User:Freighttrain/Warframe Review: Observations, Plagiarism, Problems and Improvements

( Updated as of 24/09/2022 )

Contact e-mail : freighttrain@email.com

Hello discerning players of Digital Extremes' Warframe, first of all it is important I state that I do not like this game or its developers and their previous works, Warframe should never have been created as it continues to snowball into a larger, uglier and cheaper knockoff, and in this sense the developers could be likened to dung beetles who are peddling an ever largening ball of randomly eclectic crap, I also strongly feel that Warframe is negatively effecting standards with both computer game developers and in the gaming community.

This blog contains a classification of observations, plagiarism from other franchises, problems I've encountered and improvements that I would suggest from having played Warframe with this specific purpose in mind, over a couple of months of gameplay from 2019 and more recently this year. I understand that some of the entries in both the problems and improvements sections could be placed in either category with slight rewording but this is how it has turned out so so far I'll leave it as it is for now.

I originally posted the first iteration of this blog on the Warframe wiki during 2019, which drew much attention and many comments; some not so constructive; from users there, this is the updated version of that post which I am currently in the process of reorganising and adding new entries to, it is also possible that some of the problems and improvements listed may have been corrected/implemented since I was playing in 2019.

While reading through this, it would probably be helpful to use the search function on the Warframe wiki to assist with comprehension.

Abridged contents
 * 1) Observations
 * 2) Features
 * 3) Difficulty (or lack thereof)
 * 4) General observations
 * 5) Plagiarism
 * 6) Aesthetics
 * 7) Features
 * 8) Problems
 * 9) General
 * 10) Lore/fluff
 * 11) In-mission
 * 12) Crafting
 * 13) Aesthetics
 * 14) Miscellaneous
 * 15) Improvements
 * 16) Interface
 * 17) Customisation
 * 18) Stat screens
 * 19) In-mission
 * 20) Aesthetics
 * 21) PvP
 * 22) Clan Dojo
 * 23) Miscellaneous
 * 24) New features that could be added
 * 25) Terminology revision

=Observations=
 * Despite Warframe being marketed as a computer game where you can play as a 'space ninja', only a few of the Warframes could be said to be similar to the contemporarily romanticised ninja of feudal Japan, with the vast majority of other Warframes being more like mardi gras space wizards, and Warframe technically (there are a few weapon skins that could pass as one) does not even feature any ninjatō style weapons yet either.
 * Warframe unskillfully overuses eclectic plagiarism from several media franchises (and is easily the worst perpetrator of this that I have ever seen), sometimes it is subtle but often it is not, here are some of the main patterns that I have found:
 * There are visible similarities to Dark Sector (which is where the first basic ideas and lore of Warframe came from) and most games in the Unreal/Tournament series, though obviously Digital Extremes made those games so it is not plagiarism, but mentioning them here helps with comprehension.
 * Prominent gameplay inspiration from the Mega Man X/Zero/ZX series of video games.
 * Likely design aesthetics inspiration from the Predator media franchise, the computer games RuneScape, StarCraft (and also StarCraft: Ghost gameplay), Doom 3, Quake 4, Hellgate: London and Tron, as well as the creature designs from the animated works of Adelaide Productions such as Godzilla: The Series, Men in Black: The Series and Extreme Ghostbusters.

Features

 * Primary features:
 * The Star Chart navigation system
 * The Mod system
 * Acquiring and trading for Riven Mods seems to be the endgame of Warframe
 * The resource/crafting and scanning systems
 * The clan/dojo system
 * The main factions
 * The variety of gameplay environment Tile Sets
 * The variety of mission types
 * While the main in-mission features are the Warframe's mobility; or 'parkour', garish bizarre Abilities and looting from enemies and containers.
 * Secondary features:
 * Robotic and biological 'pets' that assist a player during missions
 * Mobility equipment such as K-Drives and Archwings
 * Vehicles such as Necramechs and Railjacks
 * The Operator functions
 * Fishing and mining
 * Regular events and content updates
 * Three large open-world areas where the K-Drive and Archwing may be used.
 * Syndicates
 * Bizarre and inane storyline quests
 * A plethora of unneededly superficial and mostly unattractive cosmetic options.

Difficulty (or lack thereof)

 * The only real difficulty is requiring the frequent use of the Warframe wiki to figure out how the hell to do anything, any game that actually requires the use of a third party information source in order to be able to play it properly, has not been designed with user friendliness in mind.
 * Warframe can be easily soloed (all Star Chart nodes and quests completed) with a very limited amount of relatively obtainable equipment, with Warframe Abilities being largely redundant except for stealth (Ash/Loki), Radial Blind (Excalibur) and Snow Globe (Frost) Abilities:
 * Warframes:
 * Excalibur/Umbra (Exalted Blade can be relied upon for tough enemies until the Hirudo are acquired)
 * A stealth Warframe like Ash or Loki for certain missions
 * The Frost Warframe for tough Defense missions vs. ranged enemies.
 * Weapons:
 * Orthos (this is a good close combat weapon until the Hirudo are acquired)
 * Hirudo (innate lifesteal on every critical hit, i.e. basically the Warframe cannot die during mêlée combat)
 * Corinth (powerfui buckshot for close-range w/ airburst fire mode that slaughters groups of foes further away)
 * Lex (powerful, accurate and leaves room for a specialised primary weapon)
 * Atomos (probably the best sidearm vs. hordes of Infested or other tightly grouped enemies, as the heat beam is highly effective and chains to multiple nearby targets)
 * Resources and gear:
 * Credits are easy to obtain but if you need them fast then The Index: Endurance on Neptune is a quick way to earn them.
 * For Endo to fuse mods, missions on Assur/Uranus often reward 400 Endo at five minute intervals, Cephalon Simaris' daily task also provides a significant amount of Endo, and socketed Ayatan Sculptures can exchanged with Maroo for about 1,500 Endo each, before a high enough proficiency is reached and Arbitrations can be attempted which commonly award 900 Endo upon completion of each hourly mission, you can also dissolve spare Mods into Endo which can yield quite a lot if you have many duplicates.
 * Also players can craft the Small Squad Health/Shield/Energy/Ammo Restores from the blueprints available in the market.
 * For Orokin Catalysts and Reactors, watching the Alerts in the navigation menu for Events and Invasions that provide them is all that is needed, and for Forma the best method is to do quick runthroughs of the low level Hepit/Void Capture mission, which commonly award Void Relics (mainly Lith A4 and L1) that provide Forma blueprints in their common rewards category.
 * If you need good weapons or other exclusive equipment, joining a well developed Clan is quick easy and you can use the labs in their dojo for all of the blueprints you need instead of starting your own clan and using your own resources to research the various equipment.
 * Going to the merchant Baro Ki'Teer on a relay when he visits every two weeks, also usually provides good Primed Mods and other useful equipment, which can be purchased using Ducats that can be acquired by trading in Prime parts, which are awarded from completing Void Fissure missions using Void Relics which are most easily obtained from the Capture mission on Hepit/Void.
 * If you need info on where to get rare Mods or equipment, the Warframe wiki has comprehensive and straightforward information on everything in the game.
 * At the moment Oxium is the most difficult to obtain and sought after resource, Void Traces will also become highly sought after if you want to refine Void Relics to acquire Prime equipment, craft Dragon Keys for Corrupted Mods, or hunt Kuva Liches/Sisters of Parvos.

General observations

 * Warframe's developers seem to be focused on creating the illusion of gameplay depth, though an overloaded crafting and resources system (which is often too much like the randomisation of a scavenger hunt, rather than what the process should be like), equipment Mods in every little effect-combination possible, and a plethora of weapons, Warframes and cosmetic options that quite literally look like spraypainted entrails or as if they are covered in melted crap, is just not selling it.
 * Warframe is a very simple game, but one that is disguised with a complex-seeming aesthetic when it is really just incoherently convoluted, and the gameplay dynamics are all actually very simple as it is basically just a numbers game.
 * I want to say that Warframe seems to cater to 'mall ninja' culture, but so many of the Warframes look more like mardi gras space-wizards than ninjas, and many of the weapons just look like entrails or randomly cobbled together designs.
 * So many of the equipment Mods just do not make any sense, there are too many mods for every little thing and in basically every combination, with nothing to give meaning to or explain the technology involved with how Mods could alter the capabilities of equipment in such ways, and very little explanation given as to the technology of Warframe's themselves.
 * Too many of these effects are put into Mods, when it would be much more meaningful and sensical if they were instead put into other pieces of equipment currently in-game not yet conceptualised, such as additional armour or other attributes that are visible on the Warframe.
 * The weakest faction are the Infested though there are several ways they could easily be improved, as they lack ranged attacks and any polearm-type weapon (high radial weapon range) with good attack speed and slash/heat damage will work against them, then just focus on killing the Ancient Healers which grant defence buffs to nearby enemies, and then then the other Ancient variants.
 * The Corpus are probably the strongest faction, I find that the volume of fire from their ranged weapons, energy shields and difficult to hit Osprey drones usually put them above the Grineer.
 * There is a srong and pervasive superfluous feeling to many of the features and aesthetics found in Warframe.

=Plagiarism=

StarCraft

 * Infested Leapers/Runners (esp. Volatile Runners) look like Infested Terrans.
 * Orokin design aesthetics are very similar to those of the Protoss.

Magic: The Gathering

 * Designs similar to those found in the plane of Mirrodin from Magic: The Gathering.

Alien

 * The Liset Landing Craft looks like the Narcissus shuttle.
 * The crops in the area labeled 'Grow Site' in the Orb Vallis look like Xenomorph eggs.

Warhammer 40,000

 * The Ogris looks like an Eldar Shuriken cannon from Warhammer 40,000.
 * The Grendel Warframe looks basically exactly the same as a Plague Marine.
 * Mutalist Ospreys look like Blight Drones.
 * Grineer Manics look like Eversor Assassins.

Zoids

 * Corpus Ospreys look like the head of the Zoid model elephander with the scout mode ears.
 * Ambulas looks like the front half of the Shadow Fox and Zanuka is also similar to feline Zoids.
 * Three of the MOA Companion heads look like those of certain Zoids.
 * The player's alignment through conversational choices affecting the Operator's eye colour, is similar to the conversational choices that effect the colour of the player's organoid from Zoids: Legacy.

Pokémon

 * Endo orbs (if you look closely), Dragon Key HUD icons and some Grineer Tile Set doors look like Poké Balls.
 * Some Sentient enemies such as the Aerolyst look like the Pokémon Deoxys.
 * Sevagoth's Exalted Shadow looks like the Pokémon Yveltal.

Adelaide Productions

 * The outer forearm ridges and spine of the Excalibur Warframe look like the Tristar Godzilla's ridges
 * Lephantis' tripod legs look like the tripod legs of the Leviathan aliens from Godzilla: The Series.

Disney

 * Corpus MOA's look like the mismatched 'hooker' toy from Toy Story.
 * Grineer Forest aesthetics from jungle scenery of Disney's Tarzan, a 'tree-surfing' feel to a lot of the forest.

Miscellaneous

 * General aesthetic similarities to Final Fantasy: The Spirits Within.
 * Cephalon Simaris might look similar to the emblem/frame border on some digivices.
 * Infested Ancients are clearly named and designed after beings such as The Great Old Ones and Cthulhu from the Cthulhu Mythos.
 * Deimos Carnis look and move like the giant scorpions from King Kong (2005 video game).
 * The Necramech designs have distinctive features similar to those of the mech at the end of Gasaraki.
 * Design and theme inspiration from Quake 4.
 * Aesthetics from the computer game Natural Selection.
 * Some aesthetics have a similar feel to S.T.A.L.K.E.R.: Shadow of Chernobyl.
 * The Excalibur Warframe's default helmet looks like the head of Unit-01 from Neon Genesis Evangelion, there also seems to be a slight pervasive influence in general from that anime series.
 * The Mod card system seems similar to the software from Lego's 'Mindstorms' robotics kits.

Features

 * Warframe seems to have a similar overall concept to the 'Funzo' toy from the episode titled 'Grift of the Magi' from the ninth episode of the eleventh season of The Simpsons, meaning it is analogous to how the characters from that episode sought to create the ultimate toy using suggestions from the school children, which resulted in a bizarre and rather amalgamation.
 * The ability to scan enemies and objects with a scanning device, which then adds information about the scanned target to a database, is similar to the data card library from the Megaman Zero and Megaman ZX games.
 * Stealth gameplay dynamics superficially '(superficially' in that they are very basic and not realistic or challenging) similar to Tom Clancy's Rainbow Six and Splinter Cell.
 * The Alert Level feature in Orb Vallis is similar to the police radar from car racing games such as some from the Need for Speed franchise, Orb Vallis also features long winding roads throughout reminiscent of the free roam game mods from car racing games.

=Problems=

General

 * The Mod upgrade system is nonsensical with no basis in reality (i.e. Mod cards with wild unrealistic effects instead of ammunition types, weapon attachments, component alterations or construction material improvements (components and construction materials of both the weapons and their attachments) etc.).
 * Level scaling of enemies (widely varying stats despite technically having the exact same armour and weapons etc.) has no basis in reality (though this is likely a system common to many computer games).
 * Whilst Warframe is essentially an amalgamation of the most enjoyable features from different computer game genres, this was not done as skillfully as it could have been done.
 * Warframe seems as if it is overly polished with several minor and utterly superfluous (and often annoying) features such as the Warframe's/Tenno's head moving with the mouse in menu screens.
 * Much of the terminology and names are needlessly bizarre and jumbled in order to appear original.

Lore/fluff

 * The setting and premise is too far-fetched and post-dystopian, and despite being set in the solar system it does not seem to have any connecting history to the current era, other than one reference to the character Hayden Tenno from Digital Extreme's Dark Sector, which was set in or in the near future of contemporary times.
 * The storyline and characters are weak, far-fetched and incoherent.
 * NPC communication style might be called comical if it weren't so bizarre and annoying, possibly due to Canadian game designers, though a similar style can be seen in the British Jagex's RuneScape.
 * NPC speech seems to be very poorly scripted with regard to context and other obvious factors.
 * Teshin not being East Asian is cultural misappropriation due to his name, attire and position.
 * The Grineer Rampart turret's projectiles look so small when flying through the air.

In-mission

 * Every mission-type should have a mission timer.
 * Enemies are nowhere near as alert as they should be.
 * Enemies and in-mission NPCs often perform ridiculous looking high jumps.
 * Enemies sometimes seem to spawn from dead end rooms (not just Corpus proxies coming from those deployment hatches on the walls), meaning rooms without inaccesible doors which would imply they had entered through them and locked it behind them.
 * The effect that arrows have of causing enemies to fly back so far in a straight line and then be pinned to the wall is ridiculous.
 * The underwater mobility and gameplay in general is terrible.
 * Some surfaces/objects are not solid such as the Condor Dropship and the cranes from the Grineer Shipyard Tile Set.
 * Behaviour and aesthetics of flame and explosion etc. physics in the abilities of Warframes and other sources is obnoxiously unrealistic.
 * Several other minor gameplay elements are portrayed unrealistically.
 * Enemies should only drop the kind of ammunition for the weapon type they are using, and if low availability of ammunition becomes a gameplay issue then they simply need to make it so that lockers and containers hold more ammunition.
 * In the Survival mission type, life support charges should only be able to be picked up if the player's life support is at most 97%.

Environments

 * In various maps there are areas with last-viable-positon reset triggers that really should not be there.
 * In outside maps much of the terrain which appears to be traversable is not.

Enemies
- Premise is too post-dystopian.
 * Level scaling of enemies has no basis in reality (though this is likely a feature common to many computer games, despite more realistic workarounds being possible).

Infested

 * The Infested are not as lethal, berserk and fast as they should be, particularly Chargers which should be faster in both their movement and attack speed, some Infested enemies should also be able to run across walls and ceilings, more infested should also have knockdown effects when running at the player.
 * The Mutalist Ospreys wouldn't carry Crawlers into battle, that is just ridiculous especially when the Crawlers often seem to move faster than even the Runners and Chargers which is also nonsense.
 * The Infested Runners and Leapers would not know how to slide down a zip line.
 * When the Mutalist MOAs do the high jump technique, they often do so when there is no room to and ghost through ceilings and walls.
 * The three new Zealot units don't make any sense and interfere too much with mission priorities and the style of each mission.

Crafting

 * Why would an Archwing Launcher require something like Fish Oil in order to craft it.

Aesthetics

 * Far-fetched and overly grotesque designs, many of them look as if they were pieced together from regurgitated seafood.
 * Many designs are also needlessly overstylised.
 * Weird ugly character design, the Ostron look sickly and gimpish and a lot of the default Operator faces look mongoloid, Orokin have weird long arms and that Konzu guy's face is retarded.
 * Any designs that are not clearly derived from other media look as if they were cobbled together to seem as different as possible from any other kind of design e.g. Mutalist MOAs so they can think to themselves that no one can say they copied from anywhere else because everything looks so random and/or goopy.
 * On the Grineer Asteroid Tile Set the faction emblem is displayed on the wall at a slightly tilted angle, it is unlikely that it would have been applied at such an angle by the Grineer.
 * Those kooky prosthetic cyborgs from Fortuna are disgusting.
 * That they felt the need to animate so many details in both 3D and 2D images is unattractive.
 * Necramechs are very bizarre looking and unattractive.

Nightwave

 * The character Nora Night thinks she is cool but is really just an annoying poser.

Infested

 * All Infested enemies use the same models within their type, there should be at least four model variants for each type of infested so they don't all look the same.
 * The black streaks running throughout the green gas cloud emitted by Toxic Crawlers are of terrible quality and look out of place, like basic 2D monochrome textures that have been cut and pasted.
 * The slick of yellow goo created by the Tar Mutalist MOA is way too much to be realistic and looks terrible, and the pieces of webbing look like poorly cut and pasted textures that are out of place.

Warframes

 * Noticeably weak knees when rising from cross-legged position upon logging in.
 * Incorrect neck posture when right hand thrusting with a polearm weapon.
 * The pelvises of all female models need to be broader to give a more distinctive female aesthetic.
 * Excalibur:
 * Legs not proportionately long enough.
 * Buttocks not developed enough.

Weapons

 * The bullet animations for many guns move to slowly to accurately represent a hitscan weapon.

Miscellaneous

 * When scrolling to the right through mods while equipping them, the column of two mods at the very left side should not disappear from view, and instead scroll off the screen as they do when scrolling to the left.
 * When in the navigation screen, if there is a Sigil applied to the front of the Warframe, it will be visible even if it was made to blend in and be the same colour as that surface of the Warframe.

=Improvements=

Interface

 * An option to disable those random inconsequential Ordis communications.
 * An option to disable tips in the upgrades screen for equipment.
 * An option to disable the animated background scene in the selection screens of the market.
 * An option to switch between manually moving about the current orbiter craft and menu interface, and the classic menu interface with just the menus (the classic menu interface is smoother and more efficient), the one that was used when Warframe first launched.
 * An option to change the animated portraits to a default still image during communication transmissions, or disable them altogether with only their name displayed instead.
 * An option to disable or skip through cinematics.
 * An option to skip communication scenes.
 * An option to disable the Nightwave task notifications that popup at the bottom of the screen during the beginning of missions.
 * Menus should transition more quickly and with less animation for more convenient navigation.
 * A panel in the Navigation screen to save mission/location quickslots.
 * The total ammunition carried for a ranged weapon should appear in its stats when viewed in the Mod loadout screen.

Customisation

 * The appearance customisations and mod loadout settings, should be able to be saved to a nonlimited amount of presets, like it was when Warframe first launched, instead of restricting the player with only three to six config slots available (with players having to use the in-game premium currency of 'Platinum' ot unlock the extra three config slots for each individual piece of equipment), this is obviously a big problem in a game that revolves around Mod and appearance loadouts.

Stat screens

 * Warframe stats at the mod screen should show shield recharge rate.

In-mission
When carrying an object with the right hand (such as a datamass), the mêlée weapon should only be able to be used if it is a one-handed weapon such as a dagger or glaive.
 * Warframes should start missions with full energy, obviously why wouldn't they be fully charged up having just exited their Landing Craft.
 * The entire premise of most mission types is absurd, many objectives do not make sense or could easily be made to be more realistic.
 * The underlying gameplay of most missions is not realistic, once an enemy has seen the player, then having been informed of how quickly Warframe's move through environments, they should promptly alert all others within a larger radius, and it would make sense that their soldier's life signs would also be remotely monitored and the death of one; even if not noticed by others nearby; should alert the rest of them.
 * The minimap icons and physical representations of Cephalon Fragments, Somachord Tones and Frame Fighter Fragments should appear as a colour other than their standard one when they have been already scanned.
 * The Quick Progress View screen should be able to be accessed while piloting a Railjack.

HUD

 * A HUD customisation option where one can change the position and size of its various elements, or omit them.
 * A persistent and gradually reddening overlay on the screen to indicate low health, and a flashing effect to emphasize this at very low health, also the option to change health thresholds for this indicator or turn it off entirely.
 * The Rhino Warframe's ability Iron Skin should make a clear indication on the HUD when it has expired.
 * HUD should show how many revives are left in the upper right corner of the screen.
 * An option to change the colour of the reticle.
 * Mission type should be displayed on the HUD during missions, with other relevant details being shown in the mission progress screen.
 * The weapon currently equipped on the player's Sentinel/Companion should be listed below the Sentinel/Companion name in the upper right-hand corner of the HUD, with its own affinity meter.
 * There should be a key bind for manually reloading the Companion's weapon.
 * A progress circle should appear underneath the Companion's weapons title on the HUD when its weapon is reloading.
 * The HUD should display the name of the planet and location of that planet, or at least in the mission progress screen.
 * Nightmare mission conditions should be displayed on the HUD during missions.
 * The aiming reticle should expand and contract to indicate a ranged weapon's current accuracy.
 * Crouching should increase ranged weapon accuracy.
 * The HUD should show a silhouette of the currently equipped weapon to the left of its name.
 * There should be an option for first-person perspective when using primary and secondary weapons, with the perspective instantaneously switching to third-person when the mêlée weapon attack key is pressed, also you can't even really see what the weapon looks like when you fire it from the third person view, which I'm sure for many is usually a very enjoyable aspect of shooters i.e. being able to appreciate the detail and; in Warframe's case; the creativity put into the gun's model and textures, as well as the firing animations..
 * Axe type weapons (Scindo, Dual Zoren etc.) should have their damage types balances so that their slash and puncture damage is equal, since an axe blade isn't used to slash but penetrate a target, despite the length of the blade's impact surface (which would account for the slash damage).
 * A different marker icon for the capture target in Rescue missions and the enemy markers in Extermination missions (currently same as Zealot Herald/Proselytizer/Baptizer).

Weapons

 * When a weapon has two elemental damage types that combine, a slight extra damage boost should be applied if the two elemental damage types that combined were of equal value.
 * All weapons firing arrows should have an innate 'punch through' value.
 * The Halikar should do primarily impact damage for its normal and thrown attacks.

Enemies

 * All enemies should be able to run noticeably faster.
 * Very unrealistic enemy behaviour, often enemies will walk right past without seeing the player.
 * Robotic enemies should have optical sensors covering 360˚ view, there is no reason why they wouldn't.

Infested

 * Chargers should make that deep throat grunting noise they used to make.
 * Infested Corpus crewmen shouldn't be able to do backflips and frontflips, that doesn't make any sense and they aren't even coordinated enough to perform acrobatics like that.
 * Infested MOA's shouldn't be able to leap in the air when there are low ceilings, they should instead leap forward.
 * There should be less Infested Crawlers and more Runners/Leapers with the Runners/Leapers becoming Crawlers after dismemberment damage.

Tile Sets

 * Several Tile Sets feature zones that should really just be traversable as normal without triggering teleport relocation of the player to the normal section of the map.
 * The upper areas of the open air environment Tile Set of 'Grineer Forest' should be accessible to players using parkour and the Tile Set junctions for each area in the 'Grineer Forest' Tile Set should be redesigned to allow the option arboreal traversal (albeit at greater difficulty to the player due to narrow surfaces requiring skill to traverse at speed as well as animal hazards such as belligerent ape-like or avian creatures (maybe feathered dromaeosaurid-like creatures) only present at the upper arboreal levels) between areas, instead of just having to use the various ground level tunnels etc.

Aesthetics

 * The Ignis flamethrower spouts flame in several rapid puffs, the visual effects should be improved to show it projecting a stream of flame.
 * The Corinth has lines running along the edges of its frame which are coloured with using the Accents tab, though they should be more sensitive to the chosen colour as they remain grey when coloured black.
 * The lower metallic portion of the Maggor Leg Guards should be colourable.

PvP

 * Duels between players need more variety with rules and should take place in large maps rather than arenas, otherwise the mobility of the Warframe and ranged weapons can not really be brought to bear.

Clan Dojo

 * The Squad Energy Restore research should be in the Tenno Lab instead of the Energy Lab.

Miscellaneous

 * There's a very 'off' feel in general about the game, colours, designs, dialogue etc.
 * Warframe sprint speed increases should be evident in noncombat areas as well.
 * Players should be able to use their Clan Emblem as their selected Glyph.

New weapons

 * As there are currently katana style weapons but no ninjatō style weapons, a new ninjatō type sword weapon that deals both high slash and puncture damage (higher puncture damage due to the straight blade being optimised for thrusting) would be nice, this is especially appropriate as the word 'ninja' is often used in Warframe's marketing.
 * A new kanabō-style Heavy Hammer weapon with primarily impact damage.
 * A new dual wield club-type weapon stylised as dual ararebos with primarily impact damage.
 * Dual wield variants of the three nunchaku-type weapons (Ninkondi, Ninkondi Prime, Pulmonars and Shaku).
 * Dual wield variant of the Pangolin Sword (both full-length swords).
 * An automatic rifle with a grenade launcher.
 * A rotary machine gun (minigun), the Tenora doesn't count.
 * Spears as 'Glaive'-type mêlée weapons, with high puncture damage and regular mêlée attacks similar to that of the standard polearm weapons, but with more thrusting.
 * A true lightsaber-type weapon, not just a sword with an energy blade edge.

New Clan Dojo features

 * A room (Argon Crystal Stasis Chamber) that can be constructed or Orokin Lab section/segment that can be activated/researched etc. which prevents the decay of the Argon Crystal resource for all clan members.

New gameplay mechanics

 * There should be an option to equip a smaller secondary mêlée weapon, being either a glaive (thrown weapon), dagger, nunchaku or warfan-type weapon.
 * In their configuration screens, Companions should be able to be set to target certain enemies over others, this would require codex scans of those particular enemies to be used in the priority order.
 * Key binds for setting a Companion to not fire its weapons and others to remain in one location (as a sentry etc.) and to target and follow a specific enemy.
 * When a weapon has two elemental damage types that combine, an extra damage boost should be applied if the two elemental damage types that combined were of equal value.
 * Electrical damage and status chance should be slightly amplified in rainy weather conditions.
 * Rainy weather conditions should allow for a very slight chance of an instakill lightning bolt striking either the player's Warframe or any enemy with an arcing effect to nearby enemies.

Terminology revision

 * Rank (Warframe, weapon etc.) → Level
 * Clip → Magazine
 * Mod → Modification module
 * Secondary (weapon) → Sidearm
 * Shields → E-shield (Energy shield)
 * Overshields → E-shield buffer
 * Dead (Warframe HUD indicator) → Incapacitated
 * Dead (Sentinel/MOA HUD indicator) → Destroyed
 * Pistol (mod) → Sidearm
 * Extraction → Exfiltration
 * Puncture (damage) → Armour piercing
 * Blast (damage) → Explosive
 * Punch Through → Penetration
 * Rampart → Machine gun emplacement
 * Blunt → Portable cover
 * Blinkpad → Telepad
 * Star Chart → Solar system chart (since it only includes locations within the solar system, and not stars)
 * Glaive (weapon type) → Thrown/returning