Jump to content

Faction syndicate revisited


(PSN)ItaDaleon
 Share

Recommended Posts

Since from them appearance in update 15 (along with archwing) faction syndicate didn't seem to have evolved so much (just like archwing). True, them leaders starts to appears during missions and event, but still, the system behind the syndicate seem to be freezed from that day. The way you gain Standing, the Daily missions, the deathsquad, the offerings... It seem all a bit too standardized and in some case even contradictory or at least not fitting with the crescent lore behind them. Like the alliance between Steel Meridian and Red Veil: Red Veil did proved to not be too kind with grineers, neither with those Steel Meridian itself is trying to safe... As another exemple, even just Arbiter quotes while sending deathsquad, and I'm quoting here "Your lack of honor has brought this upon you." Someone blaming you to lack honor would backstab you sending a deathsquad while you are already engaged in a mission, probably against people far worse then you? What 'honor' there could be in this? Or even, as final exemple, New Loka lore is all about restore Earth and the pure humanity, but them deathsquad and specter actualy consist in Ancient. Infested units? Would those be exactly what New Loka is suppose to fight?

For those reasons and more, I start thinking about how to improve syndicate, how to rework things which need a renewal and what things to add for differentiate them more. This is what I come up after many months collecting ideas and such. I warn you: it would take a while.

 

FACTION SYNDICATE REWORK

GLOBAL CHANGING
Alliance shift: Red Veil and Perrin Sequence shifted them alliance, with Red Veil being now allied with New Loka and having Arbiters of Hexis shifted as opposer instead then enemy and them former allied Steel Meridian as new enemy. Consequential, Perrin Sequence are now allied with Steel Meridian and having Arbiter of Hexis become then enemy while Cephalon Suda turned into them opposer. 
Lore wise, this is the direct consequence of Red Veil assaulting and capturing renegade grineers during Escort Mission, and for them aggressive behaviour toward grineers in general, included them formed allied Steel Meridians. Perrin Sequence just stole the ball allying themself with them former enemies to proves both them and Meridians completly turned page from them formers faction Corpus and Grineers respectively, even going as far as accepting alliance with anchestral enemies proving there could be a future for both faction helping each other without the old prejudices.
Objectively, Red Veil alliance with Steel Meridian made little sense, since them clearly different objective and ideals. In fact, Red Veil purifying purpose mixes way better with New Loka objectives. Also, Steel Meridian and Perrin Sequence shares a lot of similarities, being both outcasts from them former factions refusing them violent ways for a more equal and pacific coexistance. Also, making them ally would be quite a solid step to difference them further from Corpus and Grineers which are still sworn enemies.


New maximal rank: Faction syndicates now present a rank highter then Neutral syndicate, giving access to further rewards and the ability to collect more Standing then before.

New 6Rank sigil: New sigil to match the new Rank giving +20% Standing.


Daily mission renewal: Daily mission now features two unique syndicate's operatives called Followers. Daily mission would always spawn two Followers, one per kind, in the starting room to aids the players in the mission. Followers posses way better abilities then previous operatives and can make the difference in mission. Also, unlike previest operatives, Followers in Daily mission have a way longer bleedout time and can revive Tenno themself. Starting from gaining the 4th Rank with a Faction syndicate (ex: Crusader for Arbiter of Hexis) the player have access to a fourth daily mission exclusive for that syndicate, which is always of the same kind (ex: Extermination for Arbiter), but offers a increased reward of 15% more Standing then others Daily mission.

New operatives: Every syndicates now includes new specials operatives with different roles. The olds operatives now functions as the three 'common' operatives for syndicate's Conflict, while two brand new and unique operatives called 'Followers' now assist Tenno during Daily mission aiding them with new special abilities. In addittion all syndicate also have three special operatives with different abilities spawning only during Conflicts for a total of 8 operatives per syndicate.


New specters: Faction syndicate now offers specter of them unique, new operators replacing the 'enemies' specters, which now can be bought from the market.

Extra Standing gain: Now wearing a syndicate sigil also allows the player to gain extra Standing by doing some specific tasks during mission. This extra Standing does not count toward the Daily Standing cap and could grant the player to gain further Standing despite have already reached the Daily limit. However, as compensation, the ammount proves to be quite low and needs a lot of effort to make it significant. This extra standing is worth just for the current syndacate sigil equipped and won't give any negative Standing for opposed or enemy syndicates, but neither additional for the allied one.


Skin: Syndicate now offers also skins for weapons and warframes with the colour of the syndicate itself. Those skin, however, doesn't offer any gameplay advantage, as them won't give any extra Standing gain or anything. It's possible to equip skins of a different syndicate from the one of the sigil actualy in use, but if the Standing with the syndicate drops bellow the Rank they was unlocked, they would become unequippable until the Standing with them faction would reach again the rank they are unlocked at.

Syndicate sentinel: Syndicate can now offer special themed sentinel with slightly increased stats then originals and accompanied by exclusive sentinel weapons. When both sentinel and sentinel weapon of a syndacate are deployed in combination, they gain the ability to cause syndicate effect during the game. However, using a syndicate sentinel with a different weapon (and vice versa) equipped would prevent it to perform syndicate Effect.


Special offering: All faction syndicate can now offer exclusive items the other syndicate can not provides.

New weapons enhancement: More weapons can now be enhanced by syndicate exclusive mod and trigger the syndicate Effect.

Iron wake ruins: The revoked alliance between Red Veil and Steel Meridian toke it price on Iron Wake. The negotiation between the two syndicate toke place in the outpost enclave and degenerated in a rumble between them operatives and leaders. After that, the place have been abandoned by both faction and is now deserted. It can be visited to find traces of the 'first Conflict' between the syndicates, while them operators moved to them own headquarters.

Syndicate headquarters: Syndicate now possess them own Headquarters located in the Star Chart. Those base are separated from mission nodes, however, and can be freely visited by Tenno who come in peace (weapons and damages are turned off like relays) as soon as they would unlock the planet they are located. Headquarters functions is similar to enclaves, as the player can talk with them leaders (like Palladino for the quest Chains of Harrow), exchange medallions for Standing and exchange Standing itself for offerings.

New datascape: Syndicate now offer them own headquarters datascape to them most trusted members.

Removal of deathsquad and introduction of unique 'consequences': Every syndicate would now deal with Oppositor (-1 rank) and Enemies (-2 rank) Tenno in them own, unique way, which can be more sudble and worst then sent deathsquads.

Conflict: New game mode similar to invasion revolving around syndicate. It requires at least Rank 2 with a syndicate to could be access.

 

NEW EVENT/GAME MODE CONFLICT


Declaration of war: Faction syndicates can now declares war to another syndicate (except them ally), or can starts global, free-for-all conflict (more team based as allied syndicate would still avoid to attack each others). The objective of a Conflict would be gaining more 'Dominance' for our own faction completing Conflict missions. The first syndicate to reach a certain ammount of Dominance would be the winner of the conflict. In case the Conflict would last too long due a Dominance threshold too high or for the advent of unprogrammed update or event, the Conflict would resolved declaring winner the Syndicate with the highest Dominance. The winning Syndicate would gain a series of advantages like a boost to them member Standing gaining, discount on offerings, free offert and the right to be the first to offer its members new items like new Warframe mods, new cosmetics and such for an estimate time of a month before the others would starts offering the same or equivalents items. Conflict mission would appears randomly over nodes on the planets where the partecipating syndicates headquarters are located. Conflict mission are time limited and can't be replayed once concluded, even if failed. Conflicts would starts randomly or can be programmed to starts in concomitance with special events (like the update contaning this rework which would inaugurate the new system with a global Conflict), acting similar to 'Invasion', and take place in Syndacate's Tile Sets. Unlike invasion, however, Conflict are divided in 'Covert', 'Assault' and 'Showdown' operations.

Covert: Covert operations plays as Daily syndicate co-op mission taking place in a Syndicate headquarters. Players would have to fight off the Syndicate operatives to reach the mission goal with the aids of them own syndicate Followers operatives. Covert operations rewards the syndicate with an ammount of Dominance relative to the mission difficoulty.

Assault: Assault operations are basically 'Invasion crossfire' co-op mission, with two factions face off against each other. Players would have to reach them goal while fighting the opposing syndicate operatives with the help of them own syndicate members. Assault operation rewards the syndicate with an ammount of Dominance relative to the mission difficoulty.

Showdown: Shodown are special PvP mission aviable during Conflict where a syndicate charges head first another syndicate important hideout to destroy it. The game style is similar to Solar Rail Conflict, with the same limitation and the same way to 'Level up' unlocking the player gear potential as it play, but without specters as the players gets assissted by them syndicate operatives. As Solar Rail Conflict, the objective is to destroy or defend the Hideout Generators Core, and the damage inflicted to this gets shared through multiple gameplay. The attackers have 12 hour from the starts of the Showdown to destroy the defender hideout bringhing it Hideout Generators Core health to 0%, while the defenders have to avoid it resisting for the whole 12 hours. The winning syndicate would get an huge ammount of Dominance point, while the losing one would have part (15% ca) of them total Dominance subtracted.

Hideout: All Faction syndicate would have a specific Tile Set, which would be a reworks of current Tile Set, for them bases and hideouts which would be invaded by other syndicate during Conflict. These fortresses are defended by syndicate's operatives, both Followers (even if in this case they won't be able to follow the players and neither to go in bleedout) then special operatives exclusive to Conflict missions. Note: Headquarters are considered safe zone during Conflict and would not be attacked by other Syndicate.

Conflict exclusive operatives: During conflict, syndicate would deploy special operatives to defends them bases. Three of those operatives are 'common' for all syndicate, wielding the same weapons and sharing the same stats, differenced by each others just by them outfit and them weapons cosmetics. These 'common' operatives are basically the olds operatives which followed Tenno during Daily mission with different weaponry. In addittion, every syndicate may also deploy them Followers operatives to defend them base and also spawning unique exclusive operatives with different abilities to improve them chances to succeed. The 'common' operatives are:

Soldier: Normal 'human' like operatives equipped with Braton assault rifle which are the most common troops of any syndicate.

Private: Normal 'human' like operatives with slightly more health then Soldiers equipped with Boar shotgun posing as basic heavy units for syndicates.

Striker: Normal 'human' like operatives more faster then Soldiers equipped with a single Skana sword, acting as main melee units for syndicates.

 

SYNDICATE SPECIFICS

Syndicate: Arbiters of Hexis
Lore: The dogmatic Arbiters seek a truth through discipline and practice. They reject the "Tenno as Warrior" mythology - a lie constructed to limit their potential. 
The Arbiters of Hexis exemplify a burning passion to search for the truth of Tenno ability, composed with the knowledge that Tenno are far greater than even their shattered history suggests. 
Allied: Cephalon Suda +50% reputation - The Arbiters seek the true about Tenno and Orokin's past, that bringh them close to Suda, as it's research of knowledge makes him seeks that past too.
Opposed: Red Veil -50% reputation - The Arbiters don't condamn the objective of the Red Veil, they condamn their ways. Despite eradicate the corruption is a remarcable act, doing it through assassination and brutality is something the Arbiters couldn't accept.
Enemy: Perrin Sequence -100% reputation - Money are not substitutes for honour. The Arbiters seek truth, not wealth. Despite the Perrin's claim to have separated from the Corpus, they still mantain them traits: corruption, greed, materialism. The Arbiters are against all this. The Arbiters would never stop fighting Perrin's plutocracy.
Ranks: 
6) Maxim; Sacrifice: Mirage Prime system and 500.000 credits; Benefits: access to Syndicate weapons, special rewards, datascape, Warframe skin and sigil R6; Standing 0 to 160.000.
5) Paladin; Sacrifice: Sybaris Prime barrel and 250.000 credits; Benefits: access to Syndicate Warframe augment mod, Sentinel, Syandana, uncommon weapons skin and sigil R5; Standing 0 to 132.000.
4) Crusader; Sacrifice: Orokin Reactor and 100.000 credits; Benefits: access to Syndicate Weapons augment mods, 4th Daily mission, common weapons skin and sigil R4; Standing 0 to 99.000.
3) Lawful; Sacrifice: Forma and 50.000 credits; Benefits: access to Syndicate Large Team Restore item, final archwing weapons and sigil R3; Standing 0 to 70.000.
2) Authentic; Sacrifice: 2 neural sensor and 30.000 credits; Benefits: access to Syndicate Void key pack, initial archwing weapons, Conflict and sigil R2; Standing 0 to 44.000.
1) Principled; Sacrifice: 500 nano spore and 10.000 credits; Benefits: access to Syndicate spectre and sigil R1; Standing 0 to 22.000.
0) Initiate; Sacrifice: 5.000 credits; Benefits: access to Syndicate sigil R0; Standing -4.999 to 5.000.
Neutral) Sacrifice: Forma and 50.000 credits; No benefits neither consequences ; Standing -4.999 to 5.000.
-1) Deceiver; Sacrifice: Orokin Reactor and 100.000 credits; Consequences: Tribunal; Standing -21.999 to -5.000.
-2) Fraud; Consequences: Inquisition; Standing -44.000 to -22.000.
Effect: Truth, 25m. radius, 1000 Gas damage, +25% Health regenerated, +25% Parkour maneuvers boost for 30 seconds.
Collectibles: Medalion 500 Standing, Lawful Medalion 1000 Standing, Maxim Medalion 5000 Standing
Special Standing gain: +1 affinity for kill (no stealth kill), +2 affinity for melee kill (no stealth kill)
Team bonus consumable: Large Team Energy Restore
Spectre: Leech Eximus Executioner
Syandana: Telos Syandana, glows brighter and drips blood for every kill during the mission
Wepons enhacement: Burston Prime, Jaw sword, Silva & Aegis, Viper, Plasma sword, Stradavar
Warframe enhancement: Ash, Equinox, Excalibur, Harrow, Inaros, Limbo, Loki, Mirage, Nyx, Volt, Wukong
Primary weapon: Telos Boltor 125.000 Standing
Secondary weapon: Telos AkBolto 100.000 Standing
Melee weapon: Telos Boltace 125.000 Standing
Sentinel: Telos Wyrm & Telos Laser Rifle 100.000 Standing
Common weapon skin: Braton, Boar, Skana
Uncommon weapon skin: Burston Prime, Jaw sword, Silva & Aegis, Viper, Plasma sword, Stradavar
Warframe skin: Ash, Equinox, Excalibur, Harrow, Inaros, Limbo, Loki, Mirage, Nyx, Volt, Wukong
Datascape: Arbiter's tribunal, Lua's nursery, Lua's containment, Arbiter's hermitage
Special reward: Eximus Bane x10 100.000 Standing - The Eximus Bane is an usable item which effect Eximus unit. Once used, the Eximus Bane release a circular energy waves of 50 meter radius which interferes with Eximus capability making them detonates damaging themself and nearby enemies units, also deny them to could use them abilities anymore. An Eximus already under the effect of Eximus Bane wouldn't be effected again by another charge. Also, the Eximus Bane have no effect on normal units, targets or bosses.
Headquarter: Arbiter's hermitage, Venus - Corpus ice planet with much less building and construction, being almost all composed of ice lands and snowy plains, with just some buildings here and there coloured mostly of black and blue to rapresent Arbiters' colour scheme. There would also be ice statues and ice caves. The Arbiters forms themself trough training and constant improvment, so them home should just looks like them: cold, but which shapes them, tempering them ability, making them simple existance not a right, but a reward for them strenght.
Operatives
Followers:
 
Jury: Juries are Arbiters operatives armed with AkBolto and with an AoE aura around them which slowly recharges them ally energy. The Arbiter's honour code imposes them to attack the enemies at sight, making them uneffective for stealth play.
Judge: Judges are Arbiters operatives armed with Telos Boltor and with an AoE aura around them which slowly recharges them ally energy. They are also equipped with Negator mines which releases energy bubbles removing any active ability effect and deny the enemies into them to could use them abilities, Eximus and other Negator included. The bubble, however, is much smaller then Negator's one, and doesn't prevent phisical damage, so the ally inside them and the mine itself could be destroyed from outside. Also, the mine could not stick on enemies or walls and would have to land on an horizontal surface before to release the bubble. The Arbiter's honour code imposes the Judges to attack enemies at sight, making them uneffective for stealth play.
Syndicate Conflict only:
Witness: Witness are Arbiters operatives armed with Plasma Sword and a teleport device. They could use them teleport to gets quickly behind them target and shred it with them leathals melee blows.
Attorney: Attorneys are Arbiters operatives armed with Stradavar and the ability to release a shockwaves around them when them healt gets damaged. As the recives even just 1 point of damage to them Healt, they do release an 10 meter AoE shockwaves which inflict electric procs and damage to the nearby enemies while recharging ally and them shield for 100% instantly. However, them shockwave must be recharged before to could be used again, giving a delay of 10 second circa between use.
Executioner: Executioners are the most lethal operatives of the Arbiters. Executioners are armed only with Telos Boltace, but they moves extremly fast and could teleport themself closer to enemies. They could also use them weapons to block incoming fire and are also armed with Nullifier mines, but at difference of Judges, them mine could land on enemies and walls too other then on the ground, and if landed on enemies it must be shaked off by rolling before to could be destroy.
Special mission: Sentence (Extermination) - The Arbiters would asks the player to prove himself rescuing an Orokin derelict eliminating the infested which claimed the relict. The player would have to eliminate every life form in the relict so the Arbiters could research the truth still hidden into the corupted ship (Orokin vaults do not appears in this mission, also the resources dropped are the same of an Eris mission instead then those of a Derelict mission.)
Opposed level consequence: Tribunal - The player will recive an invitation every times it complete a mission wearing a Sigil of another Syndicate except Arbiters or Suda when it actual Standing drop below -21.999 threshold. When reciving an invitation, the player would be asked to defend its action in a trial. The player would have 14 days to accept the invitation, at the ends of them it would be forced to accept before to could play any other mission. It would be facing 1 Leech Executioner Eximus. If the player lose, it would recive a 7 days penalty of 50% for every affinity he would gain for Syndicates excepted for Arbiters themself or Suda. If the player win, it would recive a free blueprint of Arbiters' specter and +5.000 Standing with Arbiters. Addictionaly, if he accepted the trial instead to be forced to do it, he would also recive additional +5.000 Standing with Arbiters for a total of +10.000 Standing (this to prevent to recives another invitation immediatly).
Enemy level consequence: Inquisition - The player will recive an invitation every times it complete a mission wearing a Sigil of another Syndicate except Arbiters or Suda and its Standing with Arbiter reaches -44.000. When reciving an invitation, the player would be asked to defend them action in a trial. The player would have 7 days to accept the invitation, at the ends of them it would be forced to accept before to could play any other mission. It would be facing 2 Energy Leech Judge Eximus and 1 Leech Executioner Eximus. If the player lose, it would recive a 7 days penalty of 75% for every affinity he would gain for Syndicates excepted for Arbiters themself or Suda. If the player win, it would recive a free blueprint of Arbiters' specter and +10.000 Standing with Arbiters. Addictionaly, if it accepted the trial instead to be forced, it would also recive additional +10.000 Standing for a total of +20.000 Standing (this to prevent to stick at -44.000 Standing and recives an invitation every single time the player complete a mission).


Syndicate: Cephalon Suda
Lore: A vast consciousness watching with a curious eye. Seemingly devoid of emotion Suda's thirst for knowledge and abhorrence of destruction can only be described as passionate. 
With such powerful technology rooted in the past the hunt for knowledge guides every force in the Solar System. At a time where information holds so much power Cephalon Suda, a consciousness seemingly devoid of emotion, follows a curious hunger to learn all she can. 
Allied: Arbiters of Hexis +50% reputation - Suda's research for knowledge and information brought it close to the Arbiters, as them was seeking the Truth about Tennos and the Orokins. Despite Suda's hunger is not limited about Tennos and Orokins, those are still two of his favourite subject.
Opposed: Perrin Sequence -50% reputation - Suda disdain the Perrin's materialism, them fickleness to leave behind those fact in them past they don't like, remembering just what benefit them. History can not be decided. Everything must be remembered. For better or for worse.
Enemy: New Loka -100% reputation - Suda is openly sided against New Loka, against them desire to destroy years of progress to return to them 'purity'. A purity which just lead to destruction, infestation, war and death. Suda would never let New Loka achive them goal. Suda would never just let the cycle of destruction happening over and over again.
Ranks: 
6) Genius;
Sacrifice: Oberon Prime chassis and 500.000 credits; Benefits: access to Syndicate weapons, special rewards, datascape, Warframe skin and sigil R6; Standing 0 to 160.000.
5) Sapient; Sacrifice: Lex Prime Reciver and 250.000 credits; Benefits: access to Syndicate Warframe augment mod, Sentinel, Syandana, uncommon weapons skin and sigil R5; Standing 0 to 132.000.
4) Wise; Sacrifice: Orokin Reactor and 100.000 credits; Benefits: access to Syndicate Weapons augment mods, 4th Daily mission, common weapons skin and sigil R4; Standing 0 to 99.000.
3) Intelligent; Sacrifice: Forma and 50.000 credits; Benefits: access to Syndicate Large Team Restore item, final archwing weapons and sigil R3; Standing 0 to 70.000.
2) Intriguing; Sacrifice: 2 control module and 30.000 credits; Benefits: access to Syndicate Void key pack, initial archwing weapons, Conflict and sigil R2; Standing 0 to 44.000.
1) Competent; Sacrifice: 500 circuits and 10.000 credits; Benefits: access to Syndicate spectre and sigil R1; Standing 0 to 22.000.
0) Initiate; Sacrifice: 5.000 credits; Benefits: access to Syndicate sigil R0; Standing -4.999 to 5.000.
Neutral) Sacrifice: Forma and 50.000 credits; No benefits neither consequences ; Standing -4.999 to 5.000.
-1) Debris; Sacrifice: Orokin Reactor and 100.000 credits; Consequences: Recoverate; Standing -21.999 to -5.000.
-2) Waste; Consequences: Reforge; Standing -44.000 to -22.000.
Effect: Entropy, 25m. radius, 1000 Magnetic damage, +25% Energy regenerated, +25% Base energy for 30 seconds.
Collectibles: Datum 500 Standing, Intriguing Datum 1000 Standing, Genius Datum 5000 Standing
Special Standing gain: +1 affinity for every Helios scansion/weak point reveal, +5 affinity for every manual scansion/weak point reveal (the bonus stack when scansioning Simaris' target multiple scanpoints)
Team bonus consumable: Large Team Shield Restore
Spectre: Guardian Eximus Guardian Osprey
Syandana: Synoid Syandana, glows brighter for every scansion performed (Helios/Synthesis scansion included)
Wepons enhacement: Bolto, Kestrel, Obex, Supra, Lecta, Cycron
Warframe enhancement: Banshee, Chroma, Frost, Hydroid, Ivara, Limbo, Mirage, Nezha, Nova, Octavia, Vauban
Primary weapon: Synoid Simulor 125.000 Standing
Secondary weapon: Synoid Gammacor 100.000 Standing
Melee weapon: Synoid Heliocor 125.000 Standing
Sentinel: Synoid Helios & Synoid Deconstructor 100.000 Standing
Common weapon skin: Braton, Boar, Skana
Uncommon weapon skin: Bolto, Kestrel, Obex, Supra, Lecta, Cycron
Warframe skin: Banshee, Chroma, Frost, Hydroid, Ivara, Limbo, Mirage, Nezha, Nova, Octavia, Vauban
Datascape: Suda's datascape, Hunhow's datascape, Corpus ice planet wreckage, Chamber of Lotus, Suda's sanctuary
Special reward: Synoid Titan Extractor 100.000 Standing - Synoid Titan Extractor is a special Titan extractor with increased capacity of extract material, collecting circa 50% more material then common Titan Extractor in the same ammount of time, 4 hours.
Headquarter: Suda's sanctuary, Ceres (I wanted to put it on Lua, but since you have to unlock it by a quest, I though it was rather to locate Suda headquarter on a easier to reach planet) - Orokin void and simulacrum tile sets mixed togheter with some addiction. Everything would looks pretty square and 'work in progress', like an huge block of concrete slowly shaped to looks like a suitable home, missing most of the gold decorations and replacing some with a more themed silver/light blue colour. Suda is a cephalon, it doesn't need a material place to stay, but since its followers need, he would have started with a base 'piece of concrete' roughtly shaped to give them a mere place to stay, which it's operatives are modifing to make it more cozy shaping it in the form of the ancient Orokin construction.
Operatives
Followers:
Keeper:
Keepers are Suda's operatives armed with Synoid Gammacor possessing the ability to scanning the enemies reveling them weak points. Attacking those weak point will deal twice the normal damage. A Keeper could scansion just a single target at once. The scansion doesn't make noises and doesn't allarm the enemies, so combined with Keepers' attitude to keep out from fights until the enemies detected them or until the allarm lever is raised make them reliable for stealth play.
Custodian: Custodians are Suda's operatives armed with Synoid Simulor possessing the ability to scanning the enemies reveling them weak points. Attacking those weak point will deal twice the normal damage. A Custodian could scansion just a single target at once. The scansion doesn't make noises and doesn't allarm the enemies, so combined with Custodians' attitude to keep out from fights until the enemies detected them or until the allarm lever is raised make them reliable for stealth play. If the allarm level is rised, however, the Custodians could also rely on Kinetic Syphon grenades creating an energy lash which suspend the target for few second, making it unable to rentaliate and exposed to attacks.
Syndicate Conflict only:
Archaeologist: Archaeologists are Suda's operatives armed with a Lecta and the ability to use it to grabs them enemies, stunning them and bringhing them closer at the mercy of them deadly strikes.
Researcher: Researcher are Suda's customized Fusion Moa with an integrate Drone's machinegun instead then a Laser ray, shooting a constant burt of plasma to them targets. Researcher also carries a canister of clusterbombs instead then a support Attack Drone: when they Health drops bellow 50%, they would try to release the canister, which explodes in midair droppong frag granades everywhere around the Moa dealing explosion procs and damage to enemies nerby. Due the fair range (30 meters ca.) of the attack and the high ammount of cluster in the canister, an enemy could recives multiple hits from this attack, and since every bombs hitting would deal a explosion procs, the enemy could be effectively stunlocked for a long ammount of time, where he would also most lickely being targeret by the Moa's fire, reciving a very consistent ammount of damage. For that, enemies would assault the Moa as hard as they could to dispose it before it could deploy it's lethal canister.
Guardian Osprey: Guardians are Suda's customized drones which attacks the enemies with a powerful fast firing plasma gun and Kinetic Syphon granades which instead to hit a single targets created an AoE where all enemies target inside it gets suspended unable to rentaliate for few second, completly exposed to attack. Also, Guardians have the ability to vacuum up dropped ammo or material and consume them to replenish his health and shield, with only exception of mod which instead are stored inside the Guardian and would be released in case of destruction.
Special mission: Study (Excavation) - Suda would asks the player to summons and protect some excavators in an archeological site on an ice planed where the Corpus are already installing an outpost before they would destroy everything. The player would have to summons the excavator and keep them safe defending them from the Corpus, also keeping them operative stealing energy cell from Corpus' carrier.
Opposed level consequence: Recoverate - Every time the player complete a mission wearing a Syndicate sigil different from Suda or Arbiter's one he would have a chance to recive an invite from Suda to a mission to atone for his sins. The player is free to accept or refuse the mission at its own discrettion, but until it would be accepted there would be chance for the player to find Suda's Synoid Helios during its mission. The Synoid Helios doesn't damage the player, but would proceed scansioning him reveling one of his weak point. The player would keep the weak point for 30 second, and every hit from enemies in the weak point would deal double damage. The would be just one Helios at time, and can be destroyed by the player, but it may respawn after a while.
When the player accept the mission, he would be sent to a Corpus ice planet mission when he would have to retrive four datamas and bringh them to extraction (old Spy 1.0 mission). Uppon completition, Suda will reward the player with a free Specter Blueprint and a truce of 30 days where Suda's Synoid Hellios wouldn't appears in the players mission. If the player fail, however, he won't be able to redo the mission for 2 days, during them the chances a Synoid Helios would spawn in his missions are doubled.
Enemy level consequence: Reforge - Every time the player complete a mission wearing a Syndicate sigil different from Suda or Arbiter's one he would have a chance to recive an invite from Suda to a mission to atone for his sins. The player is free to accept or refuse the mission at its own discrettion, but until it would be accepted there would be chance for the player to find multiple Suda's Synoid Helios during its mission. The Synoid Helios would be completly immune to damage, and would proceed scansioning the player reveling one weak point for 60 second. The player would then recive double damage from every enemy attack hiting the weak point. Up to two Synoid Helios could spawn at the same time and both can mark a weak point on the player. Additionaly, if they get left behind, they may despawn to respawn further in the level.
When the player accept the mission, he would be sent to a Corpus ice planet mission when he would have to retrive four datamas and bringh them to extraction (old Spy 1.0 mission), but to limitate his 'destructive' potential, Suda would force him and his eventual allies to use one weapon only randomly choosed from primary, secondary or melee. Uppon completition, Suda will reward the player with a free Specter Blueprint and a truce of 15 days where Suda's Synoid Hellios wouldn't appears in the players mission. If the player fail, however, he won't be able to redo the mission for 4 days, during them the chances Synoid Helios would spawn in his missions are doubled.


Syndicate: Perrin Sequence
Lore: A collective of brilliant and powerful merchants, splintered from the Corpus. Their goal is to restore order by bringing prosperity and direction to the violent world they study. 
Following their own doctrine to achieve Profit, The Perrin Sequence have turned away from the Corpus ideology that conflict must be capitalized upon. Instead these merchants search for ways to exercise their trade without instigating violence. 
Allied: Steel Meridian +50% reputation - The Perrins reflect themself in the operate of Steel Meridian, as both abandoned them former faction seeking for a better and fairer way to prosper. The collaboration of the two faction is tangible sign of the new ideals leading them, leaving behind those of the Corpus and the Grineers.
Opposed: Cephalon Suda -50% reputation - The Perrins couldn't comes to terms with Suda. The cephalon is blinded by his hunger of knowledge, it forgot things could changes fast. Suda's close metality and rejection for progress makes the collaboration between it and Perrins impossible.
Enemy: Arbiters of Hexis -100% reputation - The Perrins are fighting against the Arbiters, too attached to them traditions and them seek of truth to could discern between guilty and innocent anymore. The Perrins would never accept to be condamned for the same crimes which bringh them to separate from the Corpus with so many sacrifices.
Ranks: 
6) CEO;
Sacrifice: Hydroid Prime helmet and 500.000 credits; Benefits: access to Syndicate weapons, special rewards, datascape, Warframe skin and sigil R6; Standing 0 to 160.000.
5) Partner; Sacrifice: Nami Skyla Prime blade and 250.000 credits; Benefits: access to Syndicate Warframe augment mod, Sentinel, Syandana, uncommon weapons skin and sigil R5; Standing 0 to 132.000.
4) Senior Executive; Sacrifice: Orokin Reactor and 100.000 credits; Benefits: access to Syndicate Weapons augment mods, 4th Daily mission, common weapons skin and sigil R4; Standing 0 to 99.000.
3) Executive; Sacrifice: Forma and 50.000 credits; Benefits: access to Syndicate Large Team Restore item, final archwing weapons and sigil R3; Standing 0 to 70.000.
2) Senior associate; Sacrifice: 2 Detonite Ampule and 30.000 credits; Benefits: access to Syndicate Void key pack, initial archwing weapons, Conflict and sigil R2; Standing 0 to 44.000.
1) Associate; Sacrifice: 500 Polymer bundle and 10.000 credits; Benefits: access to Syndicate spectre and sigil R1; Standing 0 to 22.000.
0) Initiated; Sacrifice: 5.000 credits; Benefits: access to Syndicate sigil R0; Standing -4.999 to 5.000.
Neutral) Sacrifice: Forma and 50.000 credits; No benefits neither consequences ; Standing -4.999 to 5.000.
-1) Liability; Sacrifice: Orokin Reactor and 100.000 credits; Consequences: Bounty; Standing -21.999 to -5.000.
-2) Write-off; Consequences: Most Wanted; Standing -44.000 to -22.000.
Effect: Sequence, 25m. radius, 1000 Radiation damage, +25% Shield regenerated, +50% Base shield for 30 seconds.
Collectibles: Quittance 500 Standing, Executive Quittance 1000 Standing, Partner Quittance 5000 Standing
Special Standing gain: +1 affinity for every 100 credits recovered during missions. (Bonus credits given as mission/crates rewards doesn't counts)
Team bonus consumable: Large Team Shield Restore
Spectre: Blitz Eximus Electric Moa
Syandana: Secura Syandana, glows brighter for every credit picked up during mission
Wepons enhacement: Acrid, Grinlock, Lanka, Spectra, Supra, Prova
Warframe enhancement: Banshee, Chroma, Inaros, Nidus, Ivara, Mag, Nekros, Rhino, Trinity, Valkyr, Vauban
Primary weapon: Secura Penta 125.000 Standing
Secondary weapon: Secura Dual Cestra 100.000 Standing
Melee weapon: Secura Lecta 125.000 Standing
Sentinel: Secura Carrier & Secura Sweeper 100.000 Standing
Common weapon skin: Braton, Boar, Skana
Uncommon weapon skin: Acrid, Grinlock, Lanka, Spectra, Supra, Prova
Warframe skin: Banshee, Chroma, Inaros, Nidus, Ivara, Mag, Nekros, Rhino, Trinity, Valkyr, Vauban
Datascape: Ergo's boardroom, Corpus gas city conduit, Mycona colony, Merchant ship
Special reward: Bounty Contract x10 100 Standing - Special usable items deployable to hunt the enemies of Perrin Sequence.
- Secura Praetorium 100.000 Standing - Perrin customized landing craft which deploy a Secura Shield Generator, a tower which would generate a Shield bubble similar to Nullifier crewman's one, blocking incoming attack and shrinking uppon taking damage and regrowing when not taking damage for a while, with the only difference the shield doesn't have dispels ability, but could sustain a much highter damage then Nullifiers' one before to be completly dissipated.
Headquarter: Merchant ship, Phobos - Corpus ship with less security cameras and lockers, looking more like a merchant ship then a combat one. There would be more cargos and holds with multiple containers of goods. Perrin's are Corpus' merchants which abjure the use of war as a manner to make profit, prefering an equal prosperity for everyone as a way to achieve an equal peace. Them ship then would be more merchants ships, made for move large quantity of goods then an army of throops. So them home shall be less fortified and more 'wide' for the movement of them containers.
Operatives
Followers:
Security:
Securities are Perrin's operatives armed with Secura Dual Cestra with the ability to release an AoE which recharges them Shield and those of them ally. Securities usualy doesn't engages the enemies until being attacked first or until the allarm level have been raised.
Bodyguard: Bodyguards are Perrin's operative armed with Secura Penta shooting special granades which deals damage just to Perrin's enemies. Bodyguards also have the ability to deploy Shield Osprey to recharge and buff them shield and those of them ally. Bodyguards usualy doesn't engage the enemies until they have been attacked first or until the allarm level is raised.
Syndicate Conflict only:
Saw drone:
Saw Drones are Perrin's osprey armed with twin saw blades which hovers around them target shredding it with them blades. Also, Saw Drones could charges them enemy to close the gap with them, knocking them to the ground if they do hit directly.
Bouncer: Bouncers are Perrin's operatives armed with a Supra and Shockwaves granades. When their targets try to hide behind object or when them recive damage to them Healt, they toss a granade whick explodes creating a slowly spreading Shockwaves which knockdown all enemies into them radious.
Electric Moa: Electric Moa are red Moa with a similar apparence and function to Fusion Moa, but instead to being armed with a laser rifle they are equipped with a Shock rifle similar to Grineer arc trap, shooting electric ray toward multiple enemies in a arch of 180° in front of them. Electric Moas could targets up to 5 enemies and every enemy hit by a ray do also transmit part of the damage recived to nearby enemies, even those targeted by another ray, making Electric Moa extremly efficient against multiple targets. Also, the Electric Moa doesn't deploy attack drones when them health drops bellow 50%, but uppon death they explodes releasing an AoE of intense electrical power dealing electric proc and damage.
Special mission: Industrial espionage (Spy) - The Perrins would tasks the player to retrive datas from a Corpus ship in order to could expose them illegal weapons deals. The player would have to infiltrate into Corpus vaults and retrive a minimum numbers of data before the Corpus would erease them. Recovering more data then the given number would be rewarded with extra Standing and credits.
Opposed level consequence: Bounty - Everytime the player complete a mission wearing a Syndicate sigil different from Perrin's or Steel Meridian's one, there would be a chance the Perrin would set a Bounty of 5.000 credits on the players head and a mark to reveal it to them affiliates. Bounties can stack on the same target for a indefinite number, augmenting it's Bounty level. Perrin Sequence affiliated player could use a Bounty Contract during a mission with a marked player revealing himself as a Bounty Hunter and becoming able to attack and kill his Prey, reciving the credits at the end of the mission as bonus credits. Player downed in this way gets them Bounty removed and insta-killed, but can still use a revive to rejoin the mission if they like. After being marked once the player can't be target by another Bounty Hunter for the duration of the same mission. The player is, however, able to fight back and down the players attacking him. Once a Bounty Hunter is been downed, he loses the Bounty and can't attack the other player anymore, but can be healed by other players, even from the one he was attacking. Other players in the same mission which aren't marked with a Bounty and doesn't use a Bounty Contract themself aren't able to damage neither the Prey neither the Bounty hunter, but could assist both indiscriminately with healing abilities or squad restore items. If multiple players uses a Bounty Contract for the same Prey, they would all recive the Bounty credits anyway. Addictionaly, if there are multiple player with the mark in the same mission, using a Bounty Contract would mark all as prey and the hunter would recive the Bounty credits of every single one of them he can put down. Last but not least after an Bounty Hunter have activated a Bounty Contract, other Bounty Hunter would have 10 second to activate one too, otherwise they won't be able to activate them own for the rest of the mission.
Player marked by a Bounty are able to pay them own Bounty at the Perin Sequence, obtaining a truce of 30 days when they won't recive any other Bounty. However, after the truce would be expired, the chance to obtain a bounty for support a Syndicate different from Perrin or Steel Meridian would return.
Enemy level consequence: Most Wanted - Everytime the player complete a mission wearing a Syndicate sigil different from Perrin's or Steel Meridian's one, there would be a chance the Perrin would set a Bounty of 50.000 credits on the players head and a mark to reveal it to them affiliates. Bounties does stack on the same target for an indefinite number of times, making the Bounty more consistent. Perrin Sequence affiliated player could use a Bounty Contract during a mission with a marked player revealing himself as a Bounty Hunter and becoming able to attack and kill his Prey, reciving the credits at the end of the mission as bonus credits. Player downed in this way gets them Bounty removed and insta-killed, but can still use a revive to rejoin the mission if they like. After being marked once the player can't be target by another Bounty Hunter for the duration of the same mission. The player is, however, able to fight back and down the players attacking him. Once a Bounty Hunter is been downed, he loses the Bounty and can't attack the other player anymore, but can be healed by other players, even from the one he was attacking. Other players in the same mission which aren't marked with a Bounty and doesn't use a Bounty Contract themself aren't able to damage neither the Prey neither the Bounty hunter, but becomes unable to assist the Prey with healing abilities or Team restore items until it would have been killer or all it's hunters have been downed. If multiple players uses a Bounty Contract for the same Prey, they would all recive Bounty credits anyway. Addictionaly, if there are multiple player with the mark in the same mission, using a Bounty Contract would mark all as prey and the hunter would recive the Bounty of every single one of them he can put down. Last but not least after an Bounty Hunter have activated a Bounty Contract, other Bounty Hunter would have 10 second to activate one too, otherwise they won't be able to activate them own for the rest of the mission.
Player marked by a Most Wanted are able to pay them own Bounty at the Perin Sequence, obtaining a truce of 15 days when they won't recive any other Bounty. However, after the truce would be expired, the chance to obtain a bounty for support a Syndicate different from Perrin or Steel Meridian would return.


Syndicate: Steel Meridian
Lore: Led by a battle-hardened Grineer deserter, the Steel Meridian fight a guerilla war against a vast enemy. They are sworn protectors of what little remains of the colonies. 
The Grineer are not often seen as valorous individuals, but time and again members of their leadership have displayed a certain code of honor. Members of Steel Meridian set aside their former allegiances to defend those who cannot defend themselves.
Allied: Perrin Sequence +50% reputation - Steel Meridians have left the Grineer xenophobic laws to looks at the galaxy with a news, more liberal eyes. After the separation from them former allies Red Veil and during Steel Meridians more perillious moment, the Perrins was there and they was ready to offer them hand to the old enemies. And Steel Meridian accepted gladly to could operate with them for a better future for all.
Opposed: New Loka -50% reputation - Steel Meridians are skeptical toward New Loka's goals. The restore of pure humanity could also mean the destruction of the Grineer DNA, and so, the destruction of Steel Meridian too. They would never works along New Loka, until them plans would include to cure and restore completly the Grineer DNA.
Enemy: Red Veil -100% reputation - Once allied, Steel Meridians couldn't stand anymore the Red Veil arrogance to decide what's pure and what inpure. Them crusade against infection and impurity bringh them in conflict with Grineers, and despite they left the Grineers, with Steel Meridian too. And the Steel Meridians members are ready to fight for them right to exist.
Ranks: 
6) General;
Sacrifice: Zephyr Prime chassis and 500.000 credits; Benefits: access to Syndicate weapons, special rewards, datascape, Warfreme skin and sigil R6; Standing 0 to 160.000.
5) Ufficial; Sacrifice: Sybaris Prime stock and 250.000 credits; Benefits: access to Syndicate Warframe augment mod, Sentinel, Syandana, uncommon weapons skin and sigil R5; Standing 0 to 132.000.
4) Protector; Sacrifice: Orokin Reactor and 100.000 credits; Benefits: access to Syndicate Weapons augment mods, 4th Daily mission, common weapons skin and sigil R4; Standing 0 to 99.000.
3) Defender; Sacrifice: Forma and 50.000 credits; Benefits: access to Syndicate Large Team Restore item, final archwing weapons and sigil R3; Standing 0 to 70.000.
2) Valiant; Sacrifice: Fieldron sample 2 and 30.000 credits; Benefits: access to Syndicate Void key pack, initial archwing weapons Conflict and sigil R2; Standing 0 to 44.000.
1) Brave; Sacrifice: Salvage 1.000 and 10.000 credits; Benefits: access to Syndicate spectre and sigil R1; Standing 0 to 22.000.
0) Initiated; Sacrifice: 5.000 credits; Benefits: access to Syndicate sigil R0; Standing -4.999 to 5.000.
Neutral) Sacrifice: Forma and 50.000 credits; No benefits neither consequences ; Standing -4.999 to 5.000.
-1) Outcast; Sacrifice: Orokin Reactor and 100.000 credits; Consequences: Squadron; Standing -21.999 to -5.000.
-2) Enemy; Consequences: Platoon; Standing -44.000 to -22.000.
Effect: Justice, 25m. radius, 1000 Blast damage, +25% Health regenerated, +25% Base Armor for 30 seconds
Collectibles: Insigna 500 Standing, Defender Insigna 1000 Standing, General Insigna 5000 Standing
Special Standing gain: +1 Standing every 1% of total damage toke (halved if the mission was solo)
Team bonus consumable: Large Team Ammo Restore
Spectre: Leech Eximus Oppressor
Syandana: Vaykor Syandana; glows brighter uppon taking damage.
Wepons enhacement: Sobek, Dual Clever, Hek, Mitter, Twin Grakatas, Gorgon
Warframe enhancement: Atlas, Ember, Excalibur, Frost, Mesa, Nezha, Nidus, Nova, Oberon, Rhino, Saryn
Primary weapon: Vaykor Hek 125.000 Standing
Secondary weapon: Vaykor Marelok 100.000 Standing
Melee weapon: Vaykor Jat Kittag 125.000 Standing
Sentinel: Vaykor Diriga & Vaykor Vulklok 100.000 Standing
Common weapon skin: Braton, Boar, Skana
Uncommon weapon skin: Sobek, Dual Clever, Hek, Mitter, Twin Grakatas, Gorgon
Warframe skin: Atlas, Ember, Excalibur, Frost, Mesa, Nezha, Nidus, Nova, Oberon, Rhino, Saryn
Datascape: Cressa's garrison, Griner settlement reactor, Kuva throne, Steel Meridian colony
Special reward: Nike 25.000 Standing - The Nike combine the Rampart offensive capability with Blunt mobility. It consist in a deployable machine gun combined with reinforced inflattable covers creating a fire turrent in any position of the map. Once deployed the Nike can not be removed and operates exactly like a Rampart, capable of a 360° turn ration and an high rate of fire provided with a self-recharging feature. Unlike Rampart, however, Nike have less hit points due its deployable nature and is dotate of a self destruction system to damage the enemies in case they would try to operate it.
Headquarter: Steel Meridian colony, Mars - Grineer Settlement with some addiction. Most of the steam machinery would be replaced with unoperative junks, giving to the place a junkyard looks. Mostly of the ruins and Grineer building would be arranged in barracks and shelters for the refugees and deserters. Steel Meridian defends the colonies, so they probably inhabits them too. The most disadvantaged and colapsing colonies are probably those more prone to deserter from the Twin Queens reign, so that would explain the junkyards look and why machinery doesn't work. Also, the use of the ruins as shelters would be the attempt of the Steel Meridian to give to the new refugees a reasonably confortable place to stay after they had to leave Earth for them disagreement with Red Veil.
Operatives
Followers:
Rebel:
Rebels are Steel Meridians operatives equipped with Vaykor Mareloks who can deploy some special ammo packs recharging all ammunition of them ally. Rebels are famous for engage enemies at sight and are not particulary skilled for stealth play.
Militian: Militians are Steel Meridians operatives equipped with Vaykor Heks who can deploy special ammo packs recharging all ammunitions of them ally. Militians are also equipped with customized Latchers which seek Steel Meridians enemies only. Militians usualy engages enemies at sight and are not particulary skilled for stealth play.
Syndicate Conflict only:
Scout:
Scouts are Steel Meridians operatives armed with Dual Cleavers. They could run faster then normal units and are completly immune to knockdown and slowness effects, becoming a serious threat due them high velocity attacks with them dual weapons.
Officer: Officers are Steel Meridians operatives armed with a Gorgon and a jetpack. During fight Officer could dodges enemies attack flying away with them jetpack and could also hovering above the ground. While hovering they can shoot a rocket to them targets. Unlike Hellions rocket barrage, Officers do shoot a single rocket which moves slightly faster and in a straight line to the target. The rocked doesn't have any auto-aim system, so enemies could avoid it moving, but it does travel faster then other rockets and do have a large AoE, causing explosion proc and damage to enemies caught in the blast, with the damage increasing as nearly the enemy is to the center of the explosion.
Oppressor: Oppressor are Steel Meridians top executive similar to Grineers guardsman, but who weilds Vaykor Jat Kittag instead then Amphis. Despite being able to block bullets like guardsman, Oppressor posses some abilities similar to Bailiffs as them are able to charges the enemies in front of them and to groundslam the floor to knock down them opponent. Last, but not least Oppressor are able to regain health inflicting damages to them opponent.
Special mission: Evacuation (Defection) - The Steel Meridians would tasks the player to protect grineers defectors as they try to leave a grineers ship. Player shall enter the shuttle bay of a grineer ship and help disertors to evacuate the ship, protecting them from Infested and from the sparodic apparition of grineer manic and Red Veil fanatics.
Opposed level consequence: Squadron - Steel Meridian would take the situation in them hands and send a death squad to track down the player. The player would have a chance a team of 6 Steel Meridian Soldiers and 2 Oppressor would invade it mission and try kill him. Doesn't matter if the player gets downed or killed, the team would stay until the player would complete the mission or kill them all. Player must also be aware then Steel Meridian team's member would not be insta-killed when them health drop to 0, but would instead get downed with the chance to be reanimated by them fellow team mates.
Enemy level consequence: Platoon - Steel Meridian would take the situation in them hands and send a death squad to track down the player. The player would have a chance then a Steel Meridian team of 6 Rebels, 6 Soldiers and 3 Oppressor would invade it mission and try kill him. Doesn't matter if the player gets downed or killed, the team would stay until the player would complete the mission or kill them all. Player must also be aware then Steel Meridian team's member would not be insta-killed when them healt drop to 0, but would instead get downed with the chance to be reanimated by them fellow team mates.


Syndicate: Red Veil
Lore: The Red Veil see corruption all around them. They are honor-bound to heal the system through a great and violent purge. No cost too great, no blood too precious. 
Change is sudden, violent, and a necessary force to ensure the system can return to a state of balance. Red Veil see themselves as merely the instrument of this change. 
Allied: New Loka +50% reputation - Red Veils see the New Loka as the natural consequences of them purge. After the universe would be cleaned, there would be the need of a new order which would keep it pure. And New Loka's purpose are exactly what they seek for.
Opposed: Arbiters of Hexis -50% reputation - Despite Red Veil prises the Arbiters efforts to maintain orders and truth, them ways are too soft, they are too compassionable, too weak. The difference of them ways would always keep the faction opposed.
Enemy: Steel Meridian -100% reputation - Red Veils plans to destroy every form of corruption. Grineers are no difference: them imperfection, them decaying DNA is just another sign of corruption beyond salvation. At first, Red Veil though Steel Meridians could be different, and them diversity from grineer may be the last spark of purity in them DNA, but the recent event dissipated those theory, leaving behind just a violent Conflict and the knowledge Steel Meridian would have to be purged too.
Ranks: 
6) Feared;
Sacrifice: Banshee Prime chassis and 500.000 credits; Benefits: access to Syndicate weapons, special rewards, datascape, Warframe skin and sigil R6; Standing 0 to 160.000.
5) Exalted; Sacrifice: Fang Prime handle and 250.000 credits; Benefits: access to Syndicate Warframe augment mod, Sentinel, Syandana, uncommon weapons skin and sigil R5; Standing 0 to 132.000.
4) Revered; Sacrifice: Orokin Reactor and 100.000 credits; Benefits: access to Syndicate Weapons augment mods, 4th Daily mission, common weapons skin and sigil R4; Standing 0 to 99.000.
3) Esteemed; Sacrifice: Forma and 50.000 credits; Benefits: access to Syndicate Large Team Restore item, final archwing weapons and sigil R3; Standing 0 to 70.000.
2) Honored; Sacrifice: 2 Gallium and 30.000 credits; Benefits: access to Syndicate Void key pack, initail archwing weapons, Conflict and sigil R2; Standing 0 to 44.000.
1) Respected; Sacrifice: 500 Alloy Plates and 10.000 credits; Benefits: access to Syndicate spectre and sigil R1; Standing 0 to 22.000.
0) Initiated; Sacrifice: 5.000 credits; Benefits: access to Syndicate sigil R0; Standing -4.999 to 5.000.
Neutral) Sacrifice: Forma and 50.000 credits; No benefits neither consequences ; Standing -4.999 to 5.000.
-1) Suspect; Sacrifice: Orokin Reactor and 100.000 credits; Consequences: Hounds; Standing -21.999 to -5.000.
-2) Corrupt; Consequences: Hounds and Hunters; Standing -44.000 to -22.000.
Effect: Blight, 25m. radius, 1000 Viral damage, +25% Energy regenerated, +10% Base movement speed for 30 seconds
Collectibles: Mark 500 Standing, Honored Mark 1000 Standing, Exalted Mark 5000 Standing
Special Standing gain: +5 affinity for every ranged stealth kill (even Glaive's throw count as ranged stealth kill), +10 affinity for every melee stealth kill
Team bonus consumable: Large Team Energy Restore
Spectre: Parassitic Eximus Assassin
Syandana: Asita Rakta Syandana, glows brighter for every melee stealth kill (ranged stealth kill doesn't counts)
Wepons enhacement: Dark dagger, Embolist, Kunai, Mire, Ignis, Pyrana
Warframe enhancement: Ash, Atlas, Ember, Harrow, Loki, Mesa, Nekros, Saryn, Titania, Volt, Zephyr
Primary weapon: Rakta Cernos 125.000 Standing
Secondary weapon: Rakta Balistica 100.000 Standing
Melee weapon: Rakta Dark Dagger 125.000 Standing
Sentinel: Rakta Shade & Rakta Burst Laser 100.000 Standing
Common weapon skin: Braton, Boar, Skana
Uncommon weapon skin: Dark dagger, Embolist, Kunai, Mire, Ignis, Pyrana
Warframe skin: Ash, Atlas, Ember, Harrow, Loki, Mesa, Nekros, Saryn, Titania, Volt, Zephyr
Datascape: Veil's binding, Harrow's temple, Infested ship bridge, Hunhow's chamber, Red Veil's volcano
Special reward: 2x Red Veil's Hound imprints (Sunika Kubrow imprints with special stats and special Rakta fur pattern) 100.000 affinity
Headquarter: Red Veil's volcano, Mercury - Grineer sealab tile set modificated to looks like set inside a volcano instead then under the abyss. The water's pool would be replaced with lava's pool, the archwing sections would be skipped and the rocks would looks of a brown/red scales instead then blue/green. Also, the constructions would looks somehow more darker, with more shades of black and grey to adapt to Red Veil's themes. Red Veil are assassins looking for purificate the galaxy with the cleansing fire, so what's best then a volcano as a base of operation? The constant danger of the flame would be them constant remainder of the clean the Universe need.
Operatives
Followers: 
Initiate:
Initiate are Red Veil's operatives with the ability to become invisible and equipped with Rakta Balistica. Initiate co-operates with the player for stealth play, not attacking enemies unless the allarm level is raised.
Assassin: Assassin are Red Veil's operative with the ability to become invisible and equipped with Rakta Cernos and Rakta Dark daggers to kills the enemies silently. Assassin co-operates with the player for stealth play, attacking enemies they can dispatch just with melee stealth attack until the allarm level is raised.
Syndicate Conflict only:
Killer:
Killers are Red Veil's operatives armed with Rakta Dark dagger and hovering shoes. Killers sacrifices Assassin's invisibility to a faster movement speed, becoming able to dodge enemies attack and reach them target at high speed with them hovering shoes. Killers are also immune to stealth attack, both ranged and melee, reciving just normal damage from both of them.
Murder: Murders are Red Veil's operatives armed with Ignis and teleport devices. They could moves around the battlefield teleporting, assaulting the enemies from middle distance with them flame thrower. They tend to teleport away from enemies attacking them in melee range or when them Health drops bellow a certain points. Murders are the only Red Veil's operative (excluding common) not immune to stealth attack.
Hunter: Hunter acts like Drahk Master, they summons and sent a squad of Red Veil's Hounds against them targets. An Hunter could summon from 2 to 4 Hounds depending from the number of players in the mission, respawning them every time the players kills them all. Hunters are also equipped with a Pyrana to attack enemies from the distance which could be used in conjunction with them trainer sleeve which could be used to block attacks coming from the front decreasing ranged damage and negating melee damage, but it's useless against attacks coming from sides or behind them. Hunters are also completly immune to melee stealth attack and ranged stealth attack, reciving just normal damage from both of them.
Special mission: Cleaning (Capture) - Red Veil assign the player to eliminate a VIP target in an Infested Ship. The VIP is a Grineer or a Corpus recently infected with the technocite virus with the uncommon ability to don't show externaly sign of infestation, keeping them all inside, and so being able to infiltrate in Grineer/Corpus facility to spread the infestation from inside. The player must find it and kill it before it would escape, damaging it until it would fall on the ground and then performing an execution attack on him (which is basicaly a normal execution but slowed down, exposing the player to enemies attack for the same time a capture would).
Opposed level consequence: Hounds - the player have a chance a squad of 8 Red Veil kubrows would show up in a mission and attack the player. The player would be warned by a red flash on the screen, the flickering of the lights and a long kubrow howl playing. After that, the squad would appears around the player. If the player gets downed or killed, the surviving hounds would disapears, while the player would be marked with the Rakta bolt. Rakta bolt would deny the player to execute stealth melee kills and would limit the melee damage output of 50% with every melee weapons and every attack executed with them (so even groundslam and glaive's throw). Lotus would also send to the players a message about the Rakta bolt and deliver them a blueprint to remove it at the cost of 5000 credits, 1 mutagen sample, 1 Orokin cell and 100 Cryotic.
Enemy level consequence: Hounds and Hunters - the player have a chance 1 Parassitic Eximus Hunter and 1 Leech Eximus Hunter with them squad of 8 hounds would show up in a mission and attack the player. The Hounds would be connected to the Hunters, restoring the Hunters health while dealing damage as long as the Leech one is alive and deplenishing the players energy as long as the Parassitic Hunter is alive. If the player gets downed or killed, the surviving Hounds and Hunters would disapears, while the player would be marked with the Rakta bolt. Rakta bolt would deny the player to execute stealth melee kills and would limit the melee damage output of 50% with every melee weapons and every attack executed with them (so even groundslam and Glaive's throw). Lotus would also send to the players a message about the Rakta bolt and deliver them a blueprint to remove it at the cost of 5000 credits, 1 mutagen sample, 1 Orokin cell and 100 Cryotic.


Syndicate: New Loka
Lore: Only through restoration of a pure humanity and the repopulation of Earth can the conflict end. The New Loka are worshippers of the human form and Earth, before its corruption. 
No matter how far we reach into the stars New Loka knows it is Earth that has always been our home. Turning away from genetic tampering that has twisted the Grineer and the technological meddling that has corrupted Earth it is New Loka that fights for the repopulation of a world once abandoned. 
Allied: Red Veil +50% reputation - New Loka couldn't restore the pure humanity alone, they know that. For that they sided with the Red Veil. Despite the lack of compassion, the Red Veil plans to purge the corruption is an inevitable step ro restore Earth and peace.
Opposed: Steel Meridian -50% reputation - New Loka doesn't thinks Steel Meridians are beyond salvation, but them differences deny them to works togheter. The Grineer decadence is a difficoult topic for the New Loka. If them purity could be restored, they would be welcome. If not, they would have to be purged.
Enemy: Cephalon Suda -100% reputation - New Loka failed to prove them rights to Suda. Them objective are been rejected and condamned by the cephalon, which see them goals just as a pretext for new destruction. Despite they didn't asked for this, New Loka would not be intimidate. The moods of a corupted cephalon would not stop them objective to restore humanity.
Ranks: 
6) Sinless;
Sacrifice: Banshee Prime chassis and 500.000 credits; Benefits: access to Syndicate weapons, special rewards, datascape, Warframe skin and sigil R6; Standing 0 to 160.000.
5) Flawless; Sacrifice: Orthos Prime Blade and 250.000 credits; Benefits: access to Syndicate Warframe augment mod, Sentinel, Syandana, uncommon weapons skin and sigil R5; Standing 0 to 132.000.
4) Pure; Sacrifice: Orokin Reactor and 100.000 credits; Benefits: access to Syndicate Weapons augment, 4th Daily mission, common weapons skin mods and sigil R4; Standing 0 to 99.000.
3) Benevolent; Sacrifice: Forma and 50.000 credits; Benefits: access to Syndicate Large Team Restore item, final archwing weapons and sigil R3; Standing 0 to 70.000.
2) Bountiful; Sacrifice: 2 Mutagen Sample and 30.000 credits; Benefits: access to Syndicate Void key pack, initial archwing weapons, Conflict and sigil R2; Standing 0 to 44.000.
1) Humane; Sacrifice: 1.000 ferrite and 10.000 credits; Benefits: access to Syndicate spectre and sigil R1; Standing 0 to 22.000.
0) Initiate; Sacrifice: 5.000 credits; Benefits: access to Syndicate sigil R0; Standing -4.999 to 5.000.
Neutral) Sacrifice: Forma and 50.000 credits; No benefits neither consequences ; Standing -4.999 to 5.000.
-1) Condamned; Sacrifice: Orokin Reactor and 100.000 credits; Consequences: Cleaning; Standing -21.999 to -5.000.
-2) Exiled; Consequences: Purification; Standing -44.000 to -22.000.
Effect: Purity, 25m. radius, 1000 Corrosive damage, +25% Health regenerated, +25% Base health for 30 seconds
Collectibles: Seed 500 Standing, Bountiful Seed 1000 Standing, Flawness Seed 5000 Standing
Special Standing gain: +5 Standing for kubrow/kavas/ally(prisoners or Syndicate operatives) revive, +10 Standing for Tennos (others players or special ally like Clem) revive
Team bonus consumable: Large Team Health Restore
Spectre: Sanguine Eximus Pure
Syandana: Sancti Syandana, glows brighter when using Warframe abilities (passive abilities doesn't counts)
Wepons enhacement: Furis, Phantera, Skana, Vulkar, Kogate, Soma
Warframe enhancement: Equinox, Hydroid, Mag, Nyx, Oberon, Titania, Trinity, Valkyr, Wukong, Zephyr
Primary weapon: Sancti Tigris 125.000 Standing
Secondary weapon: Sancti Castanas 100.000 Standing
Melee weapon: Sancti Magistar 125.000 Standing
Sentinel: Sancti Djinn & Sancti Stinger 100.000 Standing
Common weapon skin: Braton, Boar, Skana
Uncommon weapon skin: Furis, Phantera, Skana, Vulkar, Kogate, Soma
Warframe skin: Equinox, Hydroid, Mag, Nyx, Oberon, Titania, Trinity, Valkyr, Wukong, Zephyr
Datascape: Amaryn's retreat, Grineer shipyards manufactury, Silver Grove shrine, Loka's plains
Special reward: 2x New Loka Kavat imprints (Adarza Kavat with special stats and special Sancti fur pattern) 100.000 affinity
Headquarter: Loka's plains, Earth - Grineer forest tile sets with more green and less grey, as the New Loka would have builded them shelters with much more regards about the Earth then the Grineers. Most of the junks and ancient machinery would be purged leaving behind just a green forest, with large threes and plains of grass, and the building would be less invasive and more integrate with the nature. New Loka is trying to restore Earth and humanity, so they would be more in touch with nature, trying to abuse it as less as they can, respecting it as much as they respect life itself.
Operatives
Followers:
Clear:
Clears are New Loka's members equipped with Sancti Castanas and Leech granades which stick on a target making it a source of Health. Clears and them allies damaging the target would recive Health from it. Just one Leech granade could be used at time. Clears operates as defenders, engaging the enemies just when they engage them first or when the allert level is raised, making them suitable partners for stealth play.
Sheer: Sheers are New Loka's members equipped with Sancti Tigris and Leech granades which stick on a target making it a source of Health. Sheers and them allies damaging the target would recive Health from it. Also, Sheers can release an AoE around themself which blinds them enemies. Sheers operates as defenders, engaging the enemies just when they engage them first or when the allert level is raised.
Syndicate Conflict only:
Amend:
Amends are New Loka's members equipped with Kogate which moves unpredictably on the battlefield. They are similar to Manic, but they doesn't have any teleport or stealth devices, just jumping around to dodge bullets while trying to gets closer to them targets. Amends could pin down a target deny it any action, but instead to damage it Shield or Health they would proceed draining his target's energy. Also, pinned target could be freely shooted by Amend's allies, but so could be Amend himself from the target's allies.
Pure: Pures are New Loka's members equipped with Soma and shields device creating a corrosive shield in front of them which blocks enemies bullets, but allow ally to shoot through it. When Pure or ally shoot through the shield, them bullets gets extra corrosive damage. The shield stand just for 5 second circa and needs up to 15 seconds to recharge before Pure can deploy it again.
Veterinarian: Veterinarian are New Loka's members equipped with Sancti Tigris and the ability to summon Loka's kavats to attack the player. However, unlike Hyekka master, Veterinarian caress more about them pets safety then to destroy enemies, effectively healing his kavats and wild beasts nearby turning them against the player and friendly toward Loka's operatives. Despite being unable to turn player's kubrows, kavats or Venari against them owner, Veterinarian gets not attacked or effected by abilities from players animal companions, neither if he's effectively damaging them owner. Veterinarian also grant all nearby allied animals to avoid instakill and go into bleedout instead, effectively healing and reviving them in few seconds, granting them to could keep fighting.
Special mission: Depuration (Forest Sabotage) - New Loka would asks the player to depurate a Grineer toxic injector to avoid further contamination of the Earth. The player would have to reach the toxic injector and shut it down or use an antitoxin to depurate the area. The player would have to defend the injector as it stops or while it inject the antitoxin in the ground, with more powerful antitoxin needing more time to be fully injected, but also rewarding the player with additional rewards as bonus affinity and more credits.
Opposed level consequence: Cleaning - If the player complete missions wearing a Syndicate sigil different from Loka or Red Veil one, there would be a chance New Loka would asks the player to answers for them crimes inviting them to a special mission. The player could accept the mission at its own discrettion, but he would have a cospicuos chance then a New Lokas kavat would start appearing in its missions. Lokas kavat wouldn't attack the player and would be completly invulnerable to damages. The kavat would start stealing dropped credits and resources randomly, making the player unable to collect them. They would also randomly opens crates and lockers stealing creadits and resources inside deny the player to could collect them.
If the player accept, he would be sent in a special earth mission against infected where it would be stripped of every weapons and energy, being barely able to fight with its fist only, but can keep his Warframe level and mod dotation. The objective would be locate and eliminate a great source of coruption in the form of a Juggernaut. To help the player, New Loka have placed special barrel filled with a purificating fuel which burns the infestation and infested only to use when needed. During the course of the mission the player would have to activate a door finding two energy cell released by as many consoles. Failing the mission would make the player unable to retry it again for 2 days, during them chances Kavas would appears in its mission would be highter. If the player win the mission, New Loka would reward him with a free specter blueprint and a truce of 30 days where they would restrain them Kavas to appears into the player mission. If after the truce is expired the player would complete a mission wearing a sigil of another syndicate except New Loka or Red Veil, the chances the player would be asked to answers for his actions again would be restored.
Enemy level consequence: Purification -  If the player complete missions wearing a Syndicate sigil different from Loka or Red Veil one, there would be a chance New Loka would asks the player to answers for them crimes inviting them to a special mission. The player could accept the mission at its own discrettion, but he would have an high chance then many New Lokas kavat would start appearing in its missions. Loka's kavat wouldn't attack the player and would be completly invoulnerable to damages. The kavat would start stealing dropped credits, resources, mods, affinity, health and energy orbs frequently, making the player unable to collect them. They would also opens most of crates and lockers placed in the mission stealing everything inside deny the player to could collect them.
If the player accept, he would be sent in a special earth mission against infected where it would be stripped of every weapons, mods and energy, being barely able to fight with its fist and warframe base stats only. The objective would be locate and eliminate a great source of coruption in the form of a Juggernaut. To help the player, New Loka have placed special barrel filled with a purificating fuel which burns the infestation and infested only to use when needed. During the course of the mission the player would have to activate a door finding two energy cell released by as many consoles. Failing the mission would make the player unable to retry it again for 4 days, during those days chances Kavats would appears in its mission would be extremly high. If the player win the mission, New Loka would reward him with a free specter blueprint and a truce of 15 days where they would restrain them Kavas to appears into the player mission. If after the truce is expired the player would complete a mission wearing a sigil of another syndicate except New Loka or Red Veil, the chances the player would be asked to answers for his actions again would be restored.

Link to comment
Share on other sites

6 hours ago, (PS4)ItaDaleon said:

snip

FACTION SYNDICATE REWORK

GLOBAL CHANGING
Alliance shift: Red Veil and Perrin Sequence shifted them alliance, with Red Veil being now allied with New Loka and having Arbiters of Hexis shifted as opposer instead then enemy and them former allied Steel Meridian as new enemy. Consequential, Perrin Sequence are now allied with Steel Meridian and having Arbiter of Hexis become then enemy while Cephalon Suda turned into them opposer. 
Lore wise, this is the direct consequence of Red Veil assaulting and capturing renegade grineers during Escort Mission, and for them aggressive behaviour toward grineers in general, included them formed allied Steel Meridians. Perrin Sequence just stole the ball allying themself with them former enemies to proves both them and Meridians completly turned page from them formers faction Corpus and Grineers respectively, even going as far as accepting alliance with anchestral enemies proving there could be a future for both faction helping each other without the old prejudices.
Objectively, Red Veil alliance with Steel Meridian made little sense, since them clearly different objective and ideals. In fact, Red Veil purifying purpose mixes way better with New Loka objectives. Also, Steel Meridian and Perrin Sequence shares a lot of similarities, being both outcasts from them former factions refusing them violent ways for a more equal and pacific coexistance. Also, making them ally would be quite a solid step to difference them further from Corpus and Grineers which are still sworn enemies.

snip

It's obvious you've put a lot of effort and thought into this but [sound of cat hissing]

As someone who's put a lot of effort into maximizing four of the six syndicates specifically because Red Veil is allied with Steel Meridian and neutral to Perrin and New Loka, please no.

Also, it's not the Red Veil syndicate that's against Steel Meridian in the Defection mission; those are specifically Red Veil fanatics, loner extremists. Remember, Steel Meridian shelters Red Veil's spiritual medium on their Earth base. They are closely allied.

Link to comment
Share on other sites

17 hours ago, Endrian said:

It's obvious you've put a lot of effort and thought into this but [sound of cat hissing]

As someone who's put a lot of effort into maximizing four of the six syndicates specifically because Red Veil is allied with Steel Meridian and neutral to Perrin and New Loka, please no.

Also, it's not the Red Veil syndicate that's against Steel Meridian in the Defection mission; those are specifically Red Veil fanatics, loner extremists. Remember, Steel Meridian shelters Red Veil's spiritual medium on their Earth base. They are closely allied.

 

Switching Perrin Sequence and Red Veil wouldn't alter the ability to maximize those specific four syndicate, since in this case it would Perrin to be neutral toward New Loka and Red Veil, so you can still have those specific four syndicate maximized at the same time. In this case, you won't lose anything.

Otherwise, it would be difficoult to keep maximized Arbiter, Suda, Meridian and Veil at the same time. In that case, the switch would make a difference as Perrin would become partner with Meridian, which is the non-hostile syndicate toward Arbiter and Suda.

Btw, those during Defection ARE Red Veil operatives, not just a band of extremist: if you listen them quotes while spawning, they says they want the defectors to test them, just as they proposed to do at the end of 'Operation: Rathuum', requiring the coordinates of the defectors location. Also, they says Steel Meridian refused to give them some defectors for them tests, which is the lead cause why they spawn in Defection mission.

Still, as someone who maximized all 6 syndicates taking everything out from Arbiter and Suda before to maximize the other four, I don't think it would really makes such a big deal, since the new Conflict and Standing aquisitions would make simpler to climb syndicates ranks.

 

Oh, and by the way

18 hours ago, Endrian said:

[sound of *KAVAT* hissing]

Fixed! xD

Link to comment
Share on other sites

1 hour ago, (PS4)Ghost--00-- said:

This is a freakin book jesus christ... is all of this really necessary to get at what you want to say before i even attempt to read it?

TLDR uh? Eh, maybe I exceeded a little bit. Sorry.

Anyway, the most important things are in the GLOBAL CHANGING paragraphs.

The CONFLICT one is about what we can call syndicate invasion game mode, you can skip if you are not interested in game mode, and the last SYNDICATE SPECIFICS is all about detail on each syndicates, you can skip those too, maybe just give a look at the last topics of each about syndicate operatives and the deathsquad replacement, those may be the most interesting parts.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...