation of the other players in the squad.

Komo (upon beginning to damage the Walker):
"It looks like it's finding out how to adapt to your entire arsenal, Tenno. You'll have to get your squad to all damage those legs to take it out!"

Komo (if players are unsuccessful in stopping the Walker):
"No! Son of- Cressa Tal, do you read me? Get your ships out of sector... damn it. It's too late. Tenno, we lost a lot of lives today. Get back to a base and restock your supplies. We gotta get revenge on these blasted machines!"

Gameplay:
If players lose, the Walker locks itself into place, firing several massive glowing orbs up and into the sky, presumably to destroy the allied ships in Orbit.

Komo (If Complication Occurs):
"Wha- no way! This one can float! Alright Tenno, I hope you're up for this- take out the central body of this thing and make sure it's out of commission for good!"

Gameplay:
Once players destroy all 6 legs, the now broken limbs break off the Walker and the Sentient machine collapses. After a brief moment, it powers up and begins to float, moving towards its destination one last time. Grants players an additional 30 seconds, which they must use to shoot the floating Walker and destroy it.

Komo (once the Walker has collapsed fully):
"Great work, Tenno! We've got Steel Meridian Galleons full of reinforcements on their way now."

Edited by Almighty_Jado
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On 2018-07-14 at 11:52 AM, Almighty_Jado said:

Alright folks! Here we go! 3 of the 18 exclusive syndicate weapon available from Syndicate representatives stationed at the Tau Hub World Base! Featuring designs from @(XB1)Fluffywolf36 and @(PS4)ArlenFiers!

BINARUS
Binarus by AlmightyJado

Info:
A powerful electromagnetic grenade launcher created by Cephalon Suda. Its ability to magnetize large areas allows it to effectively nullify the circuits and technology of enemies.
Stats:
MR: 14
Slot: Primary
Type: Rifle
Trigger Type: Semi-Auto
Ammo Type: Sniper
Noise Level: Alarming
Fire Rate: 90 RPM
Accuracy: 100
Magazine: 5
Max Ammo: 90
Reload Time: 2.5 seconds
Base Damage: 250 Electricity bElectricity
Total Damage: 250
Crit Chance: 20%
Crit Multiplier: 2.9x
Status Chance: 30%
Polarities: Madurai PolNaramon Pol
Special Property: Shots are slow travelling and are affected by gravity similar to other launchers. Upon contact with an enemy or terrain, shots explode to deal damage in a 7 meter radius (capable of inflicting self damage). After exploding, projectiles leave a patch of magnetized ground in an 8 meter radius for 10 seconds. Magnetized ground causes a guaranteed Magnetic bmagnetic proc on any enemy that walks into the area. Magnetized ground deals 50 Magnetic bmagnetic damage per second and each tick has a 20% chance to apply status effects from the primary fire (default electricity only, but modded elements are also a possibility). Magnetic ground damage can be increased with damage mods but does not affect players.

The Binarus is available from Cephalon Suda on Tau for ReputationBlackx64132,000

FUSELOK
Fuselok by AlmightyJado

Info:
A creation by the Steel Meridian to help combat the ever adapting Sentient forces. Execute foes from afar with its rifle aspect, and then torch your enemies with its built-in flamethrower.
Stats:
MR: 14
Slot: Primary
Type: Rifle
Trigger Type: Semi-Auto | Charge
Ammo Type: Rifle
Range Limit: N/A | 30 meters
Noise Level: Alarming
Fire Rate: 120 RPM | 480 RPM
Accuracy: 45 | 100
Magazine: 100
Max Ammo: 700
Reload Time: 2 seconds
Base Damage: 20 Impact bImpact, 85 Puncture bPuncture, 85 Slash bSlash | 40 Heat bHeat
Total Damage: 190 | 40
Crit Chance: 20% | 15%
Crit Multiplier: 3.0x | 2.0x
Status Chance: 30% | 25%
Polarities: Madurai PolMadurai Pol
Special Property: Tapping the fire button causes the Fuselok to fire single rounds just like a standard semi-auto weapon. Holding down the trigger for at least 1 second causes the Fuselok to fire out flames like a flamethrower in the same behavior as a beam weapon. For every second the trigger is held down beyond the first second, more ammo is added to the stream of fire, causing the fire to last longer. The flamethrower mode can be ended prematurely via rolling, weapon swapping, or reloading. Flamethrower beam has a thickness of 0.13 meters, and zone of impact/maximum beam range has a spherical radius of 2 meters. Flamethrower beam has infinite Punch Through against bodies.

The Binarus is available from Steel Meridian on Tau for ReputationBlackx64132,000

ANEMIAS
Anemias by AlmightyJado

Info:
Once a Red Veil ceremonial staff, this shotgun-style speargun has become a fearsome, predatory weapon in the hands of the right warrior. Tear through enemies with a barrage of lethal spines, and then release deadly spores that cause enemies to hemorrhage!
Stats:
MR: 14
Slot: Primary
Type: Speargun (Shotgun)
Trigger Type: Semi Auto
Ammo Type: Shotgun
Noise Level: Alarming
Fire Rate: 150 RPM
Accuracy: 19.9
Magazine: 6
Max Ammo: 150
Reload Time: 1.4 seconds
Base Damage: 150 Impact bImpact, 450 Puncture bPuncture, 20 Slash bSlash
Total Damage: 620
Pellets: 3 (206.67 damage per pellet)
Crit Chance: 36%
Crit Multiplier: 2.9x
Status Chance: 15%
Polarities: Naramon PolNaramon Pol
Alternate Fire: Throw the Anemias up to 50 meters, creating a cloud of Infested Spores that infect enemies (infected enemies display dark red spines sticking out of their bodies). Infected Enemies release their spines in a 5 meter radius to inflict Slash bSlash procs on all enemies. Critical hits against Infected enemies additively increases the damage of the resulting Slash proc by 10% of the critical hit's damage.
Base Damage: 700 Puncture bPuncture
Total Damage: 700
Crit Chance: 5%
Crit Multiplier: 2.0x
Status Chance: 30%
Once the Anemias is thrown, the player will not be able to use it until it is either picked up or when it returns to the player's hands after 20 seconds.
Throwing the weapon does not consume ammo.

The Binarus is available from Red Veil on Tau for ReputationBlackx64132,000

Let me know what you guys think of these ones! Might need a few minor tweaks on some things. Hopefully I was able to explain each weapon's special effects coherently!

😱

 

I NEVER SAW THIS BEFORE!

 

I love you bro! I’m really happy you kept the red spines exploding function in the detail! That’s really cool 

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Two new bounties to add to the list. I'm trying to flesh this out a little more with some greater variety before moving onto the next big thing. At least Bounties are something I'll be able to constantly update and add things to.
The new bounties are my beginning of integrating more friendly characters into the dialogue to avoid monotony. This time, we have Teshin, who's been preparing alongside us for the Sentients for a long time, and Cressa Tal, the famous leader of the Steel Meridian. Of course, both of these NPCs would undoubtedly take a role in a large-scale assault against the Sentients, so I decided that featuring them in bounties would be a great way to inflate the presence of all the other NPC allies that we've gained over the years of playing Warframe. Expect more appearences by them, Ergo Glast, Cantus, Darvo, Rhett and even... Clem? ... in future bounties!

Overload the Sentient Shield Generator

On 2018-04-07 at 1:38 AM, Almighty_Jado said:

Komo (Upon Starting Bounty Stage):
"Hold up Tenno. Incoming transmission from Cressa Tal. Standby."

Cressa Tal:
"How ya doin', Tenno? Listen, I'm not sure how much time we got. I've got a Fomorian in orbit, currently free from Sentient assault. But not for long. It may not be a Balor Fomorian, but we've managed to augment it enough to have the firepower necessary to punch a real big hole in some Sentient armour. There's a Sentient base that I'm marking for you. Start heading over."

Gameplay:
A waypoint appears on the players' minimaps, directing them to one of the many Sentient Fortresses on the surface of the Open Zone. Players must go towards the waypoint.

Cressa Tal (Upon nearing the Sentient Fortress):
"This Sentient Base is prime for attack. But our weaponry won't be able to penetrate their shields- it'll adapt too fast to repeated barrages! I'm going to drop you something useful. Pick it up, Tenno, then prepare to head inside!"

Gameplay:
A Grineer drop pod falls from the sky and lands in the ground. Players must approach it and Interact with the container to open it. Inside is a powercell-like object that one of the squad members must pick up. The device within the drop pod is marked with a waypoint for initial locating and in case a player drops it later.

Cressa Tal (Once the device is picked up):
"That little thing is a gift to us from a funny man in a hat. Take it into the base and find a suitable spot to place it. Arm it and then get the hell outta there!"

Komo:
"It's some kind of bomb, Tenno. It emits something similar to an electromagnetic pulse, but... different. Honestly, I don't know if it'll work, but let's give it a shot, huh?"

Gameplay:
Players must enter the hostile Sentient Fortress and make their way to a new waypoint located somewhere inside. Once the player holding the device reaches the waypoint, they can use the Interact key to place and arm the device. Along the way, players will have to defeat several Sentient guards that project force fields across hallways, acting as gatekeepers.

Cressa Tal (Once device is placed):
"Nice going Tenno. Now move it! You've only got a few seconds before I light that place up, and we're not waiting for you!"

Gameplay:
The device flashes red and sends a pulse through the Sentient Architecture, accompanied by a loud sound effect similar to an Eidolon Shield failing. Players have 10 seconds to evacuate the Sentient Fortress as Cressa Tal fires a Fomorian Eye Beam into the structure. Note: players do not fail the bounty even if they are killed within the structure.

Cressa Tal (If Complication Occurs):
"Nice go- wait a sec. That device should've gone off. Hold up Tenno!"

Komo:
"Hey, what's the big deal?"

Cressa Tal:
"Ah! Tenno, you have to reboot that device! I don't know why it's not working, but you gotta get it going. Those Sentients are onto you though. Protect that thing before it gets destroyed!"

Gameplay:
Players are directed to defend the device for 1 minute while a hefty tide of Sentient units attempt to destroy it. If players can successfully defend the device for 1 minute, the bounty will proceed to the evacuation phase as usual. Players will fail the bounty stage if the device is destroyed.

Cressa Tal (if Device is Destroyed):
"Dammit! It's alright Tenno, you tried your best. Now get out of there safely. Can't afford to lose a good soldier such as yourself. There will always be other days to deal some damage to these darn ugly robots."

Cressa Tal (Upon Successful Defense):
"Device is... operational."

Cressa Tal (Once device is placed):
"Nice going Tenno. Now move it! You've only got a few seconds before I light that place up, and we're not waiting for you!"

Gameplay:
The device flashes red and sends a pulse through the Sentient Architecture, accompanied by a loud sound effect similar to an Eidolon Shield failing. Players have 10 seconds to evacuate the Sentient Fortress as Cressa Tal fires a Fomorian Eye Beam into the structure. Note: players do not fail the bounty even if they are killed within the structure.

Cressa Tal (After firing Fomorian Eye Beam):
"Now that's what I'm talking about, Tenno! Mighty heroic of you and your team. This'll be one for the records."

Eliminate Sentient Foot Soldiers

On 2018-04-07 at 1:38 AM, Almighty_Jado said:

Teshin (Upon Starting Bounty Stage):
"My pupil, let us strike down two dragons with a single cut. Destroy the evil that walks these valleys and hills. With every strike, you must learn how to defeat these opponents faster. No time to hesitate, Tenno. Let your blade do the talking."

Komo:
"As much as I hate Grandpa's cryptic speech, I couldn't agree more. Scans indicate Sentient fighter population is uncomfortably high."

Gameplay:
Players are directed to kill a specific amount of Fragment Class Sentients within a 5 minute time limit. Number of Sentient kills required is (5*number of players + 5*difficulty tier).

Komo (Upon killing half the required amount):
"Great job Tenno! Nothing more comforting than watching those things drop like flies. Keep it up!"

Teshin (If players fail to kill required amount in time):
"I am disappointed in you, pupil. I thought you had been taught well? Perhaps I should assign you to 10 hours of Conclave to hone your skills? Do not let this happen again."

Again, there is no shortage in the need for various bounty stages, so if you have any ideas, no matter how menial in terms of details, feel free to share them! I'll be sure your name gets featured properly.

NOTE: as a minor change, Quill Rhett no longer offers the same offerings as Onkko does. While both vendors share the Quill standing as currency, but will have entirely separate offerings. I will be creating another set of arcanes purchasable from Rhett soon enough!

Edited by Almighty_Jado
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9 hours ago, Almighty_Jado said:

and even... Clem

Please no. His place is in low-quality memes, not actual content. I still think his official inclusion was one of the worst things DE have done ever.

He could have stayed as a cute comic character, ended up an overused stale facebook-tier garbage.

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47 minutes ago, Almighty_Jado said:

Still working away behind the scenes in new stuff. I’ll admit I’ve had to scrap and restart what I’m working on several times. Makes me sad, but I’ll be back soon.

Bits just not panning out in certain directions you want em to?

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1 minute ago, Unus said:

PHEW. Art may be hard to adjust, but, it's a ELL of a lot easier then bending numbers and twisting mechanics.

Speak for yourself, lol! Maybe it’s just me, but numbers and mechanics are easier to fix and change in my experience. Everything is far more formulaic.

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1 minute ago, Almighty_Jado said:

Speak for yourself, lol! Maybe it’s just me, but numbers and mechanics are easier to fix and change in my experience. Everything is far more formulaic.

Heh, interesting split of opinion.

My designs tend to grow by themselves in my mind, so I just record what comes out mentally quite easily. But, the numbers? Gotta consult the data tables, dig through the Pit to prevent accidental repetition-of-role, gotta tweak the number balance so that it doesn't or does skew in certain directions, little minutiae like that.

 

Think it may be a certain level of self-made complexity, given how big the Pit has gotten.

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44 minutes ago, Almighty_Jado said:

Speak for yourself, lol! Maybe it’s just me, but numbers and mechanics are easier to fix and change in my experience. Everything is far more formulaic.

Agreed, mostly on the stat part.

Whenever I make a gun, it's basically that I come up with looks and some gimmick (not even always, sometimes you just want a normal gun), then based on the gimmick decide what build would work thematically (snipers are generally crit based, aoe weapons are status) and then make stats based on that (and comparing it to the best-in-slots for the weapon type I'm working on). I made like 2 weapons (that I remember) that I wouldn't consider viable end-game/veteran weapons.

Also, I will pretty much always have the reload around 2 seconds at MOST. Anything more and I wouldn't touch the gun.

And then enemies are even simpler, I just draw them and come up with mechanics on the spot. Unit stats are simple too, compare to what exists, proceed to give even more than that. :^)

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a bit of a stupid and maybe hard bounty complication, but on the 'defend forward base' bounty, a complication could happen that upon arriving at the base, there are no allied NPC's there and its already 50% (or 25% if solo) captured with 2 fragment class sentients in the circle and 5 fragment and automaton class sentients nearby? it could be changed. i would do the speech myself but i kinda suck at that sorta thing. just a suggestion

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22 minutes ago, (XB1)Kawaii Asa said:

a bit of a stupid and maybe hard bounty complication, but on the 'defend forward base' bounty, a complication could happen that upon arriving at the base, there are no allied NPC's there and its already 50% (or 25% if solo) captured with 2 fragment class sentients in the circle and 5 fragment and automaton class sentients nearby? it could be changed. i would do the speech myself but i kinda suck at that sorta thing. just a suggestion

Interesting proposition! I'll think about that one. Thank you for your suggestion!

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