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Illusion Space


Sensenmaidel
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"Illusion and Space, what you see and feel and what is there, it is all untrue, it is all the same."

 

This is a concept for a new space- and illusion-based Warframe.

 

As I am unable to draw any good, this concept is pure text. The whole idea is a combination of different abilities I made up and found interesting. Please do not blame me for abilities being imbalanced or impossible to make into the game, I am trying my best.

As my timetable doesn't allow more, I will be very inactive in this thread. Please for give me for that.

 

Health: ~75 base

Shields: ~90 base

Armor: ~40

Sprint Speed: ~1,05

Energy: ~125 base

 

Silent Mirror: Makes a circle-formed part of any surface with a radius of fix 0.5 meters a mirror if cast of a surface that is farther away from you than 0.15 meters. If cast on a surface that is nearer than 0.15 meters or directly at any allied unit, it will protect them with a mirror, targeting yourself if the target is near surface. Its maximum range is only defined by the maximum cursor targetung range of 50 in-game meters and it cannot be cast on an enemy unit.

A mirror on any surface is invisible to enemies but will always reflect all objects like a normal mirror for players. If one shoots a hit-scan weapon on the mirror, the target that is shown on the mirror will be hit if the bullet isn't too imprecise. If a non-hitscan projectile weapon hits the mirror, its projectile will be redirected at the direction of whatever the mirror shows with double projectile speed, if it has arcing, this will be reset in the moment it hits the mirror and be affected by the faster speed. If shot with a continuous weapon, the range and spread of the beam will be reset in the moment it hits the mirror, and of course the beam will be redirected as mentioned earlier.

Warfrane abilities that take the form of projectiles as well as Nekros' Soul Punch can be cast onto the mirror, being reflected like any other projectile. Auto-targeting Warframe abilities such as Excalibur's Radial Javelin will target a mirror image of enemies if the mirror is in range, no matter how far the actual enemy is from the mirror or Warframe. The projectiles of these abilities will also be reflected, potentially hitting enemies more often than usual or enemies out of targeting range.

Any weapon fire or projectile being reflected from the mirror will deal 1.4/1.75/2.25 times their usual damage. Puncture makes most weapons fired at an enemy in front of a mirror hitting their target twice.

If an allied unit that is protected by a mirror is hit by an enemy weapon, it will reflect the shot back into the direction it came from with some imprecision. These reflected projectiles can only damage enemies and will deal 0.25/0.4/0.7 times their usual damage. The protection disperses after a maximum of 200/325/500 damage has been reflected. Both mirrors also vanish after 10/14/20 seconds.

The damage multiplier on both mirror types as well as the damage absorbing capability of the protection scale with ability power. The duration of both mirror types scales with ability duration. Enemy explosives will explode instead of being reflected by any kind of mirror, their damage can be absorbed by the protection, but will not be reflected. Has a ~0.4 seconds cast animation and costs 40 energy.

 

Dimensional Link: Casting this ability once creates a hypothetical portal on any surface that is within the cursors targeting range of 50 in-game meters. This hypothetical portal consists only of a graphical effect and will not vanish. A second cast creates a second portal and links bot together. A portal has a radius of 0.3 meters and is only visible for allies. It will always show whatever is behind the second portal. Portals can only be crossed by projectiles and other weapon fire. Any weapon fire that passes portal will receive a bonus on critical chance and critical damage, both of 10/25/40/60% of its base value. The portals will both vanish if a third portal is placed or 15/17/20/25 seconds after the second portal has been placed. The duration of portals scales with ability duration and the stat enhancements of weapon fire scale with ability power. Shares cast animation with Silent Mirror and costs 15 energy per portal.

 

Doppelganger: This ability changes your other appearance to that of a targeted enemy within cursor target range. You will glow in your energy color for allies (set your energy color to black to troll), but enemies will only see you as an enemy once they see you attacking others of their own faction or performing actions you could not do as this enemy type (a Grineer Heavy Gunner is able to use a rope, a MOA would normally not); while your Sentinel is packed away into a space pocket and not present. You can still use all your combat maneuvers and weapons like before, but the animations will not make enemies suspicious, to those they'd look normal for your type (even if you fire an Embolist out of your MOA railgun or spit Hikou as a Charger). Melee attacks performed in the form of an enemy without melee weapon will result in an unarmed animation using your melee weapon's stats, same goes for ranged weapons (the fired projectiles etc. will still be normally visible to you and allies).

You will not take damage for the duration of this ability, but the damage will be absorbed by it up to a maximum amount of 0.5 times the maximum health of the targeted Infested unit or 0.65 times the maximum health of the targeted Corpus unit or 1 time the maximum health of a targeted Grinner unit. The ability ends after 30 seconds or after it has reached its damage absorbing maximum. You cannot copy Ospreys, Drones, Rollers, Latchers, Security Cameras, Explosives, Reinforced Glass, Turrets, Death Balls, Sentinels, Bosses or allied units. You will also receive a special bonus based on the target, which will follow in a detailed table further down. The duration of this ability scales with ability duration, it has a 0.8 seconds cast animation and costs 70 energy. You can manually cancel this ability by using any ability.

 

Warp Strike: Your Uber ability. It marks all enemies in an area of 10/12/15 meters around you with your energy color for 1 second while you perform the beginning animation. Then, they vanish for 1 second while you point at a target location within 20 meters. After that, they all appear clumped together at this point at once and are ragdolled, they also take 20 Slash, 30 Impact and 50 Puncture damage per enemy teleported including themselves: The inner flesh-machine-hybrid systems of lesser Grineer seems to be especially fragile to being displaced, however an Infested doesn't care too much about suddenly bearing another Infested's organs; this will always target the same body part as DoT and as such MOAs have the most fragile inner systems. No armor could help you against being warped out of your normal body composition. There is a bug that if the pointing animation is interrupted, the enemies will not reappear, making extermination and assassination missions and a wave in defense impossible to complete and neither dropping loot nor giving experience. However, this ability will not work against certain bosses such as the Hyena, Jackal or Lephantis.

Obviously costs 100 energy.

 

 

Unit Name Effect Sawman +20/30/50% Critical Chance (Melee) Lancer High health-damage absorbtion rate Elite Lancer High health-damage absorbtion rate Shield Lancer Your shield protects you if you don't melee Trooper High health-damage absorbtion rate Powerfist +10/25/50% Charge Damage (Melee) Flameblade High health-damage absorbtion rate Scorpion +15/25/40% Stamina Regen Bombard Ground Finishers and Ground Slams will have additional AoE knockdown, Ground Finishers are extremely fast Commander Ground Finishers and Ground Slams will have additional AoE knockdown, Ground Finishers are extremely fast Heavy Gunner Ground Finishers and Ground Slams will have additional AoE knockdown, Ground Finishers are extremely fast Scorch High health-damage absorbtion rate Napalm Ground Finishers and Ground Slams will have additional AoE knockdown, Ground Finishers are extremely fast Ballista +12/20/30% Zoom (Primary) Eviscerator +0.1/0.15/0.2 Puncture (Primary) Hellion +150% Jump Height Seeker High health-damage absorbtion rate Crewman -10/15/25% Recoil (Primary) MOA +5/8/12% Normal Movement Speed Prod Crewman +15/25/40% Electrical Damage (Melee) Shockwave MOA Ground Finishers and Ground Slams will have additional AoE knockdown Tech Does stealth your Sentinel as a Shield Osprey; it will still act normal and shoot enemies Railgun MOA +0.1/0.15/0.2 Puncture (Primary) Sniper Crewman +12/20/30% Zoom (Primary) Fusion-MOA Does stealth your Sentinel as a Drone; it will still act normal and shoot enemies Elite Crewman -10/15/25% Recoil (Primary) Charger +10/15/25% Sprint Speed Leaper Jumps, Jump Kicks, and airborne melee Slide Attacks are 30% faster (and therefore go farther) Runner When the ability ends, your hull explodes, dealing damage based on the targeted Runner's level and knockdowning foes Crawler You are crouching at normal speed most of the time, changing your hitbox Noxious Crawler You are crouching and leave a poison cloud after the end of the ability, strength is based on targetes Crawler's level Nauseous Crawler You are crouching and Charge Melee Attacks have a 5/10/15% chance for a 3 seconds long stun Ancient Healer You release healing pulses like a Mind Controlled Ancient Healer Ancient Disruptor Your Charge Melee Attacks disrupt targets, ripping of their shields and disabling abilities for 3 seconds Toxic Ancient You are releasing a poison cloud based on the targeted Ancient's level

Please leave your opinions about my thievery as well as constructive comments and ideas below, even if I can't check often. Thank you for reading this!

Edited by Sensenmaidel
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