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Construcing The Endgame (vol.1): Bounty Levels


Devaldus
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I will be doing a series of suggestions I have carefully planned out to aid in the development of original ideas that can potentially help DE implement a self-sufficient endgame for Warframe, to appeal to the more veteran/hardcore playerbase.

All input is welcome, as long as there is civil discussion.
Please carefully read the concept before posting criticism or suggestions of your own.
Thank you for taking interest.

Introducing the Bounty Level System:

  • There are 6 Bounty Levels achievable by a Warframe. 
  • Each Warframe has it's separate bounty level.
  • Bounties can be disabled at any time.
  • Each bounty level consists of a set of enemy types that can randomly appear in non-quest/non-raid maps to try and take out the player.
  • Bounty hunter enemy types scale with the player's Warframe level.
  • If player manages to slay the bounty level enemies 3-4 times, he/she will receive bonus loot/rewards & advance to the next bounty level.
  • If player dies to bounty hunter enemies, they will lose some of their bounty level.
  • Quantity & strength of enemies grow substantially as a player advances in bounty levels.
  • When a player advances to bounty level 6 and beyond, they will reach WANTED! status.
  • WANTED! status puts their profile information (Their most favored weapons, frames, abilities, focus choices and so on) to the Bounty Database.

What is the Bounty Database?

  • The Database can be accessed by any player that owns a Bounty Hunter squad.
  • The Database holds detailed information of all players that have achieved Bounty Level 6+ & WANTED! status.
  • Players can customize & handcraft their bounty squads.
  • Bounty Squad consists of 4 slots and can be filled up with specters or different mercenaries or Hunters modeled after the player's Warframe. 
  • Example: To hunt down a Mag Prime player, Player A can choose to mark Player B from the Database Menu for his Zanuka/Bursa/Batalyst/Osprey (example) squad to hunt down Player B once they enter a map and have Bounty enabled.
  • A player can only be marked by a Hunter Squad once every hour.
  • If Player A's squad manages to kill Player B, Player A will receive a reward in credits & more customization options for their Hunter squad.
  • If Player B manages to destroy Player A's bounty hunter squad, they will receive a reward in credits/loot and Player A will need to repair their squad with additional credits/time.
  • The Database also holds information on how many Bounty Points players have after achieving Bounty Level 6 so players have a good idea on who are the hardest players to hunt down.
  • The Database also holds information about who the most efficient hunters / hunter squads are.

Customization Options:

  • Players are able to customize their Hunter Squads with added damage of certain elements, added armor/shields/damage types depending on who they are trying to kill or hunt down. Making each encounter unique to both players.
  • The system allows for players to be awarded for both strategic approach and mechanical skill.
  • Players can choose if they'd rather spend their time creating Hunter squads and becoming hunters & making a profit out of that, or if they prefer to fend off other player's squads while doing missions and use their mechanical skills to make a profit.
  • Further customization options could be unique voicelines when squads are triggered or Hunter Squad color/skin customization for players.


    All in all, the Bounty Level system could be a very rewarding experience that offers two, uniquely different playstyles and is fully optional . Players will be able to achieve very interesting Hunting Party combinations that allow exploration of new, different builds in order to counteract them.

    Strategic players can gain more profit by thinking of new Hunting Squad combinations, while players with a high mechanical skill roof can constantly be finding new ways to battle them.

    The system is player-driven, self-sufficient and could be a great addition to Warframe's ever-evolving endgame.

     



 

Edited by Devaldus
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42 minutes ago, Devaldus said:

All in all, the Bounty Level system could be a very rewarding experience that offers two, uniquely different playstyles and is fully optional . Players will be able to achieve very interesting Hunting Party combinations that allow exploration of new, different builds in order to counteract them.

sorry despite being a interesting and give a better use for specters, would still be quite boring.
Maybe if bounties were based of from sindicates, making you hunt enemies and rivals of your sindicate.
Also true bounty hunting would be going yourself into the mission where your target is.
Having a fifth player joining is not impossible, after all we used to have 8 player missions before.

then again what would be the reward of resisting / completing the hunt ? another brand new set of arcanes? Credits?  people would soon enough cheese it in order to farm them.

 

Edited by -.SP.-G43riel
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14 minutes ago, -.SP.-G43riel said:

 

sorry despite being a interesting and give a better use for specters, would still be quite boring.
Maybe if bounties were based of from sindicates, making you hunt enemies and rivals of your sindicate.
Also true bounty hunting would be going yourself into the mission where your target is.
Having a fifth player joining is not impossible, after all we used to have 8 player missions before.

then again what would be the reward of resisting / completing the hunt ? another brand new set of arcanes? Credits?  people would soon enough cheese it in order to farm them.

 

The player sending the hunting party would not be joining the game. Only the hunting party.

There would be no direct PvP involved. The person sending the party would be informed about it's success or defeat later on, once the engagement happens.

To clarify, by specters I didn't mean the ones we have in the game right now. What I meant was specters of things like Zanuka or Bursas, for example.


E: Hunting players from different syndicates is a great idea, since it's all up in the air right now. You may be part of a syndicate that's an "enemy" of some other one, but you really don't get to see that in player interaction at all since I guess you can be parts of opposing syndicates but still friends (?). haha 

Edited by Devaldus
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