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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 |
80 | + | Higher Percentage - Sabotage |
81 | - | Lower 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 | - | All warframes in starchart are accessible via alerts (per planet) |
89 | + | Now accessible via alerts (per planet) |
90 | - | Alert of the UnCommon variety, but not timed, and repeatable (think invasion) |
90 | + | Alerts of the UnCommon variety, but not timed, and repeatable (think invasion) |
91 | - | Assination Alerts drop boss weapons similar to the assassins (G3, Stalker, Zanuka) |
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 |
95 | + | Quest progression for each boss (default, some bosses may have other progressions to fit with Lore) |
96 | - | Spy (Get location of important areas ) |
96 | + | Spy (Get location of important areas ) |
97 | - | Complete ⅓ for a 50% of not having to repeat |
97 | + | Complete ⅓ for a 50% of not having to repeat |
98 | - | Complete ⅔ for a 100% of not having to repeat |
98 | + | Complete ⅔ for a 100% of not having to repeat |
99 | - | On completion Helmet reward |
99 | + | On completion System reward |
100 | - | Sabotage ( Get boss to show itself ) |
100 | + | Sabotage ( Get boss to show itself ) |
101 | - | On completion System reward |
101 | + | On completion Chassis reward |
102 | - | Assassination ( Confront ) |
102 | + | Assassination ( Confront ) |
103 | - | On completion Chassis reward |
103 | + | On completion Helmet reward |
104 | - | Repeatable quest. |
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 ??? |