Guest User

Some Warfame changes, mostly Dynamic Mission System

a guest
May 1st, 2015
612
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
  1. Star Map & Alerts
  2.  
  3. For Warframe, and Alerts, before I forget. Instead of having one alert chain (each alert lasts 45 minutes +/- 15, new alerts every 40 minutes, +/- 10, as it is now) have like, 5 of them. Three of them are "common" and are PURELY credits with resources sometimes, and cycle every 30 minutes. One is Uncommon and gives auras/resources/weapon bps etc, and rotates out every couple of hours. Then the last one is Rare and it spits things out two or three times a day for maybe an hour and a half. (think nightmare mods, tons of credits, vauban parts, etc).
  4.  
  5. And then for "random" missions that are currently covered by starmap, there are two options:
  6. Tune the crap down out of the star map. There's no reason for Eris to have 43 nodes
  7. Or, and this is the one that I like on paper but know would cause people to flip shit
  8. Remove the star map completely and introduce a system along the lines of my understanding of Mass Effect Multiplayer. You can Host, pick a mission type, pick a tile set, pick an enemy faction, pick a difficulty level, and queue that up and have people join you, or you can "join a game" and you can hit go picking whichever ones of those things you want to do and it dumps you into a game with people and boom. Instant match making
  9. Note: I fully expect the second option is not appealing to the vast majority of people and am merely suggesting it to suggest it.
  10. From an in universe lore standpoint, I would fluff it as a change in how the Lotus runs her shit. We're choosing which missions to take, we're going and doing them, rather than... wandering around the starchart aimlessly?
  11. Like, I don't understand what our /goal/ is by depopulating grineer ships over and over. There's no strategic thought process there.
  12. We can't make a dent in their clone production unless we attack the facilities
  13.  
  14. Warframe Building and Assassinations.
  15. I’d like to shift all warframe drops into quests. I would refine the current quests so that you do not have to build the part to get the next step in the quest. It’s needlessly disengaging to have to wait 12 (or 24, for chroma) hours to go get bits. (Note that with this change Chroma needs its recipe reworked, but I’m willing to make people who dealt with it (including myself) unhappy about it if it means that future people won’t want to scream bloody murder)
  16.  
  17. With that done, I would propose removing Assassinations from the standard star chart and instead have them turn up in Alerts. The bosses drop weapons based on the weapons they wield (similar to how the stalker drops weapons!).
  18.  
  19. Below is the more precise listing of changes.
  20.  
  21. Note these are all suggestions of changes for an entire system
  22.  
  23. General:
  24. UI
  25. Extraction on endless missions without extraction point
  26. If one player chooses leave (as the first player to choose) the default is to leave.
  27. If a player picks leave after one has picked stay +3 seconds added (only once per voting session)
  28. If no player choose defaults to stay.
  29. Drops
  30. Make common resources a faction / entity drop not a planet drop.
  31. Remove or repurpose clan tech resource planet drops.
  32.  
  33. Missions:
  34. Solar Map
  35. Reducing the starmap to have one or two of each mission on each planet.
  36. Dynamic Mission Selection
  37. Missions selected by:
  38. Planet (tilesets)
  39. Mission type
  40. Level
  41. Faction
  42. After each planet has been fully unlocked that tileset is unlocked.
  43. The suggested level start (default) is the highest planet at least 70% unlocked.
  44. Searching for a mission at least one option is required for searching for an open match.
  45. Void
  46. Use of the Dynamic Mission Selection system is employed.
  47. Mission type and Key used are only selections possible
  48. Keys now only have tier difference not mission type as well
  49. ??? Void mission drop part fix ???
  50. Rewards now ducats instead of prime parts at a 75% rate of what it sells to Baro at.
  51. An actual Void Trader if prime parts get removed from the void.
  52. Alerts
  53. 3-5 Constant Alerts
  54. Alerts randomized
  55. Alerts are added to the given planet as an extra node for the time being like events
  56. Common - Credits and common resources
  57. Lasts 40m +/- 10m
  58. 3 - 7 an hour
  59. UnCommon - Auras, rare resources, weapon bps,
  60. Lasts 90m +/- 20m
  61. 3 - 7 a day
  62. Rare - Nightmare, Vauban Parts, Treasury Ship, Rare BPs, Nightmare mods
  63. Lasts 140m +/- 30m
  64. 1 - 3 a day
  65. Invasions
  66. Infestation
  67. Stage progression for nodes
  68. Proceeds in 3 parts
  69. 0% - 33% Completed - Sabotage mission
  70. 34% - 66% Completed - Defense mission
  71. 67% - 100% Completed - Extermination mission
  72. Boss nodes removed as in Assassinations
  73. Faction
  74. Stage progression for nodes depending on percentage
  75. Proceeds in 4 parts
  76. 37% - 62% controlled by a single faction
  77. Higher Percentage - Exterminate (traditional invasion of corpus vs grineer)
  78. Lower Percentage - Exterminate (traditional invasion of corpus vs grineer)
  79. 63% - 75% controlled by a single faction
  80. Higher Percentage - Sabotage
  81. Lower Percentage - Capture
  82. 76% - 87% controlled by a single faction
  83. Higher Percentage - Defense
  84. Lower Percentage - Mobile Defense
  85. 88% - 100% controlled by a single faction
  86. Higher Percentage - Exterminate
  87. Lower Percentage - Survival
  88. Assassinations
  89. Now accessible via alerts (per planet)
  90. Alerts of the UnCommon variety, but not timed, and repeatable (think invasion)
  91. Assassination Alerts drop their boss weapons similar to the assassins (G3, Stalker, Zanuka)
  92. Warframe drops moved into quests
  93. Quests provide a guaranteed drop of such part
  94. Quest does not require building part to continue.
  95. Quest progression for each boss (default, some bosses may have other progressions to fit with Lore)
  96. Spy (Get location of important areas )
  97. Complete ⅓ for a 50% of not having to repeat
  98. Complete ⅔ for a 100% of not having to repeat
  99. On completion System reward
  100. Sabotage ( Get boss to show itself )
  101. On completion Chassis reward
  102. Assassination ( Confront )
  103. On completion Helmet reward
  104. Repeatable quest.
  105.  
  106. Archwing:
  107. UI
  108. Map should be altered to a more 3 dimensional redesign to accurately find targets in space.
  109. Movement
  110. Unhindered movement on all axis.
  111. More sporadic enemy movements, too predictable.
  112. Archwing is boring
  113. Farming for Archwing parts will eventually end up like void drop tables.
  114. Enemy movement in idle states is too predictable.
  115. Not enough variety of Archwing missions.
  116. Add Archwing to void?
  117.  
  118. Power Creep:
  119. Removing Mods
  120. Removing Damage increase mods
  121. Adding mods that are situation beneficial mods
  122. Ex.
  123. Sniper Mod - On Headshot regen 5% damage dealt
  124. Rifle Mod - On Kill fire rate increase for 2s
  125. Launcher - On AoE inflicting X or more enemies faster reload for 10s
  126. Melee Mod - On Finisher AoE increase status % and duration on enemies.
  127. Pistols Mod - On crit faster reload and fire rate
  128. Bow Mod - Each consecutive Headshot improves crit and damage.
  129. Beam Mod - On Kill enemy explodes with elemental damage defaults to blast with a 20% damage on surrounding enemies
  130. Resolving issue with scaling of enemy units
  131. ??? Capped increase limit for toughness ???
Advertisement
Add Comment
Please, Sign In to add comment