I light of the relaunch coming up this was my idea of the outfit overhaul with both unique and ideas from the community that I have complied. Enjoy and feel free to criticizes and give you thoughts. Basic Additions oProximity XP bonus to squad matesoMark leadersoRadio controloCommand centeroOutfit assignmentsoSub outfit. Air division, ground, armor divisionsoOutfit statue/ranks ambassadoroTraining sections. Friendly fireoInter faction outfit fights§Outfit houses/HQ (warframe dojo)·Can buy sections·Training section for each class, a range, a squad combat course. Uses turrets and moving targets to train.oSuggested outfit items list. Discount for camo or group purchase for camooOutfit armor pieces §Infantry skills: a separate Outfit load out slot ·InfiltratoroStorm infiltrators. Can have a turret at the cost of your primary weapon and your ability to hack.oBattle dancers. Can equip jump jets at the cost of your primary and secondary weapon.oForce recon. Can carry a assault rifle at the cost of your cloak.·Light assaultoPilot. Can carry a repair tool with drifters at the cost of your secondary weapon and utility slot.oMarks men: can use the faction DMR at the cost of your utility slot and grenades.oGround assault. at the cost of your utility and grenade slot you can carry a primary weapon in your secondary weapon slot·Combat medicoShadow healer. Can cloak at the cost of your primary, secondary weapon, and utility slot. Tier 2 you can equip smoke grenades.oIron healer. Gain a resist shield at the cost of your regen field, utility, and grenade slot . Shield recharges for every revive you get.oGround support. Can carry a ammo pack at the coast of your primary weapon.·EngineeroAssault engineers. can carry a LMG at the cost of your primary weapon, turret.oAmmo pig. Can carry 3 ammo packs at the cost of your secondary weapon. Can also equip smoke grenades.oSearch and rescue. Can carry both a repair and revive tool at the cost of your primary weapon·Heavy assaultoSupport heavies. Can carry a sniper rifle at the cost of your primary weapon and rocket launcher.oMini Max. can have a version of the faction max abilities. oWeapons expert. Can carry a shot gun or SMG at the cost of your rocket launcheroHeavy tanker. Can carry a repair tool at the cost of you primary weapon.·MAXoJump jets. Can use a limited jump ability at the cost of your suit slot, some ammo count, and max ability. Equipment: can set primary use beacon and set it to go back to default upon leaving squad lead. ·Teleporter beacon: can get members into an area with a roof.·Strike beacon: will call down a strike on the area that is placed.oPhysic stormoFlash bomboConcussion barrageoFire bomb·Resupply bacon: resupplies squad consumables.·Platoon bacon: bacon for platoon leader that the entire platoon can drop on.·Binoculars: is able to slowly zoom in, mark objectives, place way points, and mark enemies like objectives. Uses the majority of screen to give a good view.·Road blockers: engineer turret that is only a large barrier that can be placed on a flat surface.§Unlockable: ·Valkyrie lifter·Valkyrie Max harnesses·Valkyrie Gun mounts·Valkyrie Healer·Valkyrie Shield fixer Skills: some of the are passive buffs, some you earn, some you unlock, some you buy, some you can only use in certain instances. Some skills are platoon only, others are squad only, others will slightly change with the platoon version. §Passive: Gives outfit XP: normal XP gain comes from base captures and the resource tick you get from owning a base. ·Preferred enemy: gain more outfit XP whenever take specific faction bases. Are able to see them on the mini map from farther away whenever they shot an unsilenced weapon.·Close rank drills: outfit XP when members with in a certain proximity to each other.·Defense experts: bonus outfit XP when successfully defending a base.·Offensive experts: bonus outfit XP when successfully attacking a base.·Preferred environment: gain outfit XP when fighting on your specific continent. Are harder to spot on that continent.·Alert masters: get extra outfit XP when fighting in an alert. Gain nanites faster during alerts.·Wave crashers: extra outfit XP when fighting in a base that you are severely outnumbered.·Multi point base advantage. More outfit XP when fighting in bases that have multiple points.·Big base specialty: more outfit XP when fighting a main facility. Bio lab, tech plant, amp station.·Strength in numbers: more outfit XP when in a full platoon·Small scale fighter: more outfit XP when fighting in smaller fights.·Mercenaries: get extra outfit XP when defending another outfits base that they are over poped at.
Pure buff: only applies to outfit members if the outfit has that specialization. Pilots Corps: ESF:·Advanced lock on computer A to A: faster A to A lock on. Liberator:Drop Troops: ·Parra specialist: be able to maneuver in the air more when dropping·Hell droppers: get a damage resistance when dropping.Galaxy: Valkyrie:·Debris shielding, rumble seat passengers take less explosive damage. Amor Engineers: ·Round travel path: see an outline of the travel path of the round.·Scavengers: are able to get ammo from enemy ammo towers MBT: Lighting:Mobile Infantry:·mounted infantry: personal ammo replenishes when in faction vehicle. Sunder:·Medical bus (no more triage): allies get healed by your sunders whenever any outfit member is in them.·Logistics masters: sunders deploy and undeploy almost instantly. Flashes & harassers:·Debris shielding, rumble seat passengers take less explosive damage.Ground Forces: ·Battle Dogs: Move faster when you have no shields.·Nanite lattice: regen infinity ability faster when together. Not jump jets or heavy shield.·Energy network: heavies regain their heavy shield faster when with outfit members.·Fuel grid: light assault regen fuel faster when close together.·Speed marching: when at full shields and health move faster as a group.·Tactical paring: medics heal heavies faster.·Final push: continue to cap a point even if your members are outnumbered on the objective if there is less than 30 seconds left at any base owned by your faction.·Vehicle Trojan: infiltrators can hack vehicles·Class specialization: all infantry consumables for a specific class become are cheaper to refill.·Advanced turrets: turrets have more health.·Advanced repair tools: repair outfit vehicles faster.·Helping hand: heal non outfit allies faster.·Flesh over steel: get healed faster but vehicles get repaired slower.·Independence training: Get advanced battle hardened bonus when there is under 3 squad members left in squad.·Circuit masters: hack terminals much faster.·Point ping: points that you take send out a small detection ping.·Fire and maneuver: better cone of fire when moving.·Strengthened revival: come back with part of your shields.·Close quarter combat drills: swing knife faster.·Vital spots: knife does greater damage to enemies with shields.·Assassin targeting: headshots on MAXs do more damage.·Armor piercing rounds: bullets do small amount of damage to armored vehicles.·Objective focused: flip points faster.·Gen burner: flip generators faster.·Tank busters: get a bigger bonus to rear armor damage.·Battle calm sniping: when you have more the 50% infiltrators get longer hold breath.·Rocket reloadeder: ammo pack refills rockets faster.·Advanced lock on computer G to A: faster G to A lock on.·Advanced lock on computer G to G: faster G to G lock on.·Faction specific weapons training: faster equip time on faction specific weapon.·Group weaponry training: faster reload when every squad member has the same weapon.·Weapon type specialization: able to carry more ammo for specific weapon type.·Medic healing grenade specialist: healing aura last longer.·Stealth specialist: do not show up on motion detection when walking.·Jump legs: light assaults have more fall resistance.·AOE damage nanites: healing field damages enemies shields.·Quick draw: equip secondary weapons almost instantly.·Spotter pairs: get rangefinder perk when near another sniper in your squad. beacon focused:·Precision drop pods: able to maneuver more in your drop pod when descending. MAX focused:·MAX hunters: do more damage to MAXs with small arms.·Iron grip: MAXs do more melee damage against other MAXs.Nonspecific: General item·Eagle eye: Spot enemies from farther away.·Seeing the weakness: See damaged enemies further then 10m.·Fight on!: Get advanced battle hardened bonus when squad leader dies. Specialization tailored:·Jump repair: repair vehicles that are in the red faster.·Weapon over clocking: faster bullet velocity on specific weapon.·Air deterrence: anti air weapons have a higher bullet velocity.·Speeeed!: faster turbo recharge.·Sabotage tool: repair tool can damage enemy vehicles.·Repair hacker: engineers can hack enemy vehicles with their repair tool. Outfit flag bear. Planetible vs. movable (pick one) hybrid. Provides buffs. shield regen, health regen, resitances, melee skill, stealth, utility regen, accuracy, (IE bloom &recoil) Upgrades for flag: §placed flag can only be killed with melee.§Resistances to flag bear when equipped.§flag bar has speed boost when flag equipped.§Buy new styles/logos.§By items on the flag that taunt enemy factions. §Active: applies to full platoon or squad. ·Mass production: outfit specialized vehicle cost less for a period of time.·Raw fuel dump: take some damage for a speed boost to outfit specific vehicle.·Endless swarm: reduce the respawn time of your outfit members for a period of time.·Nanite reserves: refill all outfit nanites at once. Has cool down timer.·Flash drop: drop a flash for every member of your squad.·Smoke barrage: call down smoke to cover a wide area for a period of time.·Ammo reserve: resupply all squad ammo and rockets.·Force recall: automatically recall all squad members·Mandatory drop: automatically force all squad members to drop on a specific point.·Tactical awareness: send out a detection ping from you location.·Precision fire: less bullet bloom on squad members for a period of time.·Allied support: for a period of time be able to use allied spawn becons.·Cry havoc: for a period of time move faster and regen shield faster.·Spot clear: clear any squad mates that have been spotted.·Nemesis: on a timer you can ping the map to discover which base your “Nemesis” faction is in.·Brothers in arms: gives all squad/platoon members outfit abilities for a period of time. MAX specific buffs: ·Aegis shield shrapnel barriers: Aegis shields have heavy explosive resistance for a period of time.·Speed servos: can go into lock down near instantly.·Zelots calm: take less of a damage variability when overdrive engine active.Base attributes: will vary based on the type of base you take. Notification when you are losing a base you own. 1st 2nd and 3rd ownership (wrel). §Pros ·(active) Home ground advantage: spot all non-cloaked or crouched enemies.·Fire wall: turrets harder to hack.·Corrosive nanites: enemies shield regen slower.·Infectious nanites: enemies heal slower from implants and healing aura.·Surveillance viewing: can see the health of enemies that are in your base.·Surveillance scanning: pings objectives when they are flipped.·Flip slower: points flip slower.·Heavy duty engineering: gens flip slower.·Cost reduction: cost less to pull vehicles from your base·Advanced cooling: turrets cool faster·Button up: non active turrets have damage resistance.·Ammo supply: faster ammo refill at towers and pads.·Ai regeneration: inactive turrets slowly heal.·Spawn reduction: quicker to spawn at your base.§Cons ·Equipment salvage: enemy can use one of your faction specific guns for a set amount of time.·Parts missing: a specific vehicles cost more for a set amount of time. ·Resource refill: enemy gets full nanites or extra nanite cap.·Operative data base: shows where all the members of your outfit are on the map.
A lot of these descriptions are vague because of length and I would be happy to explain the meaning of any of them. Thank you for your time.
I don't rerally care about the specifications until you explain how any of this could possibly work. All you've listed are a bunch of "modifiers" but there's no explanation of the system how any of them are created (there's no way you just get the selection of all of these perks naturally), distributed (by the originator of the modifier, PL, SL, or Outfit Leader, or something), managed (by the person who has that modifier), or restricted (by the game rules). I'm not going to pick it apart until the horse is back in front of the cart but I can see a plethora of inbound hackusations.
I would have thought that working together as a team creates its own rewards, but then some sort of incentive to do so might address some of the complaints in other posts about lack of depth in the game. Nothing too much though, or too complicated. There are already directives for teamwork but there is no reward for achieving them until you have done each one 1,000,000,000,000 times.Then there are the team-related XP bonuses but they are pretty limited (I only ever scored a few for engie resupply). Why not start with making the existing rewards a bit better then work up from that? Maybe add lower resource cost for pulling Max and/or vehicle if your team doesn't already have a pre-specified number. Rewards should only work if you are in the same area as the rest of your team ofc.
Thanks for the link. The reason for this thread was because I saw a lot of people come up with ideas for the outfit but that involve perks, but only mention boring perks that already have equivalents in the game, like XP boost. So this list is created as a semi-practical list (I tried to use as many preexisting assets as possible) of interesting and fun to play perks that could be integrated into a larger overhaul. Thanks for your feedback. Wrel's take: Outfit UI overhaul: http://imgur.com/a/Z09Ur#5
Edit: oGround assault. at the cost of your utility and grenade slot you can carry a primary weapon in your secondary weapon slot +will also be able to run much faster then normal infantry (similar walk speed). For my sake because the forms will not let me edit older post.
"Force recon. Can carry a assault rifle at the cost of your cloak." and why would we do this if we can take a other class with better health/shield ? the other infil ideas are meh but i like the basic additions
You do not think hacking, recon device, and the ability to place mines would be enough to justify losing a cloak for one of the most vertical weapon classes in the game? Also directives. (Serious question, I am not trying to be sarcastic or condescending)
I'd be happy just to have Q-marks made by squad members show up as a different color to squad mates than marks made by random other people. Have it work the same as it does now, but show up orange or green or something.
You need to simplify, there's a lot of info you posted there and you need to weed out the good ideas and simplify. Any Outfit overhaul isn't going to be overly complicated. It will be straight forward like XP gains, missions, new leader chat, squad stuff. It won't be damage mods or weapon mods.
a late response no as a infil the cloak is the one thing that makes the difference for me all the other stuff is great but i can do without it if i don't have a cloak i play LA or engineer and my engi can also place mines, recon with x-bow so why play infil without cloak if i can play engi with extra health, tank mines, turret, unlimited ammo
That's one way to flesh out the game o.o I'd look forward to a lot of these! Really churning out armies now, instead of a bunch of individuals that have no clue what they are doing.. lol.