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(moved to feedback) 'Focus Schools' (House Academies) for Empyrean: Lavan/Vidar/Zetki


FabuloustheGardevoir
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I think there's a missed opportunity here for better progression of the 'Intrinsic' system here. Some of these attributes are QoL, or are so essential that they ought to be part of every Railjack Crew's arsenal from the get-go, others are bland bonuses. So I thought:

Why not make another tier of 'Focus Schools', but for Railjack ops instead? Something like "House Academies", to which I've already developed a basic system that hopefully could be discussed.

  1. House Lavan: believes that victory is certain in hindering the enemy war machine through strategic destruction of enemy operations, subterfuge, and use of the least cost for maximum effect; bonuses for archwing- and warframe-centered gameplay
    1. Tactical
      1. Void Teleport: can warp to a crewmember; first few seconds of warp-in puts user in cloak, amplifying damage of the first weapon attack or ability strength of the first warframe ability; consumes flux energy, and has cooldown (higher levels use less flux energy and reduced cooldown)
      2. Stasis Field: for the first several seconds enemy boarders enter the ship, movespeed and attackspeed are significantly slower
    2. Piloting
      1. Archwing Optimization: increased archwing speed/health/shields/ability efficiency
      2. Lavan Warp: vector maneuver and drift launch instantly teleports ship 
      3. Lavan Drift: boosting cloaks the ship for reduced speed (higher levels increase cloaked speed); first few seconds after exiting cloak, either by stopping boost or firing pilot weapons, increases weapon status chance & critical chance
    3. Gunnery
      1. Fighter Doctrine: increases damage, critical chance and status chance of arch-gun and arch-melee
      2. Void Slingshot: increases slingshot effective range, bonus damage for point-of-impact and a duration afterwards, and direct slingshot into the room of a crewship/base with the objective nukes enemies on arrival
    4. Engineering
      1. Lavan Ingenuity: reduce resource cost for forging items, and chance to successfully forge items even without the resources to do so
      2. Lavan Resourcefulness: repair hazards without consuming Revolite, but at slower speed
  2. House Vidar: believes that victory is found in combined arms warfare, the perfect balance of ground support and space superiority to give the enemy no room to breathe in the theatre of war; bonuses for both archwing and railjack gameplay
    1. Tactical
      1. Rapid Deployment: can warp to a crewmember; first few seconds of warp-in grants user bonus to movespeed, attackspeed, and ability casting speed; consumes flux energy, and has cooldown (higher levels use less flux energy and reduced cooldown)
      2. Nightmare Field: for first few seconds enemy boarders enter the ship, chance each second for enemy boarders to be hit with radiation proc
    2. Piloting
      1. Vidar Maneuver: vector maneuver and drift launch briefly increases ship armor and barrier
      2. Spacial Radiator: boosting increases turret heat capacity, ordnance projectile speed and refire rate, artillery charge speed and refire rate, and overall weapon status chance and duration
    3. Gunnery
      1. Suppressive Fire: splash effect with increasing radius is applied to nearby enemies on ship weapons and arch-gun hits
      2. Glaive Slingshot: destroying an enemy ship through slingshot immediately bounces user to another enemy within range for a certain number of bounces, prioritizing lower health ones until boarding a crewship as last
    4. Engineering
      1. Forge Optimization: reduces cooldown of Forge and chance to forge items without using up resources
      2. What Doesn't Kill: repairing certain hazards will grant bonuses for the ship for a duration
        • Critical Hull Breech = longer invincibility duration, railjack weapons have bonus damage
        • Hull Breech = railjack weapons have bonus total damage
        • Fire Hazard = railjack weapons deal bonus incendiary damage
        • Electrical Hazard = railjack weapons deal bonus ionic damage
        • Cold Hazard = railjack weapons deal bonus frost damage
        • Toxin Hazard = railjack weapons deal bonus chemical damage
  3. House Zetki: believes that victory is achieved through utter space superiority by powerful weaponry and superior skill, followed by generous orbital bombardment from long-range artillery; bonuses for railjack-centered gameplay
    1. Tactical
      1. Immortal Insertion: can warp to a crewmember; first few seconds of warp-in makes user invincible; consumes flux energy, and has cooldown (higher levels use less flux energy and reduced cooldown)
      2. Damage Field: for first several seconds enemy boarders enter the ship, they deal less damage while taking more damage
    2. Piloting:
      1. Zetki Maneuver: ramming into enemies during a vector maneuver or drift launch will deal ionic and ballistic damage proportional to ship's total shields and health respectively.
      2. Zetki Momentum: boosting buffs turn rate and turret/ordnance/artillery damage
    3. Gunnery
      1. Void Sniper: increased turret/ordnance/artillery range; increased critical chance and critical damage while aiming
      2. Overheat Redistribution: higher turret heat increases turret damage and can still fire briefly during overheat
      3. Surgical Bombardment: firing artillery at certain objectives within range will bypass obstacles, kill assassination targets, or provide room-wide artillery damage to all enemies near the objective
    4. Engineering
      1. Power House: increases output of Forge for same cost of resources
      2. Quantum Payload: can output more Forge items above the usual storage limit
Edited by FabuloustheGardevoir
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“Houses” to me seem more like “countries” or even independent military contractors. They could have a family/clan structure that spans generations, sure, but seem to be builders and engineers of military hardware and not actual Soldiers.

Your points have merit, but making Void-Space something that everyone casually interacts with is a tricky thing.

Edited by (PS4)Silverback73
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Whatever is better than the systen we have right now. I stopped caring a long time ago by that, RJ is still having a lot of issues. I like the mode, dont get me wrong, but farming instrinsics is a nightmare. The only "reliable" way to gwt them is doing stealth kills and then aborting and then going again. Im not gonna do that S#&$, Im gonna max them when the system is more polished. I even have everything I want on mk3, every avionic I want at max, every grid maxed too... But intrinsics are pure hell.

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6 hours ago, FabuloustheGardevoir said:

I think there's a missed opportunity here for better progression of the 'Intrinsic' system here. Some of these attributes are QoL, or are so essential that they ought to be part of every Railjack Crew's arsenal from the get-go, others are bland bonuses. So I thought:

Why not make another tier of 'Focus Schools', but for Railjack ops instead? Something like "House Academies", to which I've already developed a basic system that hopefully could be discussed.

  1. House Lavan: believes that victory is certain in hindering the enemy war machine through strategic destruction of enemy operations, subterfuge, and use of the least cost for maximum effect; bonuses for archwing- and warframe-centered gameplay
    1. Tactical
      1. Void Teleport: can warp to a crewmember; first few seconds of warp-in puts user in cloak, amplifying damage of the first weapon attack or ability strength of the first warframe ability; consumes flux energy, and has cooldown (higher levels use less flux energy and reduced cooldown)
      2. Stasis Field: for the first several seconds enemy boarders enter the ship, movespeed and attackspeed are significantly slower
    2. Piloting
      1. Archwing Optimization: increased archwing speed/health/shields/ability efficiency
      2. Lavan Warp: vector maneuver and drift launch instantly teleports ship 
      3. Lavan Drift: boosting cloaks the ship for reduced speed (higher levels increase cloaked speed); first few seconds after exiting cloak, either by stopping boost or firing pilot weapons, increases weapon status chance & critical chance
    3. Gunnery
      1. Fighter Doctrine: increases damage, critical chance and status chance of arch-gun and arch-melee
      2. Void Slingshot: increases slingshot effective range, bonus damage for point-of-impact and a duration afterwards, and direct slingshot into the room of a crewship/base with the objective nukes enemies on arrival
    4. Engineering
      1. Lavan Ingenuity: reduce resource cost for forging items, and chance to successfully forge items even without the resources to do so
      2. Lavan Resourcefulness: repair hazards without consuming Revolite, but at slower speed
  2. House Vidar: believes that victory is found in combined arms warfare, the perfect balance of ground support and space superiority to give the enemy no room to breathe in the theatre of war; bonuses for both archwing and railjack gameplay
    1. Tactical
      1. Rapid Deployment: can warp to a crewmember; first few seconds of warp-in grants user bonus to movespeed, attackspeed, and ability casting speed; consumes flux energy, and has cooldown (higher levels use less flux energy and reduced cooldown)
      2. Nightmare Field: for first few seconds enemy boarders enter the ship, chance each second for enemy boarders to be hit with radiation proc
    2. Piloting
      1. Vidar Maneuver: vector maneuver and drift launch briefly increases ship armor and barrier
      2. Spacial Radiator: boosting increases turret heat capacity, ordnance projectile speed and refire rate, artillery charge speed and refire rate, and overall weapon status chance and duration
    3. Gunnery
      1. Suppressive Fire: splash effect with increasing radius is applied to nearby enemies on ship weapons and arch-gun hits
      2. Glaive Slingshot: destroying an enemy ship through slingshot immediately bounces user to another enemy within range for a certain number of bounces, prioritizing lower health ones until boarding a crewship as last
    4. Engineering
      1. Forge Optimization: reduces cooldown of Forge and chance to forge items without using up resources
      2. What Doesn't Kill: repairing certain hazards will grant bonuses for the ship for a duration
        • Critical Hull Breech = longer invincibility duration, railjack weapons have bonus damage
        • Hull Breech = railjack weapons have bonus total damage
        • Fire Hazard = railjack weapons deal bonus incendiary damage
        • Electrical Hazard = railjack weapons deal bonus ionic damage
        • Cold Hazard = railjack weapons deal bonus frost damage
        • Toxin Hazard = railjack weapons deal bonus chemical damage
  3. House Zetki: believes that victory is achieved through utter space superiority by powerful weaponry and superior skill, followed by generous orbital bombardment from long-range artillery; bonuses for railjack-centered gameplay
    1. Tactical
      1. Immortal Insertion: can warp to a crewmember; first few seconds of warp-in makes user invincible; consumes flux energy, and has cooldown (higher levels use less flux energy and reduced cooldown)
      2. Damage Field: for first several seconds enemy boarders enter the ship, they deal less damage while taking more damage
    2. Piloting:
      1. Zetki Maneuver: ramming into enemies during a vector maneuver or drift launch will deal ionic and ballistic damage proportional to ship's total shields and health respectively.
      2. Zetki Momentum: boosting buffs turn rate and turret/ordnance/artillery damage
    3. Gunnery
      1. Void Sniper: increased turret/ordnance/artillery range; increased critical chance and critical damage while aiming
      2. Overheat Redistribution: higher turret heat increases turret damage and can still fire briefly during overheat
      3. Surgical Bombardment: firing artillery at certain objectives within range will bypass obstacles, kill assassination targets, or provide room-wide artillery damage to all enemies near the objective
    4. Engineering
      1. Power House: increases output of Forge for same cost of resources
      2. Quantum Payload: can output more Forge items above the usual storage limit

Definitely something to look forward... Good idea

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7 hours ago, FabuloustheGardevoir said:

Surgical Bombardment: firing artillery at certain objectives within range will bypass obstacles, kill assassination targets, or provide room-wide artillery damage to all enemies near the objective

Yoooo, being able to fire into a galleon's flanks to blow out the bridge and do heavy damage to the ship's commander would be badass. I'm for it.

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7 hours ago, SneakyErvin said:

They could do it with something else because the houses are really just manufacturers and contractors within the Orokin Empire.

See them as Saab or Boeing, they make military hardware but they have nothing to do with any military organization.

Why not both? What's stopping a 'house' be both manufacturer and an organization with focused academia and war discipline? 

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This thread is open for further add-on skills/abilities for each house! Others that've just come to mind are:
 

  1. House Lavan
    1. Tactical
      1. Emergency Recall: fatal damage on user in archwing mode will instead make them invincible for a second, then teleported back to the ship, with full health and energy; has cooldown
      2. Lavan Fluxjacking: Tactical Menu has additional options opened for user
        • Flux Fighters: add a flat bonus to crews' archwings' health/shields/armor, and percentage bonus Void damage to crews' arch-guns and arch-melee, for a duration
        • Flux Veil: for a duration, players who launch from the slingshot are automatically put into cloak for a few seconds after impact or end of launch cycle
    2. Piloting
      1. Acewing: Archwing Blink makes user invulnerable, and abilities won't use energy, for a few seconds; has cooldown
    3. Engineering
      1. (moved from Piloting) Archwing Optimization: increased archwing speed/health/shields/ability efficiency
  2. House Vidar
    1. Tactical
      1. Flux Augmentation: using Ability Kinesis grants crew within chosen ability's AoE with bonus armor and damage for a duration, proportional to flux energy cost of said ability
      2. Vidar Fluxjacking: Tactical Menu has additional options opened for user
        • Flux Fountain: for a duration, crews' warframe abilities don't use energy, turrets have infinite heat capacity, and ordnances don't use ammo
        • Flux Assault: for a duration, crews' warframe weapons have percentage bonus Void damage 
    2. Gunnery
      1. Auxiliary Slingshots: going out of regular airlocks will put user in a slingshot interface, where they're invincible for a few seconds and can launch themselves at enemies like regular slingshot; doesn't activate Glaive Slingshot
  3. House Zetki
    1. Tactical
      1. Zetki Fluxjacking: Tactical Menu has additional options opened for user
        • Flux Barrier: add a flat bonus to shield amount and shield resistance to all forms of damage for a duration, or until shields are depleted
        • Flux Weaponry: add percentage bonus Void damage to all forms of ship weaponry for a duration
Edited by FabuloustheGardevoir
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11 hours ago, FabuloustheGardevoir said:

Why not both? What's stopping a 'house' be both manufacturer and an organization with focused academia and war discipline? 

The Orokin doesnt seem to work that way. While houses may be part of the military, they still all seem to just be Dax no matter where they originally come from. And since those are also ancient houses the connection to the tenno and the reason for why tenno should have house specific doctrines seems very odd. We arent from either house and even if we by some longshot were, no other from the house would be there to teach us their doctrines because the orokin are long dead and gone.

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