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[Frame Concepts] Plume, Aerial Assault Frame (5/31)


CataReverb
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Discontinued in this topic, new version is here:

https://forums.warframe.com/index.php?/topic/494962-frame-concepts-plume-v2-archer-themed/

 

old topic:

Plume: The first Plume frame was an early attempt with archwing integration.  Though the Prototype Archwing lacks sufficient power for space operations, the design was rushed in an emergency.  The resulting design was recently rediscovered by (corpus?). (Formerly Orion)

 

 

New design in progress...

iX2kg94.jpg

 

Codex:

A frame built with an integrated prototype archwing parts.  Though its Prototype Archwing is unsuited for the duration of space operations, it provides limited flight capabilities.  Its integrated weapon, a collapsible bow capable of delivering destruction on any scale.

 

Criticisms and suggestions welcome.

Original Design:

I'm half blaming GIMP on this image's low quality, the other half on not designing well enough
OfQEfXl.png

 

Abilities:

(1) Arbalest - Readies the attached collapsible bow to fire energy bolts.  

mZ24mDV.png

Readies or unreadies the bow for firing.  Readying the bow doesn't cost energy, but reloading does, the bow keeps an amount of charges (maximum of 2x reload's value)  Reloading is actually generating energy arrows, but is reloading in terms of mechanics and terminology.

Maximization:

Power Efficiency: (25 energy)

Power Strength: Damage 200/300/400/500 (20% magnetic 80%Puncture) x1/x1.25/x1.5/x2 damage multiplier

Power Range: 200m, 3.0 punch-through

Power Duration: 5/10/15/30 bolts per charge, Attack speed 3.0 (attack speed receives half bonus or penalty) 

Casting Speed: (.5s+holstering) Holstering rate is affected by Speed Holster, but not Natural Talent, .5s reload

(Miscellaneous stats, unaffected by mods: Silent, Projectile Speed 125, movement speed reduced by 50% while active, normal accuracy: 100, accuracy with Prototype Shield: 15.Will rag-doll enemies.  While active a x2 zoom is on, aim button increases zoom x5 zoom.)

 

(2) Prototype Shield - The Prototype generates a shell refracting light to cloak within.

B4iPQgC.png

Generates an imperfect shell of invisibility that hides the frame and allies from the enemies beyond.  This shell impedes the accuracy of those within.  The shell follows the player, and is partially visible enough that alerted enemies will have a general idea of the frame's location.

Maximization:

Power Efficiency: 5 energy per second

Power Range: 15m radius (allies), Undetected visibility:  10/7/5/3m, Detected visibility 20/15/10/8m

Power Strength: -35/-30/-25/-20 weapon accuracy

Casting Speed: 1s

(Note: Range reduces undetected radius)

(Activating cancels Prototype)

 

(3) Prototype - The Prototype Archwing grants limited atmospheric flight.

QboGWWL.png

Begins flight, using Archwing prototype thrusters.

Maximization:

Power Efficiency: 15/13/12/10 energy per second 

Power Strength: 1.1/1.2/1.3/1.4 sprint modifier

Power Range: 1.5/1.6/1.8/2.0 base flight speed

Casting Speed: .5s

(Flight speed as normal when traveling any direction but up, which slows speed to 30% normal, done by holding space.  Cannot look past 45 degrees upwards while active)

(Activating cancels Prototype Shield)

 

(4) Charged Bolt - Fires a charged bolt.  The first enemy hit is pinned to the surface the bolt strikes.  The bolt radiates energies that supercharge frames and cripple enemies.

TnJlLEh.png

Uses the bow to fire a supercharged bolt, striking all enemies in its path, and radiating energies when it hits a surface.

Maximization:

Power Efficiency: 100 energy, 5 bolts from Arbalest (will reload and cost extra energy if needed)

Power Strength: 500/650/750/1000 (20% magnetic 80% puncture) bolt damage. 200/250/300/400 (50% magnetic 50% radiation) per tick to enemies in the area. 40% proc rate on the tics.  Enemies inside the aura take 5/10/15/20% increased damage.  Allies receive: 10/15/20/40% Melee attack speed and movement speed, shield recharge increased by 100%

Power Range: 200 flight speed, 200m bolt range, 20m radius 

Power Duration: 5/10/20/30s bolt duration, 1/2/3/5 maximum bolts placed (further uses despawn older bolts)

Casting Speed: 1s (+.5s if Arbalest isn't out) (Order: ready arbalest, fire, 1s recoil)

 

Former 4th ability:

 Arbalest - Unleashes the Eurytus bow's high power setting. Stuns enemies in the blast while active, and procs radiation.

Power Efficiency: 100 energy per second (200 shields per second)Power Strength: 500/650/850/1000 (80% radiation 20% magnetic) damage per tick.Power Range: 40/50/60/75m cone of 10/15/20/30 degreesPower Duration: 3 second stun, 6 second radiation proc (100%)(1.5 second charge up, immobile while used, though it can be aimed.  If shields become depleted, a magnetic proc "backfire" will prevent the shields from recharging for 8s)(Cannot be used while Bolt or Prototype Shield is active)

==Augments

Scout Tag - (Arbalest Augment) While aiming with bolt, instead of a bolt, for 5 energy, fires a tracking dart that marks an enemy on the map for 5/10/15/20s, and will make it glow through walls and obstacles (for all Tenno.)  Removes 5/10/15/25% armor and causes Bolts to seek the target until it dies

(Tag doesn't alert enemies, affected by efficiency, and duration)

 

Charging field - (Charged Bolt Augment) Enemies affected by the Charged Bolt's energy will pulse a 10m aoe that restores (.5/1/1.5/2.5% of damage dealt by charged bolt) as energy, and twice that as shields (and overshields)

 

Base Stats:

yI2uGmT.png

Health: 75

Shield Capacity: 125

Energy: 150

Armor: 250

Shield Recharge:22.5

Sprint Speed: 1.05

 

Concept:

Design: The first design was supposed to be similar to a Noh demon mask with some samurai elements.  I'm working on a total redesign, but I want to keep most of that intact.  I know the skirt faces the same cloth physics stuff that the Trinity does, and I'm also planning on changing the clothed look of the legs, since it looks visually uninteresting.  The gold/red/green design was supposed to be reminiscent of South Asian designs, but the gold gives it more of a prime look than I want, so it's probably going to become silver.

 

Role: The Plume frame ends up fitting together somehow as a middle-ground or competitor to Ash/Loki, or completing Mesa/Valkyr integrated weapon frame group.  Ideally Prototype should never out pace a maxed zephyr, but win at maneuverability, so long as too much vertical travel isn't needed.  I'd hope this frame would be a prime choice for snipers, as well as a good choice for quick missions such as capture, exterminate, sabotage, and so on.  The 4th ability would give it enough utility that it would be viable for Endless missions, though probably not preferred.

 

Drop: It would be nice to have pieces drop from an archwing boss.  It'd takes a Chassis, Systems, Helm, and probably an Odonata, since most people using the Odonata are using the prime version, or an Itzal since it's easier to produce

[snipped]

[...from an archwing boss] perhaps on the moon, or a moon, as it would give a reason to do archwing missions beyond more stuff for archwing.  Another few possibilities here would be a deeper layered crafting system, or nonspecific components.  Like the Orion requires [Prototype Archbow, Prototype Archwing, and Incomplete Orion.]  The Prototype Archwing can be finished into an Archwing that looks similar but larger and better developed, and the Prototype Archbow can be finished into a Tenno research bow and/or an alternative of the Velocitus.  There would be a problem with grinding out the many parts for this without segmenting it into multiple bosses and multiple drops, but if there's a few weapons, an archwing, and a frame to be gotten, I doubt people will mind them being mini-bosses (like a 6-arm giant gox for Orion helm/chassis/systems, archbow limb/connector; and a Lead Ranger that uses the prototype and has the prototype wings/system/harness and an arch melee weapon BP) instead of full lore multiform Vay Hek bosses that most bosses seem to be remade into.

 

Conception: This was pieced together from three ideas for frames rattling around in my head, one of which was an April fool's joke that failed to be finished in time.  Beyond the integrated bow, the gloves are supposed to be simple, what's added are other ideas for weapons I thought I'd share.  I wasn't sure if the bow should have a secondary curve forward to fire like a bow, or outward and fire like a slingshot.

On the right hand is a hand-blaster with a unique firing mechanism that's triggered by tapping the switch weapon key/button, instead of equipping, it fires a beam similar to a less powerful Opticor that recharges passively, giving the Tenno an alternate fire option without switching weapons.  This is what I thought the Gammacor was when I read about it, with an obex-like design.  On the left is a sword and shield of the Ether Sword family, but sheathes into the shield and collapses it like the Silva and Aegis.

 

Change log:

5/6: updated with suggestions from a friend, added augments.  Reworked 4th ability since it didn't really work in the frame.

 

5/31: Tweaked some of the abilities, reworking visual design, tweaking page layout  Name changed.  Too much greek/roman stuff in fan concepts this month

Edited by Arkinvas
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50 energy per second. 100 energy per second? So we're forced to use max efficiency because to do otherwise would result in abilities lasting about 2 seconds.

 

I see however that your solution to this is to make all of the abilities channeling abilities which sounds unfortunately bland. Abilities should be a mix of duration and channeling so that duration mods have their place allowing specialised builds if people want them.

 

I'm not one to care about fan concepts or long pages of text, that's just something that jumped out at me

 

(Cannot be used with Prototype)
 
(Cannot be used with Prototype Shield)
 
(Cannot be used while Bolt or Prototype Shield is active)

 

Seems far too much like hard work to have to cancel and enable abilities constantly.

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50 energy per second. 100 energy per second? So we're forced to use max efficiency because to do otherwise would result in abilities lasting about 2 seconds.

 

I see however that your solution to this is to make all of the abilities channeling abilities which sounds unfortunately bland. Abilities should be a mix of duration and channeling so that duration mods have their place allowing specialised builds if people want them.

 

I'm not one to care about fan concepts or long pages of text, that's just something that jumped out at me

 

Seems far too much like hard work to have to cancel and enable abilities constantly.

Those two abilities were meant for short burst use, but yeah 50 is probably a bit much for the #3 ability

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