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Eringe

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Posts posted by Eringe

  1. Do we get anything for missing out on baro and the gift of the lotus due to no fault of our own?

    Probably not but I heard the team sorta cares.

    I could be wrong.

    Black Friday's coming soon too, but I'm now getting hesitant to commit anything at this point, I don't want to risk my card getting messed up due to some malignant system error. Any assurances it won't?

  2. Welp, i missed My gift of the lotus at this point. never missed a single one until then, especially not when its so crucial with all the new stuff coming out. thanks I guess.

    I definitely now know where I'm NOT going to spend my Black Friday earnings on.

  3. Maggot launcher? You mean like how a Broodlord launches broodlings? I do like Broodlords, they're fun to watch.

    I do have reasons as to why it's primary fire isn't 100% guaranteed to spawn maggots, and it's simply because it would probably end up slowing down the game considerably especially in missions where enemies start pouring out of the woodwork en masse, just like how the flower growth mod and amprex arcs were noticeably scaled down by the devs. But yes, the idea of launching maggots sounds definitely more interesting and workable and does the job I initially envisioned it to be, as a distraction gun. Plus, since the maggots would be the ammunition, then we wouldn't worry about performance being bogged down, even with four players with multishot.

    As for the guaranteed Viral proc on the player, I believed that switching to a guaranteed charger/runner spawner on kill was a little too powerful. While sure those minions aren't exactly hard hitters, you could potentially create for yourself an infinite wall of cannonfodder against enemy fire this way, given how many butchers, scorpions, ospreys tend to rush the player.

    Speaking of rushing the player, the reason why I didn't want the weapon to turn the infested against each other is because they pretty much all rush the player, the purpose of the Kukulkan was that it was something you could use to direct enemy fire, which in turn makes high level grineer and corpus missions a little easier. Personally, high level infested missions are much easier since you could always keep your distance when things start getting tougher, as opposed to a level 100 grakata or dera aimbot which would just snipe you.

    In other words, my idea for the Kukulkan was supposed to be only an anti-Grineer or anti-Corpus weapon since the anti-Infested weapon is something the player would already have; a melee weapon.

    As for the weapon having a quest, it was a reason for the player to earn a couple of plat by trading for it. Kinda like how people trade for prime weapon parts, but instead of RNG, you just run a quest to get them.

    However, you are right, the weapon does need something much better to justify working for it.

    If you don't mind, then I would gladly use the stats your provided in the edit (once I figure out how to make those collapsible textboxes)

     

  4. 2 minutes ago, Kalvorax said:

    over all its good...except this....HAHAHAHAHAHAH...no

    should be something like 50k-75k nano spores (so we have a nano spore dump)...ie something FAR easier to farm out than freaking mutagen samples (looks at hema crafting hate)

    XD I totally forgot that was a thing (it's been awhile since I've crafted anything that I forgot it wasn't as abundant as I thought it would be). Changed it.

  5. Codex Entry

    Give your targets a fate worse than death by turning them into the infested.

    Acquisition

    1. Obtain the Kukulkan Blueprint from the market for 20,000 credits.
    2. Obtain the Rank of Exalted for Red Veil OR Flawless from New Loka
    3. Purchase the quest "Kukulkan" from either enclave for 75,000 points (or trade for it)
    4. Finish the Quest to obtain the parts (or trade for it)

    Statistics

    Special thanks to Banelingline for these superior stats and info!

    • Mastery Rank: 13
    • Slot: Primary
    • Weapon Type: Rifle
    • Trigger Type: Auto/Held
    • Ammo Type: Rifle
    • Projectile Speed//Range Limit: 40 m/sec.//25m
    • Fire Rate: 6 rounds per second//12 rounds per second
    • Noise Level: Alarming
    • Magazine Size: 60
    • Maximum Ammo: 540
    • Damage: 15/9/6/15(I/P/S/V)//15(V)
    • Crit Chance 25%//15%
    • Crit Multiplier 2.3x//1.5x
    • Status Chance: 20%//30%
    • Reload Time: 2.5s
    • Polarities: R D

    Information

    The Kukulkan is an Infested rifle that can switch between automatic fire that launches miniature spawning pods or morph into a cannon that spews out a highly virulent gas. Essentially, the weapon has the ability to spawn Infested monsters that assist the Tenno in combat.

    The Primary fire mode launches miniature, spiked infested pods that upon impact, causes a Maggot to burst out of the cocoon and attack the nearest target. There is a 20% chance that the Maggots will latch onto their target, preventing them from firing until the victim either dislodges the maggot, or a comrade of theirs does it for them. Nearby comrades will melee the maggot, knocking both it and its victim to the floor, while far off comrades will simply fire on their teammate, with a low chance of actually hitting the maggot. Headshots guarantee this ability.

    The Secondary fire mode releases a constant stream of virulent gas. Enemies killed by this gas will have their bodies taken over by the infestation, sporting growths and feelers that match Kukulkan's design. These new minions will then rush their enemies and melee them. Variants of the infestation are listed below

    • A basic melee attacker (Common units like Lancers, Crewmen, and melee attackers)
    • A fast moving, but slightly more fragile unit that explodes once it is near enemies, similar to a Volatile Runner. The explosion causes blast damage with a 100% proc (uncommon units like Elite Crewmen, Ballistae)
    • A Leaper-like melee unit that attacks only pouncing, causing an AOE knockdown on impact (heavy mobs like Heavy Gunners, Bombards, Techs, Combas)
    • Rollers and Ospreys kamikaze into their target,leaving behind a large toxic cloud that deals damage equal to 75% of it's health in 7 seconds.
    • MOAs rush their opponents until they are within 5 meters of them and rapidly fire a volley of infested spines that have a 20% chance of inflicting a viral proc.

    Against Infested enemies, they produce a noxious cloud when struck, with a 10% chance of causing a radiation proc to all enemies caught in the AOE as Kukulkan's Technocyte scrambles their DNA. Mutalist Ospreys will either kamikaze or use their poison cloud attack while Mutalist Moas will act like their usual selves, albeit drawing enemies away from the player.

    Against Sentient enemies, the cloud will produce a biological approximation of the Sentient that fires corrosive spores from a distance, and whips with serrated tentacles when close. It does not, however, have the Sentient's ability to adapt to damage.

    There is a 10% chance that any minion spawned by the Gas will have an additional ability where it will harpoon an enemy from a distance then vomit infected matter on them, turning them into yet another minion.

    All infested minions spawned from this weapon have a high Threat Rating, forcing enemies to target them first before the player. All of these infested creatures will expire after 30 seconds, regardless of health.

    Kukulkan requires at least one second to transform, while it appears to stab the player with its tentacles, it does no damage; simply a cosmetic effect where it draws from the Warframes' DNA to code its minions.

    Appearance:

    Scarce information about this weapon hints that it was formerly an Orokin-era weapon used by Dax soldiers until it was heavily infested. Exactly what weapon it used to be is no longer clear given the extensive infestation.

    The Kukulkan appears to be long, serpentine entity, lined with short feeler-like projections. A pair of very long feelers grow from the weapon's "stock" area that appear to  constantly scan the area around it. Adding to it's somewhat limited sentience, the Kukulkan moves and switches in excitement when offered ammunition, and devours it with gusto.

    The Kukulkan's alternate form has it transform into a more compact body, morphing in a toothy maw and lolling tongue that nearly bisects its entire body. When mutating, it spawns a set of spike-tipped tentacles that stab it's user. While mildly painful, does not deal any damage. Rather, it appears to be taking a DNA sample of it's user in order to program it's infested creations to consider their creator to be one of their own.

    When minions are spawned from Kukulkan's Gas, the weapon begins wildly writhing, each pointing to the direction of any enemy in sight, as if directing it's minions on what to attack.
     

    Manufacturing Requirements:

    • 20,000 credits
    • Dax Barrel
    • Dax Stock
    • Dax Receiver
    • 25k Nanospores
    • 10 Mutagen Samples

    Acquisition Quest: Kukulkan

    Spoiler

    Visit either the New Loka or Red Veil enclave in any Relay to find the quest added to their store inventory, which can be purchased for 75,000 Standing.

    When the quest is started, they will recieve a message from either Cantis or Amaryn, telling them that their success in the use of Infested Specters has led one of their agents to explore an old Lab by doctor Tengus. Intel they recieved hinted that Tengus came to the discovery that the Orokin had some limited success in the control of Infested. During the war with the Sentients, they tried experimenting with an evolving weapon that could prevent the Sentients from reliably adapting to it.

    Mission 1: Mariana, Earth (Level 20-25) Mobile Defense

    A Syndicate Operative was exploring an old infested Grineer Sealab in Earth when the alarms were tripped, realizing they won't be able to escape alive, they uploaded the data in three parts to the consoles then radioed their Syndicate Leader to obtain the data before it goes into the wrong hands.

    As the player extracts they get a transmission from the Operative who has locked himself into a room. Rescue the Operative and extract.

    Completing the mission will give the Dax Barrel

    Mission 2: Yursa, Neptune (level 25-30) Interception

    The Operative will join the player. He tells them that the Corpus had been come across information of a Dax Rifle which would give them a technological advantage. He tells the player that it is this particular Dax Rifle that was used to manufacture the Kukulkan. The ship which was conducting the research had run afoul of the infested and the Corpus had been searching for it since. Intercept the transmission in order to learn it's whereabout while denying the Corpus the technology.

    The Dax Stock is awarded upon completing the mission

    Mission 3: Oestrus, Eris (level 30-35) Infested Salvage

    The Operative says that the Kukulkan was more than just a weapon that got fouled by the Technocyte. It was deliberately engineered to work with the Technocyte virus, thus allowing it to turn it's targets into Infested that will fight for its user.

    • If the player is aligned with New Loka, then they came across this information from the Perrin Sequence, one of them used to work in that ship and managed to escape, later to pass on that information, which led to New Loka weaponizing Ancient Healer Specters.
    • If the player is aligned with Red Veil, it came from a Steel Meridian member who used to work for Doctor Tengus, which gave the Red Veil the idea to weaponize Charger Specters.

    Upon reaching the now-infested ship, the Operative plans to use the abundant infested biomass around the ship to finish the research and Synthesis of the weapon. In the first round, the ship computer needs to Synthesize the original Dax Rifle it was based from (the name of the rifle is not revealed as the ship computer's speech is interrupted by lots of glitches). The second phase is to Synthesize a version of the Technocyte that would be friendly enough to not turn on it's creator, and the final phase is combining the two data.

    Finishing this mission will award the Dax Reciever

    Epilogue

    The Operative tells the player that the original Dax Rifle by itself is unusable since it requires an element that is no longer present in the origin system, however, once introduced to the Technocyte, it will become a functioning Kukulkan.He also informs the player that since the weapon requires a DNA sample each time it loads up ammunition, the risk of becoming an infected is very high, and since the Tenno themselves are immune, they are the only ones who can use this weapon safely.

    Additional Info

    The Syndicate leader's lines change depending if certain quests are completed. Amaryn's lines will be less dogmatic and more open-minded if The Silver Grove is completed. Meanwhile, Cantis's transmissions will be replaced by Palladino. The Operative's lines will change as well, implying they are close or share the same values as their leader's (i.e. Amaryn's being more open to the truth or Palladino's vision of accepting the outcasts instead of being just bloodthirsty assassins)

    Helminth will also have something to say if they approach him while this weapon is equipped.

     

    Additional/Meta Info

    • Kukulkan's special ability has no effect on wild animals.
    • The mutation process when switching to secondary fire can be cancelled by melee attacks or rolling

    Augment Mod: Primal Genome

    • Y/Penjaga polarity
    • Rare
    • +50/+75/+100/+125/+150 Armor for Infested (increased by level)
    • 5-9 Mod cost

    Trivia

    • Kukulkan is named after the Winged, Feathered Serpent Mayan Deity.
    • Like its namesake, the weapon's initial form is snakelike, and both forms sport feather like flaps along its body.
    • The secondary form of the weapon also references it's snake-like nature with it's huge gaping maw and constantly moving tongue.
    • Infected Grineer units, when spawned with the ability to harpoon and infest enemies, will stab their enemies in the heart (Scorpions with their Machetes and others with their Sheevs, reminiscent of Aztec sacrifice rituals.

     



    Old Information:

    Spoiler

     

    Codex Entry

    Give your targets a fate worse than death by turning them into the infested.

    Acquisition

    1. Awaken Helminth
    2. Obtain the Rank of Exalted for Red Veil OR Flawless from New Loka
    3. Purchase the quest "Kukulkan" from either enclave for 75,000 points (or trade for it)
    4. Finish the Quest to obtain the parts (or trade for it)
    5. Present the Rifle to Helminth

    Statistics

    • Weapon Type: Rifle
    • Slot: Primary
    • Mastery Rank: 13
    • Noise Level: Alarming
    • Trigger Type: Auto/Held
    • Magazine Size: 60/100
    • Range Limit (For Secondary Fire) 17m
    • Crit Chance 10% / 5%
    • Crit Multiplier 1.5
    • Status Chance: 20%
    • Damage: 15(Punct) 15(toxin)  /50 (Corrosive)
    • Reload Time: 2.5s / 1.5
    • Morph Time: 1 seconds

    Information

    The Kukulkan is an Infested rifle that can switch between automatic fire with toxic spines or morph into a cannon that spews out corrosive gas. The weapon has a special ability to transform the enemies it kills into an infested unit that draws enemy fire.

    When enemies are killed by the Toxic spines, there is a 20% chance that 1-3 Maggots will burst out of their body and will attack the nearest targets. There is a 5% chance that the maggots will attempt to latch onto an enemy (as they would to a player), preventing their target from attacking and making them vulnerable to friendly fire. If there is a nearby comrade they will attempt to melee it off the affected enemy knocking both the maggot and it's victim to the floor. It is worth noting that these Maggots are not allied to the player and they will attack if they are close enough.

    Enemies killed by the Corrosive Gas instantly turn to either a Charger (for Grineer) or Runner (for Corpus). Unlike the fragile Maggots, these Chargers/Runners have 75% of their former selves' health. In addition, they are allied to the player and will benefit from buffs.

    Maggots, Chargers, and Runners spawned from this weapon have a very high Threat Rating, forcing enemies to target them first before the player. All of these infested creatures will expire after 10 seconds, regardless of health.

    A word of caution when switching to the Kukulkan's Secondary form, as it will inflict a Viral proc on the player, and requires 1 full second to fully transform.

    Appearance:

    Scarce information about this weapon hints that it was formerly an Orokin-era weapon used by Dax soldiers until it was heavily infested. Exactly what weapon it used to be is no longer clear given the extensive infestation.

    The Kukulkan appears to be long, serpentine entity, lined with short feeler-like projections. A pair of very long feelers grow from the weapon's "stock" area that appear to  constantly scan the area around it. Adding to it's somewhat limited sentience, the Kukulkan moves and switches in excitement when offered ammunition, and devours it with gusto.

    The Kukulkan's alternate form has it transform into a more compact body, morphing in a toothy maw and lolling tongue that nearly bisects its entire body. When mutating, it spawns a set of spike-tipped tentacles that stab it's user. While mildly painful, does not deal any damage. Rather, it appears to be taking a DNA sample of it's user in order to program it's infested creations to consider their creator to be one of their own.
     

    Manufacturing Requirements:

    • 20,000 credits
    • Kukulkan Barrel
    • Kukulkan Stock
    • Kukulkan Reciever
    • 10 Mutagen Samples

     

    Acquisition Quest: "Kukulkan"

    Once the player has awakened Helminth from its dormancy, they can now visit either the New Loka or Red Veil enclave in any Relay to find the quest added to their store inventory, which can be purchased for 75,000 Standing.

    When the quest is started, they will recieve a message from either Cantis or Amaryn, telling them that their success in the use of Infested Specters has led one of their agents to explore an old Lab by doctor Tengus. Intel they recieved hinted that Tengus came to the discovery that the Orokin had some limited success in the control of Infested. During the war with the Sentients, they tried experimenting with an evolving weapon that could prevent the Sentients from reliably adapting to it.

    Mission 1: Mariana, Earth (Level 20-25) Mobile Defense

    A Syndicate Operative was exploring an old infested Grineer Sealab in Earth when the alarms were tripped, realizing they won't be able to escape alive, they uploaded the data in three parts to the consoles then radioed their Syndicate Leader to obtain the data before it goes into the wrong hands.

    As the player extracts they suddenly come across dead Grineer bodies, hinting that that the operative might still be alive.

    Back in the Orbiter, the data extracted from the consoles show the barrel blueprints of an infested weapon called "Kukulkan". The Operator vaguely remembers hearing about that weapon's name, before they Orokin decided to turn them into Tenno.

    An Intercepted message from a Grineer Base in the Plains of Eidolon will appear in the player's inbox.

    It's been 24 hours and our Bravo team in the Marianas Sealab have not reported in yet. Alpha Team should be arriving any moment now with our prisoner. In the meantime, I will be sending another squad to check in on Bravo's whereabouts.

    Mission 2: Plains of Eidolon (level 25-30)

    Konzu tells the player that his one of his scouts was able to sneak in close enough to overhear that the Operative was to be brought to one of their underground bases. First they need to raid one of the randomly marked bases, clear of it Grineer then defend it long enough to obtain the information where the prisoner is held.

    Next, is to proceed to the underground base, rescue the operative then escort them to the extraction point. For Red Veil Operatives, Steel Meridian will send in a Bolkor with a small squad of troops that emerge from it. For New Loka, Perrin Sequence will bring in a Condor Dropship where squad of Moas will drop in from. Bring the Operative to the dropship to complete the mission.

    Back in the Orbiter, the Operative sends to the player the blueprints for the Kukulkan Stock, telling the player that the Grineer had also come across the information on their own and thus that was how he ended up being ambushed by them.

    Mission 3: Oestrus, Eris (level 30-35) Infested Salvage

    The Operative will join the player for this mission, which requires three waves to complete. He fills the player in on the nature of the bioweapon; Kukulkan was an Orokin attempt to deliberately infest one of their top-of-the-line rifles but it's performance against the Sentient left much to be desired. Against other opponents though, it was terrifyingly effective as it was able to spawn infested from the bodies of its victims.

    The Corpus was the first to hear about the weapon and tried to replicate it, albeit in order to recreate the original weapon. That ship was attacked by the Grineer a long time ago, and left to rot in space.

    • If the player is aligned with New Loka, then they came across this information from the Perrin Sequence, one of them used to work in that ship and managed to escape, later to pass on that information, which led to New Loka weaponizing Ancient Healer Specters.
    • If the player is aligned with Red Veil, it came from a Steel Meridian member who used to work for Doctor Tengus, which gave the Red Veil the idea to weaponize Charger Specters.

    That Corpus ship is now infested, and the Operative plans to use the abundant infested biomass around the ship to finish the research and Synthesis of the weapon. In the first round, the ship computer needs to Synthesize the original Orokin Rifle it was based from (the name of the rifle is not revealed as the ship computer's speech is interrupted by lots of glitches). The second phase is to Synthesize a version of the Technocyte that would be friendly enough to not turn on it's creator, and the final phase is combining the two data.

    Once the mission is complete, the Operative tells the player that the weapon cannot be reliably used by anyone else other than the Tenno, since they are immune to the mutations of the Technocyte Virus.

    Once the three components: Barrel, Stock, and Reciever are obtained, they would need to approach Helminth who will finalize the synthesis of the weapon and ensure it would not turn on them.

     

    Additional/Meta Info

    • Kukulkan's special ability has no effect on the Infested, Sentients, and wild animals.
    • The quest cannot be traded with a player who does not meet the Syndicate requirements
    • The Syndicate leader's lines change depending if certain quests are completed. Amaryn's lines will be less dogmatic and more open-minded if The Silver Grove is completed. Meanwhile, Cantis's transmissions will be replaced by Palladino. The Operative's lines will change as well, implying they are close or share the same values as their leader's (i.e. Amaryn's being more open to the truth or Palladino's vision of accepting the outcasts instead of being just bloodthirsty assassins)
    • Smeeta Kavat's Charm has no effect on this weapon.
    • During the second mission, there is no need to complete the first bounty. It is possible for the player to find the underground base simply by exploring.
    • The Viral Proc when switching to secondary fire cannot be negated by skills like Iron Skin or Invincibility-based abilities
    • The mutation process when switching to secondary fire can be cancelled by melee attacks or rolling, but the Viral Proc will still apply.

    Augment Mod: Primal Genome

    +20% Damage, +10 Secondary Range

    There are two ways to obtain this mod

    This mod is obtained from buying the Kukulkan from the Market with Platinum then completing the Quest.

    An alternative method is to complete the Quest, there is a 1% this will be rewarded.

     

     

     

     


  6. I'm guessing someone must have mentioned at least a few of these by now, so I'll go ahead and just say a couple of observations regarding the Orbiter and certain decorations.

    1.) The Somachord needs a loop function.

    2.) Somachord can't be heard by other players.

    3.) It needs a playlist of sorts.

    4.) Visitors can't see the displayed Warframe

    5.) Mire is apparently what the Foundry is always building

    6.) Fish can't be seen in the tank.

    7.) You can't go in operator mode in a teammate's Orbiter, but you can run around like so in Cetus.

  7. This version of Sharkwing has to be as fast as the space one, forgot to mention that. Since underwater parts always felt so slow and sluggish for me, it's a reason why I delayed doing second dream for quite a bit.

     

    Anyway, what I'm proposing is that it's mostly sharkwing due to how much ocean there is to explore and at the same time there being a lot of places to go back to boots-on-the-ground such as getting in grineer ships or submarines, or the faux-horror runs in the manic infested derelict sealabs. Alternatively one could view it as essentially just a large-scale version of the Kuva Fortress, if you had to actually fly in between asteroids.

  8. Actually, please keep on giggling.

    Requirements: Complete The War Within

     

    The Hub: Disguised Galleon

    As opposed to just walking into the open world, the cell uses breaching pods in order to not draw suspicion from Tyl's forces.

    Entering the Hub plays a cutscene of the Galleon's hangar bay where the Tenno's Landing Craft uncloaking.

    After the events involving the Tubemen, Manics, as well as Hunhow, a large group of disgruntled Grineer have rebelled, with many expressing interest in joining the Steel Meridian with hopes of cleaning up the mess left of the planet. The reformed soldiers give information on the various sites of interest, such as often-used shipping lanes, irresponsibly abandoned labs where Manics now roam unchecked, as well as rumors of other sentients sighted or uncovered around the events of the Natah Quest. Other bounty lists involve rescuing trapped Grineer that were abandoned when either the labs collapsed or during Hunhow's escape, as well as preventing Tyl Regor's troops from reclaiming any lost assets from his destroyed labs.

    While they have rebelled against the Grineer command and express interest in the Steel Meridian, they are still not officially working for that Syndicate. What they are solidly  aligned with is the Tenno, and thus accept anyone's help, regardless of their Syndicate.

    Steel Meridian Officer: Formerly a high-ranking Officer under Tyl Regor, he abandoned his post after Grineer Command left many of his men abandoned to their fates. Provides bounties.

    Gunsmith: A Dreg Foreman who's group was left to die when Manics broke out of quarantine. Creates custom firearms analogous to the Zaw. Also issues sub-objectives regarding the location of caches of materials and blueprints (similar to Simaris notifying you of the prescence of Synthesis targets)

    The Mechanic Duo: A Seeker and a Crewman who creates custom roller specters and enhances the regular Steel Meridian variety. Wares also include a special latcher used for infiltration, an roller that deploys guns when toggled to Hold Position. A Turbo engine that allows rollers to bowl over groups of enemies;ragdolling them, and an arc trap dispenser which replaces the attack animation with the roller opening up and using an arc trap to stun nearby enemies. The two also give sub-objectives regarding Grineer Machinery, such as hacking into secure data vaults of passing Grineer ships or submaries, or listening in on confidential intel.

    Engineer: A Bombard with a certain accent who sells weapon augments and enhancements

    1. Homing Sensor: Ogris Augment. Allows rockets to seek out targets marked with with the alt-fire
    2. Napalm Bomb: Ignis Augment: Alt fire releases a ball of flame that sets the area on fire.
    3. Harpoon Assembly: Arm Armor Enhancement: replace charged melee with the scorpion's harpoon attack, also works with primary or secondary equipped.
    4. Kuva Capacitor: Arm Armor Enhancement: When hit by melee, chance of performing the Heavy's ground pound AOE
    5. Kuva Infusement: Kesheg Augment: while equipped, increased armor and chance to resist knockdown
    6. Ballistic Barrel: Buzlok Augment: Alt-fire is now hitscan

     

     

    ----------------

    The Surface

    The surface is generally just a large expanse of open ocean with the occasional small island, or shipwrecked Grineer boat that the player can hop onto.

    Regular fleets of Grineer boats and Ships patrolling the waters, it is through these the Tenno can surface and attack these vessels. If left alone, they're capable of dropping depth charges and other anti-submarine warfare weapons agains sharkwings. Another incentive to sink these ships is to obtain a good amount of resources and prevent a large amount of Grineer spawns. Think of them as mobile bases, with the Tenno having the opportunity to pilot them until they are destroyed.

    There's the occassional island or abandoned sealab as well, but is generally just a large expanse of ocean.

    If sighted by ships on the surface, they're capable of unleashing a powerful barrage of artillery.

    The largest among these surface ships is the Grineer Dreadnought. The player is cautioned when one has appeared and has option of avoiding it, or sabotaging the ship through stealth. The ship is impervious to sharkwing weaponry (all it does is alert them of the player's prescence) and is manned by a lot of high-level Grineer. If the player leaves it alone, the Dreadnought will eventually exit the map. Alternatively, if the players stay in the Dreadnought until it leaves the map, it will disconnect those who are elsewhere (with an appropriate advisory telling the other players to either join those aboard the ship and vice versa)

    Apart from just sabotaging ships, other objectives involve planting listening devices in the ships (i.e. not killing certain crew and not being discovered at all), planting homing beacons, and killing off the crew so the vessel can be reclaimed to be scrapped for parts.

    ---------------

    Underwater

    The underwater section is dotted with entrances to Grineer sealabs, undersea caves, and canyons. Despite the large open area, the murky depths limit visibility without the proper equipment, having which can give the player an edge over enemies.

    Apart from the Grineer, roaming underwater is are some large predators.

    • Naga Eel

     This large fish-like creature is a super predator in the waters of Uranus. It feeds on local fish wholesale by electrifying a large area around itself by secreting some chemicals.

    When provoked, the Naga will constantly inflict electricity damage in a 60 meter radius around itself. Getting within 10 meters of the Naga will put the warframe in contract with the chemicals it exudes to create the electricty, which has a high chance of inflicting a corrosive proc as well as dealing toxin damage. The Naga will only use it's weapons if fired upon or nearing schools of fish, or if the player has entered its nesting grounds.

    • Stalker Octopus

     Remains cloaked until something gets into grabbing range. Once grabbed, the player is bashed around similar to being caught in Hydroid's tentacle swarm. The player can attempt to escape by firing at the octopus or dealing enough damage to it's tentacle. Once the octopus has grabbed something, it will attempt to swim away, potentially dragging the player to even more dangerous ground. The mollusc's especially tough skin makes it nearly impervious to impact damage, and is resistant to puncture.

    • Toxic Man O' War

     The trailing, stinging tentacles of this jellyfish like creature is very difficult to see, contact with it inflicts a guaranteed viral proc.

    • Nightmare Centipede

    This huge centipede-like arthropod will chase the players so long as they remain underwater and never loses sight of them. It's pincers have a very high chance of inflicting a slash proc and it's body is covered with a shell similar to alloy armor. Once a player's health is below 50% it will attempt to grab them and use it's mandibles. This effect is similar to Inaros' Devour ability; regaining health everytime it damages it's victim except that it is vulnerable to attack. The grabbed player can also use their melee in a QTE to break free from the Centipede, the repeated hits to the face will temporarily stun the creature.

    If damaged enough, it will retreat for a while, before resuming the chase. Each time it's made to retreat it start to use a smarter ambush method, such as actively staying of the of the player's line of sight (the direction the waframe is facing). Despite being relentless they are not particularly bright and will get distracted by devouring other mobs that get in the way. Worth noting though is whenever the sea centipede has grabbed it's prey, it will start to heal itself until that prey is shot and killed.

    -------------

    Derelict Sealabs

    Derelict sealabs also have a large amount of out-of-control manics hunting in packs, making exploration of these old facilities especially dangerous. Their enhanced ambush skills, combined with faulty to no lighting makes these equivalent of "caves" a good departure from "killing a hundred enemies that are rushing you" and instead it's all about keeping on your toes from Manics that wait for the right moment to strike. Almost like a horror game.

    Adding to the tension are randomly scripted events of Manics to unnerve players, as it is not always a sign of an incoming attack.

    • A manic might quickly run towards and past the player(s), or across a doorway.
    • One might uncloak right beside the player and strike, only to quickly run away and despawn
    • If wandering alone or separated from the group, a Manic might pounce the player before making their escape.
    • Manics bursting through broken grills and fans, exposing new secret areas.
    • Bursting out from containment tubes like in Sealab Sabotage Missions or the Tyl Regor boss fight.
    • Manics laughing

    These scripted Manics can be killed but generally have less health and affinity compared to the actual ones that would attack the party.

     

    There is also a surface variation of this, which is the Derelict Ship, an otherwise lightly manned vessel with the crew deck being oblivious to the carnage below.

    ---------------

    Grineer Leviathans

    These giant submarines are akin to the Balor Fomorians, and the players are prompty cautioned if one is nearby. If alerted, these ships will open fire and dispense large amounts of troops to fight. Unlike the Dreadnoughts, they will stop in their tracks until the player has been disposed of, or has left their sensors. Sabotage is the only way to destroy a Leviathan, which means entering the vessel via stealth.

    The players will need a frequency modulator in their gear which allows them to spoof the codes and allow one of the hatches located throughout the Leviathan (randomly generated which hatch will open, just listen for the appropriate sound to get louder) once inside, they can either fight their way to the reactor core or do it quietly and sabotage the ship.

    --------------

    Random stuff

     

    Occassionally, one of the random generated undersea tiles leads to a glass dome of the regular sealabs, including the Tyl Regor Boss Arena. With exception for the boss Arena, there's a small chance that those labs will show a Tenno attack or infestation in progress.

    Out of reach-places may sometimes show the shadow of some gigantic sea creature passing by.

     

     

  9. It's a can of worms alright, here's some thoughts I had about it.

    How about actual Dark Sectors?

    An outpost of the Grineer or Corpus, but heavily implied they're about to turn to the Tenno side and the more missions you do for them the more they warm up to the idea that their own faction is probably wrong.

    Like a grizzled Grineer captain who's crew is seriously thinking of turning to the Steel Meridian after monhs if not years of no supplies or any of the promised help coming from HQ, and the Lotus with the Steel Meridian tell you that these guys are definitely worth helping.

    On second thought this might be where the Kavor Defectors have taken refuge, originally in a better place in the planet but continuous Grineer attacks have pushed them into the Dark Sectors. Or, the Grineer Captain is still working his cover he's working for the empire while harboring the Kavor defectors.

    Blacksmith: creates the modular weapons in the Grineer Aesthetic.

    Gunsmith: Creating modular guns salvaged from various parts mined in the Dark Sectors, and so the Tenno can mix and match different Barrels, Stocks, and Receivers to create their dream gun.

    Diriga Engineer: In place of the "pet shop" there's a Diriga engineer where you can build your custom sentinel and it's weapons.

    As for the Corpus version, it could be the Myconia, which is why they can be right beside a huge open world riddled with infested, with waves of Nef Anyo's goons trying to break through the infested and into Myconiaville. For this open world, their equivalent of ores will be otherwise harmless infesed growths which the Myconia can weaponize.

    Obviously their weaponsmiths create infested weapons, and perhaps have a Moa architect create your own customized walking deathmachine, just like the ones we've seen in the Index.

    Or how about a "town" composed purely of cephalons?

    How about an open world for the Orokin?

    Imagine one of the moons of some planet having been taken completely over by a rogue Orokin Tower or one of the other planets pulled into the void? Instead of sentients pouring in at night, there's some massive void storm which turns the wandering mobs into frenzied powerful versions of themselves. There could have been a weapon created by the Orokin alongside the Tenno but was never completed due them favoring the Tenno, and this or these weapons, have also awakened, or have gone rogue.

    Orokin stage design has to be hands down my favorite, so I'd like to see Orokinzilla Prime roaming the fields in all it's golden glory. Maybe the town can have some surviving Orokin or just cephalons projecting their old forms. Probably finally get Ballas to show up here and maybe reveal more about the stalker? As for their blacksmiths, it could be "pseudo-primes" they're making or actual Orokin weaponry, after all, if I know my lore right; tenno weaponry was intentionally archaic as the actual modern weaponry at the time of the great war was useless against the sentients. Considering that the Dax can live for a very long time, this may also be a place for other Dax to be and perhaps due to the nature of the place or the way it shields itself is why they couldn't be under the Twin Queen's influence.

    And maybe a quest involving that concept. Maybe in addition to the Corrupted, there's also Kuva Grineer attempting to siphon what they can

    Perhaps in this Orokin town the denizens are just trapped and bored.

    Speaking of golden people...

    For Mars' deserts, I'm thinking it needs you to complete Sands of Inaros to finally get the Remnants of Baro's people out of hiding. Once they get a town running, then it's time to head out into the wild safari. There was mention of some martian jellyfish and there are some desert skates in the Mars outpost so I'm thinking this could be an open world with colossal wild factions roaming free as opposed to infested, grineer, or corpus. Breaking up the desert landscapes and mesas could be Orokin "oases" and ongoing battlefields with the Corpus and Grineer, with the incursion missions having you disrupt one side (or both) so that they can continue to waste their resources fighting each other.

    ...and now for something that's not open world and somewhat of a classic.

    An endless maze, either it's a massive mine or a colossal ship, once objectives are completed the player has either the option to head to an extraction point or head deeper essentially walking into a new level while it clears the old one via one-way doors. The deeper you explore this "endless" maze the stronger the enemies get and it can go like two to three levels where there are no extraction points at all, increasing the risk.

    Perhaps this could be a new form of Balor Fomorians or some Corpus ship? Or an infested ship about to head into a populated area? The idea is that the deeper you get the more damage you do when you extract. Maybe this is an Orokin Void Tower that needs to be scuttled before it creates a massive void fissure and corrupts entire planets. And this endless maze could have any kind of faction come in (i.e. breaching pods, void fissures, infested outbreak) on top of the main faction.

    We know how big these capital class ships are, so huge we can see them on a clear sky, and it would be a lot easier on the program as well, since rather than render a huge map it just generates a regular level and clears it off the cache once the players proceed to the next checkpoint.

    For a proper Corpus city, I think it's pretty feasible enough lorewise since they do trade with everyone. Maybe there's a huge "safari" overrun with rogue machines that they're paying good money for anyone brave enough to fight them. Yes, I'm thinking of a plains running amok with corpus proxies, and so the grineer and crewmen you see in the field are essentially rival bounty hunters. This would be interesting since now that bombard npc who called you a Tenno skoom at town, you can finally put a bullet between his eyes when you see him in the fields.

    For this open world in Pluto it doesn't need a giant boss, just a level 200 John Prodman. Be careful when attacking a corpus camp out there... he could be among them.

    I'll stop for now. This was fun to write though.

  10. How about some stances for the Primary and Secondary weapons. Like their melee counterparts, this can affect the weapons and sometimes the warframes themselves used. Just a couple of ideas, and I'm bad at coming up with names so I'll just use some direct straight to the point placeholder names. Feel free to call them something else

     

    Light Machineguns (Soma, Gorgon, Supra)

    Action Hero: While staying still and firing from the hip, increased armor and chance to ignore knockdowns and other CC

    Fieldron Ammo Belt: Eliminates the need to reload by linking the entire ammunition to the magazine. Picking up Ammunition will have a delay before it registers.

    Crew Served Weapon: Nearby teammates increase the chance of a shot not expending ammunition.

     

    Bows/Sniper Rifles:  (* means not available to bows)

    Hitman - While the rifle is equipped, lowered Manuevering speed, lowered visibility to enemies, and increased silence on weapon. Enemies killed by sniper rifle are less likely to attract attention from nearby teammates.

    Simaris Scanner Scope - An experimental scope developed by Simaris. When crouched and aiming down sights, enemy weakpoints are highlighted. Reduced damage when aiming elsewhere.

    *Steel Meridian Ordinance - Special explosive bullets manufactured by the Steel Meridian causes targets to explode and inflict a status proc to nearby enemies, decreases magazine size and increases reload speed, drastically lowered zoom

    Focused Hunter - reloading does not take you out of aiming down the sights.

    Marksman - hold the the sights down on an enemy for 5 seconds and it will auto-lock on the target.

    Debilitating Shot - While aiming, press F and a weak shot will create a weakpoint that has increased crit chance when struck.

    Clean Kill - Enemies killed in one shot will drop more loot.

     

    Shotgun

    Slug Ammunition: pellets are concentrated into a single slug, lowered magazine size and reload time.

    Reload Cancelling: Can immediately start firing if at least half the reload time is done.

     

    Assault Rifle

    Kuva Bayonet: Replaces quick melee with a thrust of a bayonet that is slightly less damaging than your melee weapon, allowing the user to quickly resume firing

    Detonite Launcher: Overrides any secondary fire and replaces it with an explosive grenade that deals approximately a magazine's worth of damage. Reload time is doubled when using the launcher. Holster time is increased.

    Dextrous Reload: Every other reload is nearly instant.

    Tactical Scope: Scanned enemies will be auto-aimed when you zoom near them, scans by other teammates also count.

    CQB Reflex: Hitting the Melee weapon just as an opponent is about to strike will have the warframe knock them back with their rifle and open them up to finishers

     

     

    Launchers

    Guided shot: while aiming down the sights, focus the crosshairs on a target (approximately the length of time to scan a target) and when fired, the projectile will seek out the enemy.

     

    Single Pistols

    Quickdraw: Holster rate is much faster.

    Silent Killer: approach an unaware opponent and fire on them, an animation will play where they grab the opponent and assassinate them with a single bullet, allowing your pistol to gain stealth bonuses. Does not consume bullets.Silent.

    Kneecapper: A crit on a non-weakspot has a chance of stunning an opponent, rendering them open to finishers.

     

    Dual Pistols:

    Reload Mechanism: Manuevers that normally break reloads no longer do so

    Fastest Gun: killing an opponent within 3 seconds of another increases crit chance (with a cap) (applies to Peacemaker)

    Gun Dancer: while firing, evasion rate is increased (also applies to Peacemaker)

     

    Thrown Melee:

    Tactical Holsters: double tap F to quickly throw your knife/star without having to switch to them. Keep tapping F to throw more.

    Rubedo Fiber Blades: Thrown ammunition can be picked up again within 10 seconds.

     

     

  11. I should have reworded it, I think, about the Shop Keeper. they're not like employees but just middlemen, just a cosmetic. In terms of lore there are many reasons why they would help the Tenno with the trade, Darvo and Baro as middlemen are pretty obvious, and Nef Anyo, well all Corpus will do business with anyone. But their real purpose in terms of the game is just either for bragging rights (maybe some are more expensive to procure as opposed to others and they want to impress their buyers or sellers) or humor. I mean, Clem, he's pretty reason enough, or John Prodman.

  12. I'm no programmer myself but I envision it to be accessible from the Market in your Menu. You type in the item you want to either buy or sell then it displays a list of who is trading that item in question. This way you can also obtain the best prices... like a certain elusive mod that I got for really cheap. There's also a lot of confusion sometimes in what things are really selling for and it causes all sorts of miscommunication.  I know for a fact that most of us players aren't really sniveling conniving scammers, and I also think that the market itself should be the definitive place to know the value of something. It's very easy for anyone to say "oh this sells for X because everyone is doing it" or "well in this other site I go to, it's really this amount"   but with this market system. We will see what it really sells for.

    As for custom shop setups, since my proposal uses a lot of already establishing characters, there really isn't much in the way for any new content to be created, just in the same way syndicate transmissions are the same whether they're ordering the mission or sending a death squad at you. On the sound and dialogue standpoint, they could just reuse some existing lines... in that regard, I'm foresee a lot of Nef Anyo among them.

    Again, I'm no programmer, but considering that the game already does a pretty great job in assembling a randomly laid out but logical procedurally generated map, then simply assembling a shop set with parameters of already existing assets shouldn't be that difficult, at least theoretically, and this time, it doesn't have to account for making sure there are no dead ends or anything.

  13. Tenno Personal Shop

    How about the option to setup a personal shop where you can list items you have on sale for players to buy from or sell to. This way, players can simply search item they're looking to trade for in the Market buy it at the price the seller assigns to it, or alternatively find someone who can buy their items.

    1. Players can also link their Shop in Trade chat like one would with other items, allowing other players to see what they're selling or buying.
    2. The number of slots in your Personal Shop are limited but can be increased via plat. Maybe ten slots is a good starting point.
    3. Trade chat won't really change since you can still negotiate and advertise there.
    4. Special Weapons and Mods set for sale still occupy their respective slots, but cannot be equipped. These items are also taken off of the foundry list (i.e. if you put up a Nikana Prime Blade for sale and then check your foundry, you will find it missing in the BP)
    5. A possible integration outside of the game such as in this site, allowing players who are offline to know if someone has purchased their items for sale. More reason to head back home immediately to play and spend their newfound plat.
    6. For Tenno looking to Buy items in their Personal Shop, it's pretty similar, reserve a slot for an item you want to buy and the price you're looking to buy it for. Once this slot is put down, the platinum is held in their account (i.e. cannot be used) until someone either sells them the item or they cancel it.

     

    Trades and Discounts

    If a buyer has certain conditions met, the shop can automatically set discounts.

    Item Trade Discount: If the buyer has a certain item in their inventory, there is an option for them to buy it at a much lower price in exchange for the item.

    For example: Let's say player 1 is selling a Nikana Prime BP for 20 plat. He then assigns a discount condition to it as following:  10plat + Lex Prime Receiever.  Now if Player 2 browses his shop without the Lex Prime Receiver, he will only see it on sale for 20p, but if he has it in his inventory, then he will see an additional option to buy it at the discount.

    Alternatively, instead of a discount, they could just set an alternative item for trade as opposed to plat.

     

    Optional Shop Cosmetics:

    • Shop Keeper

    Players can select who "manages" their shop, similar to interacting with the Sydicates. Some examples would be: any of the Conclave Cephalons, The Operator, their Fashion Frame (using Operator's voice), Lotus, Nef Anyo, Clem, Baro Ki'Teer, and the Syndicate Leaders.By default the dealer is Darvo, who acts as a sort of "middleman"

    • Background Image

    The player has the option to set the background of their shop as either a static view of their Liset from a chosen angle or from their Dojo.

    These cosmetics aren't just for show. The saying goes; "in business, first impressions are everything"

  14. Hello, hello? Welcome to your new and exciting summer job as new head of Grineer Security... now as you noticed there are no doors here because Tenno could either hack them or just crawl through the vents, so we're giving you, a Clem mask and twin grakatas! Just put the mask on, fire at the ceiling and say "Clem" and the pesky Tenno Skoom should go away...well, except maybe one of them...

  15. I haven't read everything yet, so this idea might have already been mentioned.

    Passive: Orokin Seeds

    As an alternative to performing a stealth kill or ground finisher on an opponent. Flora can also Interact with them to plant some seed. (Feel free to call it something more awesome like Blood Seed, or Death Seed...etc) This ability has a similar criteria to Covert Lethality in the sense that it will only be available if it would have been fatal damage anyway.

    So here's how it works. Press or Hold the Interact key and Flora will plant a seed which begins to rapidly grow on the dying opponent. Holding down the key will drain energy as they cause it to germinate quickly. If the player is interrupted or runs out of energy, or has spent 75 energy, the plant now grows to do something random.

    I'm thinking the tiers would be  15 - 25 energy for low tier buffs, 26 - 50 for mid-range and 50 - 75 for the really strong ones. This cannot be mitigated by Streamline or similar abilities and of course, will not be affected by EV while they are channeling the seed.

    Enemies that are "planted" cannot be desecrated.

    Some ideas of her possible greenhouse of horrors, in no particular order

    • A small patch of flowers that spread a toxic could
    • A patch of flowers that spread a corrosive mist
    • Flowers that let out a mist of volatile spores, granting Flora and allies in the mist to recieve a one-time exploding armor that deals blast damage and a guaranteed fire proc if they are struck. They can run back to the mist if it's still around to reset it.
    • Virulent spores that provide extra viral damage and a possible proc to melee attacks for a short while.
    • The enemy explodes into a writhing mass of thorny vines, the inital explosion dealing puncture damage. The vines stagger nearby enemies with a high chance of inflicting a slash proc.
    • The enemy reanimates, with multiple vines dealing toxic damage. Explodes when killed and has a high aggro effect. As they are rendered brainless, any firearms they are using will have very low accuracy
    • A plant that provides an aura similar to the Infested healers for a short time.
    • A venus flytrap-like creature that lobs tar similar to the mutalist moas
    • A large patch of white flowers that inflict a radiation proc.
    • A tall grass that disarms staggers and enemies. Killing them for some reason has a higher chance of yielding more endo.

     

  16. 6 hours ago, Cryozar said:

    the issue is we don't quite know what the warframes are. For all we know it could have the consciousness of the parents aboard the zariman or lingering thoughts held by the operator (thus allowing valkyr to scream), but for the moment i have nothing i can legitimately say regarding Valkyr.

    On subject of the quest, I'd want it to be very much a mission taking place prior to the second dream, perhaps a quest received after unlocking jupiter because of just how that event played; it was an event where we found a warframe that had been tortured, which was, and will maybe continue to be (depending on the direction of later quests taking place post TWW) a very dark turn of events. The only way i can see it working as a quest taking place after TWW, is if it involved time travel or visiting past memories of an Cephalon AI or something

    Alternatively, this other Tenno NPC can be some other warframe altogether, or reserved for some new upcoming one. It's clear our character isn't the only Tenno in that continuity, and maybe a quest leading to the death of a fellow Zariman survivor would be an interesting test of our character's morals.

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