I know DE often talks about complexity of geometry clipping in Warframe DevStream due to the variety of models that can clash with each other. So I began wondering what's the cost of maintaining 2 modes of omniframe and how does it affect adding omniframe cosmetic or new animations for ability/weapons. ie. When adding a new casting animation, dev would not only need to check for problem for the X weapon/frame, but X for default then X for hard driver, effectively 2 times the error rate.
The default Omniframe shows the pilot, hence puts cosmetics of the pilot to front stage. The hard driver mode is working against the screen time of player avatar (hence value of avatar customization). While the financial model of this game is not set in stone, if Ember wants to follow Warframe/LoL/DotA in terms of using cosmetic as income source, the hard driver mode needs to make up for not only the increased dev cost but also the loss of revenue. It can do that by being a paid cosmetic. So I'm wondering... how much do people care when money is involved.
The default Omniframe shows the pilot, hence puts cosmetics of the pilot to front stage. The hard driver mode is working against the screen time of player avatar (hence value of avatar customization). While the financial model of this game is not set in stone, if Ember wants to follow Warframe/LoL/DotA in terms of using cosmetic as income source, the hard driver mode needs to make up for not only the increased dev cost but also the loss of revenue. It can do that by being a paid cosmetic. So I'm wondering... how much do people care when money is involved.