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[Warframe Concept] Exoskeleton/Spider Warframe (inspired by Techpriests from Warhammer)


BloodRavenCap
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So, my suggestion is something a Warframe with an exoskeleton, something inspired by Techpriests from Warhammer, but it's not an engineer, it's more like a support\offensive unit, that can be switched between "assault" and "defense" modes. It also has spider themes because of all the extra-arms.

Example, Techpriests from Warhammer 40k:

Спойлер

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Спойлер

latest?cb=20170831220847&path-prefix=ru

The whole shtick of this Warframe is utilising different abilities, that are granted by exoskeleton with a lot of arms.

First, its passive would be switching between "assault" and "defense" modes by rolling. Of course, because this Warframe is a massive chunk of metal, it can't roll, it just transforms between different states. In assault mode you sacrifice your armor for the mobility, in defense - vice-versa.

1st ability - Surgeon's Needle. One of your exoskeleton's arms is equipped with the ability to administer combat drugs. In defensive mode, you can heal yourself with painkillers, in assault - battle stimulant makes your melee attacks faster. You can't have both at the same time.

2nd ability - AoE ability, with a sweep of your exoskeleton arms in defense mode enemies become more susceptible to damage and in assault mode enemies are ragdolled.

3rd ability - in defense mode exoskeleton fires a barrage of rockets in front of you, in assault - flamers, installed in your exoskeleton, make a really shallow "circle of fire", that burns enemies.

4th ability - In defense your frame becomes a stationary turret, that can use missile launchers and flamers, also it denies enemies some radius with precision hits of your exoskeleton arms (something like Spidey's instant kill mode in Endgame), in assault mode you become full-blown spider, that uses all it's limbs for devastating and fast melee attacks, and as a bonus - can crawl walls and shoot something like zipline arrows to move around faster.

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Looking at the basic design footprint, leaves quite a lot to be drawn from, and drawn into Warframe Designs.

There are the broadly stated:

Metal Gear fused with The Dark Crystal

Screen+Shot+2014-11-18+at+8.57.47+AM.png

Dark-Crystal-Visual-History-4-06302017.j

tumblr_nia8zuRz6W1sujc3eo1_1280.jpg

The Dark Crystal In Space

Screen+Shot+2014-11-18+at+8.53.41+AM.png

Dark-Crystal-Visual-History-5-06302017.j

Space Ninjas (Super Sentai) and Anime

Kamen_Rider_Female.jpg
Kamen Ryder & (Bioboosted Armor) The Guyver

guyver_maquette_1.jpg

and

Möbius et al

(i.e. contemporaries & collaborators

for example:

Moebius + Jodorowsky 

The Incal

rco009_1469246943.jpg

 Juan Giménez

The Metabarons

rco014_14654420331.jpg+ Fred Beltran


The TechnoPriests

Onyx -

rco001_1477369173.jpg

With Four Arms, Onyx bears out a resemblance to a spider (having six limbs), although inspiration was more likely drawn from the rich Hindu pantheon.

UnATq.jpg

The Spider, however, has already been used as a central design theme for developing the look of Khora (as well as some of the themes which intersect with the ARCHETYPE: webs, snares, chains, etc.)

latest?cb=20180910140009
 

In terms of what Warframes ARE, it’s been pretty much nailed down (to the extent of coming out the other end) that they are “Exoarmor”

So, doing anything MORE “exo” to “exoarmor,” is ... actually, already being done, cosmetically, with “attachments.”
 

They have not yet gone into the realm of multiple (beyond anthropomorphic) numbers of limbs, which would be really cool ... e.g. having four or six or nine arms to work with ... although one Skin, at least, for Nova, did do a decorative job/homage to the unexplored territory.

 It would also mesh well with the basic concept:

Warframes are rendered ARCHETYPES. 

The concept of an archetype /ˈɑːrkɪtp/appears in areas relating to behavior, historical psychological theory, and literary analysis. An archetype can be:

  1. a statement, pattern of behavior, a prototype, a "first" form or a main model which other statements, patterns of behavior, and objects copy, emulate or "merge" into. (Frequently used informal synonyms for this usage include "standard example", "basic example", and the longer form "archetypal example". Mathematical archetypes often appear as "canonical examples".)
  2. a Platonic philosophical idea referring to pure forms which embody the fundamental characteristics of a thing in Platonism
  3. a collectively-inherited unconscious idea, pattern of thought, image, etc., that is universally present, in individual psyches, as in Jungian psychology
  4. a constantly recurring symbol or motif in literature, painting, or mythology (this usage of the term draws from both comparative anthropology and from Jungian archetypal theory). In various seemingly unrelated cases in classic storytelling, media, etc., characters or ideas sharing similar traits recur.

Archetypes are also very close analogies to instincts in the sense that its impersonal and inherited traits that present and motivate human behavior long before any consciousness develops.

They also continue to influence feelings and behavior even after some degree of consciousness developed later on.

There is plenty of precedent to draw from in that realm:

navratri_copy.jpg?w=716&ssl=1

But [“DE”] have deliberately steered clear of “going there.”
 

Perhaps it is as simple a matter as:

Players,

as Tenno

represented by Operators

are all Human/“Post-human” 

or essentially anthropomorphic,

and therefor would lack an innate or a priori knowledge & experience of living as something with more than two legs, twi arms, two heads ... no, wait ... scratch that last one ...

1*VgcVT0jlxpkBFt4XSh86Tw.jpeg

OR, it may be that the “mechanics” for programming such a design has been too complicated to work into both playable controller assignment and balancing with all other Frames, Companions, Enemies, and “moving parts” (to drop a Steve-ism) that are in Warframe.

 

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I understand the concept of using a lot of words and images to support/help convey an idea, but there's a point of diminishing returns and I think you've passed it.

Also I don't particularly think of Khora as the "spider" Frame, particularly not when her theme is chains, whips, and cats.

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9 minutes ago, Cobalt313 said:

I understand the concept of using a lot of words and images to support/help convey an idea, but there's a point of diminishing returns and I think you've passed it.

Also I don't particularly think of Khora as the "spider" Frame, particularly not when her theme is chains, whips, and cats.

As for Khora, what can I say. They went with “Spider” as the dominant influence over the visual design. There’s a whole lot that was drawn up and talked about (lots of being “wordy” and “visual,”) for it, but that was what they decided to center focus on.

Edited by (PS4)xxav1xl6ivax
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