moss-sauce Posted August 24, 2020 Share Posted August 24, 2020 so! in my spare time, i've started just thinking up warframe concepts for fun. one of them ended up being based of colors/color theory! this is still a wip, but input is appreciated! :] So, the way Iris works is that each of her abilities are associated with a primary color [red, yellow, blue]. 'Mixing' them by having multiples activated at once will create the effects of secondary colors [orange, green, purple]. Name: IRIS, after the Greek goddess that is the personification of the rainbow. Passive: Gain certain stat boosts based on fashion-frame colors. ABILITIES: Carmine: Red is associated with energy, strength, power, and determination, this ability grants a [x] percent damage boost to all weapons wielded by Iris and her allies. Based on duration and ability strength. Canary: Shades of yellow are known to arouse awareness. This ability focuses enemy attention on Iris. Enemies focused on Iris deal less damage to allies. Use while Carmine is active to increase allies’ ability strength. Drain. Based on range. Azure: Blue is a calming color, known for tranquillity. Azure slows enemy speed, dampens their awareness, and lessens their accuracy at an [x] meter radius. Based on range. Drain. Masterpiece: Iris drains the surrounding area [x meter radius] of color, channeling them into one maelstrom of brightness. The colors increase ability Strength by [x] percent [and?]. She releases the color with incredible force, causing a Blast proc that knocks enemies back [if they aren’t killed] COMBINATIONS: When Carmine is combined with Canary [or vice versa] to create orange: Increase armor for ability duration. Short invulnerability period towards end of casting, granting ability strength to Iris and allies based on how much damage is taken during invulnerability period When Canary is combined with Azure [or vice versa] to create green: Increases survivability: plus [x] health and increased healing rate When Azure is combined with Carmine [or vice versa] to create purple: Put enemies in line of sight to sleep for [x] seconds. Regain energy per enemy killed with a finisher while they are asleep NOTES: Allies must be within affinity range to receive buffs. Applies to companions, friendly NPCs, but not defense targets. ACQUISITION/QUEST: Neuros: Riddle for red planet [Mars] Chassis: Riddle for yellow planet [Venus] Systems: Riddle for blue planet [Neptune] Link to comment Share on other sites More sharing options...
keikogi Posted August 24, 2020 Share Posted August 24, 2020 The theme execution is interesting, but the gameplay loop is weak due to lack of variet. All skills are one form of or another of press button for radial aoe effect. Maybe redesign it with the same idea of each color with an effect but paint stuff like splatoon. see below Each color has its own different delivery method , using red will dash trought the ambient painting the ground , yellow ill be trown as grenade, blue could summon paint sharks that paint as the feel like. Idk Im just spit balling here. Btw I´m probably goin to make my own colour frame too. The idea of mixing colours as a mechanic is cool. Link to comment Share on other sites More sharing options...
moss-sauce Posted August 24, 2020 Author Share Posted August 24, 2020 ooh yeah! i didn't think of that. i'll get to revamping Link to comment Share on other sites More sharing options...
keikogi Posted August 24, 2020 Share Posted August 24, 2020 3 minutes ago, captorn said: ooh yeah! i didn't think of that. i'll get to revamping good luck. theory crafted a bit and it is quite hard to execute properly. kinda of scaled down my own efforts to just siren splatoon frame Link to comment Share on other sites More sharing options...
Qianna Posted August 24, 2020 Share Posted August 24, 2020 I kind of swayed away from the colors, but here's what I came up with:1. Spectrophotometry: Light reflected from surfaces in a 10 meters radius is collected and synthesized into a transparent fluid. Brighter surfaces fill the internal container quicker2, up to 2/3/4/5 units1 per second. While toggled off, the liquid slowly evaporates at a rate of 1 unit per second. Maximum fluid: 300 units. Toggleable. Affected by energy efficiency5. Not affected by ability range, duration or power.2. Infusion: Iris continuously introduces an additional component, creating a solution which enhances one of the selected properties (health/shields/armor/power), at a cost of 10% of maximum fluid. Cyclic selection. Not affected by any mods.3. Coating: Iris sprays the environment using 25% of maximum fluid in a 7/10/14/19 meters radius. Particles which hit the surroundings begin to interact with the surface, creating bursts of heat/cold/poison/shock dealing 100/150/200/250 damage every 0.5 seconds, based on reflective properties of the surface, with the same range, for 9/12/15/20 seconds. When colliding with external sources3 of particles, the element is fused and carries the properties of the external source, while also increasing the intensity of interaction (damage, basically) by 50% of the potential damage. Affected by ability range, duration and power. Not affected by energy efficiency.4. Masterpiece: Iris prompts a violent burst, covering the surroundings in a 5/10/15/20 meters for 7/9/12/15 seconds. Allies hit by the splash and herself experience heightened senses, increasing ability health/shields/armor/power by 10/20/30/40 percent. The power and duration of this ability is increased proportionally4 to the amount of fluids available, with at least 50% of maximum fluid filled. If coating is present within range, the damage is increased by the amount of provided ability power bonus. Affected by ability range. Not affected by ability duration, efficiency or power. NOTES: 1. Units refer to the returned result of the sample, described below. 2. Only diffused and ambient lighting. The result of sum intensity of a sample over a coefficient (based on average tile lighting intensity) is the "strength" of this ability. 3. Warframe abilities elemental damage (if any) and weapon elemental damage (if any). 4. A ratio of one to one, based on fluid units available, and not the percentage. Such that a 95% burst would provide 285% bonus. 5. Increased efficiency increases the rate at which the container is filled. Link to comment Share on other sites More sharing options...
KaffeRausch Posted August 25, 2020 Share Posted August 25, 2020 We have already had Warframes that supernaturally change what happens 4 times.How much the different colors strengthen the group or summon beings also seems familiar to me.The one with the drain is new. In order to bring more differences into my concept, I had already considered making a paper / origami / ink Warframe out of it. Link to comment Share on other sites More sharing options...
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