I'm here to bring back this topic into discussion, and to add to it with some generic ideas based on systems introduced into the game this far (even if DE has it in the far back of the burner).
Shown in Devstream 81, DE showcased a Mission Builder available for Clan Warlords that allowed the selection of [Mission Type], [Tileset], [Enemy Level], plus a few selectors for enemies, allies and VIPs (such as changing the defense or espionage target). The following are some of the ideas, with their source and effect in parenthesis, and some additional options in brackets:
- No Modifications (from Grendel Missions, disables mods except augments, removes elemental bonuses from kuva/tenet weapons, disables arcanes, invigorations except injected abilities, and disables archon shards) [each can be toggled individually as a group]
- All mods
- Arcanes
- Weapon bonuses (Kuva/Tenet)
- Invigorations
- Archon Shards
- No [Spoiler] (from Grendel Missions, deactivates extra bonuses)
- No Consumable Gear (from Sanctuary Onslaught, removes the ability to use specters, restores and ciphers)
- Restricted Gear (from The Steel Path and Archon Hunts, cooldown on consumables) [30s notch slider for cooldown, default 1 minute]
- Instant Death (from Arbitration, no down state, revival towers and resurgence tokens) [pick enemy from which the tokens drop]
- Restrictive Respawn (from Archon Hunts, bleedout reduction, self revive prohibition and permanent death) [if toggled alongside instant death, characters don't go into bleedout and can't be revived, no tower spawns and no tokens drop]
- Enemy Health/Shields/Armor Enhancement (from Sortie) [50% notch slider each, default 200, minimum 0 to disable one or the other]
- Health
- Shields
- Armor
- Enemy Physical/Elemental Enhancement (from Sortie) [10% notch slider each for type of damage, and each type of damage resistance, default to 100/80*, minimum 0 to disable one or the other]
- Physical (Damage) [Individual toggle for Puncture, Impact and/or Slashing, defaults to all toggled on]
- Physical (Resistance) [Individual toggle for Puncture, Impact and/or Slashing, defaults to all toggled on]
- X Elemental (Damage) [Choose between Electric, Cold, Heat, Toxin, Magnetic, Radiation, Gas, Corrosive, Viral or Blast, restricted to one]
- X Elemental (Resistance) [Individual toggle for the change to apply to Electric, Cold, Heat, Toxin, Magnetic, Radiation, Gas, Corrosive, Viral and/or blast Blast, defaults to all toggled on]
- Eximus Stronghold (from Sortie, increases Eximus spawn chance) [5% notch slider, defaults to 50%*]
- Energy Reduction (from Sortie, decreases max energy and energy regeneration from any source by 75%, flat energy gain unchanged) [15% notch slider for each, default 75%]
- Energy Drain (from Nightmare) [5 energy notch slider for energy drain, default 15]
- No Shields (from Nightmare)
- Timed (from Nightmare, counts down to mission failure, increases on kills) [1 minute notch slider for time start, and 1 second notch slider for time gained, default 5 for both]
- Health Vampire (from Nightmare, drains health and restores some on kill) [0.5% notch slider for amount of health lost gained each, minimum of 1, defaults to 1.5%/12.5%]
- Hazards such as Fire/Cryogenic Leakage/Dense Fog/Electromagnetic Anomalies/Extreme Cold/Low Gravity/Radiation Hazard (from Sortie) [Can only be toggled on or off, maximum of 2 at a time, options become grey]
- Restricted Arms such as Assault Rifle/Shotgun/Sniper/Bow/Secondary/Melee (from Sortie) [Each can be toggled on or off to block off one type or allow only one type]
Default extra modifiers: No loot drops other than Ammo, no assassins spawn (syndicate or otherwise).
Addition 1: I think adding the ability to custom make the layout of a mission in a similar way to the Dojo (room by room with a full pull of tileset rooms using doorways as connectors that you can rotate to change the door) through the use of a makeshift map editor that uses the flying camera from the Decoration option (3rd person flying) in an empty space would be incredible for making more unique missions such as having a map be 2/3s of Earth Forest with a middle section going through a "crashed" grineer galleon (some rooms are required by default because of mission type and the layout can't be saved until one such room is placed, such as a Reactor room for Reactor Sabotage).
Addition 2: Slider on each enemy in the selection screen to modify their spawn weight when the game chooses to spawn an enemy (values below 1 result in higher rarity, while values above 1 result in lower rarity). Enemies default to their normal in-game weight, with their chance of becoming eximus being handled entirely separate (modified by the Eximus Stronghold slider). This would allow great variation in the number of enemies spawned regardless of their type (heavy having lower than average for example). Maybe a [Addition 1] galleon was transporting a large number of Guardians because it was transporting an infested sample (as they seem to capture in rescue missions).
Addition 3: Slider on each enemy to customize the level they spawn at, ignoring the general level pass in the initial Enemy Level selector to further add flavor to some enemies. Maybe after a particularly large infested outbreak in the [Addition 1] galleon before it crashed, the grineer ranks were bolstered with significantly stronger Flameblade, Scorch and Napalm units that drove back the infestation on Earth before your arrival, with which you now have to deal with.
Addition 4: Toggles on each enemy that allow or prevent eximus variants from spawning giving more impact to the ones that do. Maybe all the Flameblade, Scorch and Napalm Eximus variants that came to bolster the Frontier units after the [Addition 1] galleon crashed are all Arson and Blitz specifically to fight off the infestation, while the infestation with which they are fighting since before the crash fed on the galleon's reactor and is mainly comprised of Bioelectric and Energy Leech variants.
If any fellow Warlord has anything else they think would be good (or think something I said looked too much) feel free to suggest/point out stuff. Personally I have been waiting for DE to add this for years at this point.
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source https://www.reddit.com/r/Warframe/comments/ye9da1/forgotten_clan_feature_mission_builder/
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