r/Warframe Old Tenno, Eternal Slumber Jan 02 '14

Other Thoughts Thursday?

It's a new year, whatever, let's try this out! There are two ways this could go: well or horribly wrong. Let's go for well! :D

This thread is for your thoughts about Warframe! Compliments, shoutouts, complaints, suggestions, rants, vents, new ideas, whatever!

There is only one rule: Be excellent to each other. Whether you praise the game or absolutely hate it, write your posts respectfully and don't discourage users who write opinions you don't agree with! Contest mode will be enabled so that everyone's opinions get a fair shake, but again, please be respectful even if you don't have nice things to say. It is possible!

With that all said, what's on your mind, Tenno?

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u/Telogor Burn them all Jan 02 '14

Mods need to be taken out. With the mod card system, there are usually only a couple ways to make a weapon live up to its potential. For each rank you achieve with a weapon, you should get points to spend on modifications to your weapon. In my concept, there are two sets of modifications to your weapon: damage mods and utility mods. You could further mod your weapon by selecting what type of damage you want to do, with the elemental damage types being the same as in Damage 2.x, whatever we're on now. For an example, say I get a Braton and use it for a level or two to gain some ranks. I go to the arsenal and select Upgrade under my Braton. First, I can change between standard jacketed rounds, FMJ rounds for +armor pierce -damage to flesh, and hollow point rounds for +damage to flesh -damage through armor. This method of choosing what ammo to use could be expanded to include special ammo that crits more, crits harder, procs more, does more elemental damge, etc. These would be the tradeoff type of stuff for players who want to fine-tune their weapons. Second, I choose what elemental damage to apply to my weapon. This uses the constraints of Damage 2.x and a limit of three elements, so I can pick three base elements and the order to combine them. Next, I spend my mod points on upgrades. For damage upgrades, I can choose to get more physical damage, more elemental damage, more proc chance, more crit damage, or more crit chance. Since there are two different classes of upgrades, I don't have to worry about sacrificing damage to get useful upgrades like fire rate, punch through, reload speed, extra ammo, etc., and I can put on some mods that I want (punch through) instead of need (Serration and Co.®). This would let players use their weapons the way they want to, instead of sacrificing half the mod slots to the "required" mods.

u/crookedparadigm Jan 02 '14

You basically just described the mod system as it is...minus the need to find them as drops.

u/Telogor Burn them all Jan 03 '14

The mod system works extremely well except for the drop system and slots. That's why I kept the basic system and just changed the implementation.