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[Suggestion] New Faction: Space Pirates


Vard
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It would be cool if one of the pirates had a "lock on" gun. Either a sniper rifle or rocket launcher.

 

Walking into a room everything is clear, suddenly a red glare, something blinds your eyes briefly and a increasingly frequent "beeping" tells you something is wrong.

Then it's quiet. It's to late

1 - the rocket is incomming, all you can do is run and hope for the best.

2 - a massive hit throws you back, your shields are gone, a dent in your armor and a sore shoulder.

The the beeping comes back...

 

Not saying it would have to do 500 damage, just rather large damage. The rocket launcher would be slower than Ogris, but be similar in damage. Yes it locks on, but being slow (1 shot then reload) it would balance it out some. (350-400 dam?)

Sniper would be similar to Lanka but direct hit, 1 shot then reload (mods work?) (175-200 dam?)

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It would be cool if one of the pirates had a "lock on" gun. Either a sniper rifle or rocket launcher.

 

Walking into a room everything is clear, suddenly a red glare, something blinds your eyes briefly and a increasingly frequent "beeping" tells you something is wrong.

Then it's quiet. It's to late

1 - the rocket is incomming, all you can do is run and hope for the best.

2 - a massive hit throws you back, your shields are gone, a dent in your armor and a sore shoulder.

The the beeping comes back...

 

Not saying it would have to do 500 damage, just rather large damage. The rocket launcher would be slower than Ogris, but be similar in damage. Yes it locks on, but being slow (1 shot then reload) it would balance it out some. (350-400 dam?)

Sniper would be similar to Lanka but direct hit, 1 shot then reload (mods work?) (175-200 dam?)

Anti Tank Rifle. Sniper with insanley high damage, mag size of one, Decent length reload

and I suppose with both magazine mods, a 50% boost would give you 1.5, letting you have a mag size of two

Edited by Vard
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Anti Tank Rifle. Sniper with insanley high damage, mag size of one, Decent length reload

and I suppose with both magazine mods, a 50% boost would give you 1.5, letting you have a mag size of two

Sounds nice, with either armor ignore, knockdown or a rather long puncture (or 2/all?) (i'm talking semi railgun here).

 

Picturing loading this with a big-&#! shell, almost like one of those grenade-shells (m-203) but with a bullet. Then locking it in nice and tight and...BLAFF! Whole damn line/cloud of flying gore-sauce....back to reloading (long time! 5-6s)

This means that if you want a fast weapon you would have to spend mods on both reload and max ammo (fire rate wont do much good). But lets say yuo've brought the reload down by 30%. Reload is then 3.5-4.2s which is long, but not ages. Lining up enemies you could then fire again, taking out a small crowd, or stunning/knocking them down.

 

This gun would be rather large and BPs would drop from a Pirate miniboss walker/exo-suit, being previously mounted on it as one of its guns.

One of those high lvl really dangerous bosses aswell?

 

This gun might be a different one from the lock on ones?

Edited by Lactamid
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Sounds nice, with either armor ignore, knockdown or a rather long puncture (or 2/all?) (i'm talking semi railgun here).

 

Picturing loading this with a big-&#! shell, almost like one of those grenade-shells (m-203) but with a bullet. Then locking it in nice and tight and...BLAFF! Whole damn line/cloud of flying gore-sauce....back to reloading (long time! 5-6s)

This means that if you want a fast weapon you would have to spend mods on both reload and max ammo (fire rate wont do much good). But lets say yuo've brought the reload down by 30%. Reload is then 3.5-4.2s which is long, but not ages. Lining up enemies you could then fire again, taking out a small crowd, or stunning/knocking them down.

 

This gun would be rather large and BPs would drop from a Pirate miniboss walker/exo-suit, being previously mounted on it as one of its guns.

One of those high lvl really dangerous bosses aswell?

 

This gun might be a different one from the lock on ones?

it would definitely have built in armor penn/ignore, as well as some puncture, and bullets the size of red bull cans

Huge bolt action rifle with a rather long reload time, at least 3 or 4 seconds.

It probably shouldn't be allowed to benefit from primed/charged chamber though, seeing as every shot would be the first.

If you want to make a thread detailing an anti tank rifle's mechanics that would be awesome, toss me a link if you do

But anyway we should stay on topic, SPACE PIRATES!!!

YARR

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Oi. Working on a few idea sketches of my own. Nothing done yet, but gonna post the ideas I'm working on to see the approval of the other seadogs here!

 

New Combat Rifle - 'Freedom'

'Easily replicated with various weapon and ship parts, the Freedom combat rifle is the standard issue rifle of the Pirate fleets. Often, before using any ranged weapons, a new pirate must learn to create, test, and safely use a Freedom in a boarding before he is allowed the use of other, more face-melting weaponry.'

 

New Canister Pistol - 'Flintlock'

'Originally designed as a simple flare gun for signaling duties on planetsides, the Flintlock was upgraded to a formidable arsenal piece upon pirates realizing they could fit other types of munitions in the flare canisters. Upon firing, the canisters will slowly charge before detonating into a powerful explosion, and will stick to any surface or target unlucky enough to catch the pirate's ire.'

 

New CQC Shotgun - 'Hacksaw'

'Known for it's ferocious fire rate and it's velocity powerful enough to shred through multiple foes, the Hacksaw was designed by a unknown fleet that targeted relics in the Jupiter sector, seeking a weapon able to handily deal with swarms of Infested. As a result, this compact, drum-fed shotgun is very effective against swarms of light targets, easily earning it's namesake.'

 

New Minigun - 'Privateer'

'A mixture of three rotary barrels mounted to a singular platform and fed with belt ammunition from the user. For the situations where you need to fire every bullet in the known universe really, really fast.'

 

New Canister Rifle - 'Fusillade'

'For situations where most the pirate's love of fast-firing weapons won't do, the Fusillade is designed to destroy in one shot. Often nicknamed the 'Crewman's Cannon', the Fusillade is a large, custom-built rifle that fires hand-sized canister rounds capable of penetrating light ship plates from two hundred yards in a Earth-gravity environment. One shudders to think what would happen if this weapon was used against human prey.

 

New Element Weapon - 'Blitz'

'A mixture of exposed wires and a Tesla Coil results in this makeshift electricity beam, which archs between targets upon reaching combat range. This weapon's energy source is most effective against the Corpus, due to the race's use of electronics and the ease of the beam disrupting them.'

 

New Element Weapon - 'Vesuvius'

'Named after an infamous volcano, this weapon fires streams of what pirates refer to as 'Greek Fire', resulting in a medium-ranged flare of dangerous molten liquids capable of easily destroying many breachheads and other metal constructs. It's just as effective against other materials, however, especially hardened alloy plate armor.'

 

New Rocket Launcher - 'Depthcharge'

'Having to compete against other heavy weapons, the Depthcharge's biggest downside is it's much weaker blast damage and area, but makes up for it by being a guideable projectile, able to be steered by a beam on the launcher when in flight.'

 

Enemy Vehicle - 'Sand Skiff'

'When traveling on planets, it's not uncommon for Pirates to call upon hoverskiffs to use as transport between sections of wastes around a colony. As a result, the Sand Skiff has been seen more and more on the surface of Phobos after it's reveal as a Grineer colony planet. Armed with side-mounted Privateer miniguns, Sand Skiffs ferry troops between a landing point and fresh gains, and often join the fight themselves, either as weapon platforms or recklessly driving at targets.'

 

Enemy Unit - 'Hunting Beast'

'Hunting Beasts are mutated, malnourished pack hounds 'recovered' from the drags and hives of more populated worlds. Often experimented with after the Pirates gain them, these creatures occasionally are launched off a pirate vessel to act as 'first wave' troops. They don't do well discerning friend and foe, and thus tend to be caged at all times on a ship, but when released to battle they are rabid, ferocious fighters.

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Oi. Working on a few idea sketches of my own. Nothing done yet, but gonna post the ideas I'm working on to see the approval of the other seadogs here!

 

New Combat Rifle - 'Freedom'

'Easily replicated with various weapon and ship parts, the Freedom combat rifle is the standard issue rifle of the Pirate fleets. Often, before using any ranged weapons, a new pirate must learn to create, test, and safely use a Freedom in a boarding before he is allowed the use of other, more face-melting weaponry.'

 

Sounds reasonable - "the recruits" having these sorts of weapons due to lack of funds and such.
Only thing is that there would probably be "low level pirate" that had previous experiences before getting into the "space pirate faction" and got hold of other weaponry that they took with them. (no critique, just a thought).

 

New Canister Pistol - 'Flintlock'

'Originally designed as a simple flare gun for signaling duties on planetsides, the Flintlock was upgraded to a formidable arsenal piece upon pirates realizing they could fit other types of munitions in the flare canisters. Upon firing, the canisters will slowly charge before detonating into a powerful explosion, and will stick to any surface or target unlucky enough to catch the pirate's ire.'

 

Interesting, will the "bullet" require being charged before firing or will they have a timed explosion after sticking to a surface? Could also see this gun as a DoT gun a bit like the Acrid firing "Termite". Would be good against armored targets.

 

New CQC Shotgun - 'Hacksaw'

'Known for it's ferocious fire rate and it's velocity powerful enough to shred through multiple foes, the Hacksaw was designed by a unknown fleet that targeted relics in the Jupiter sector, seeking a weapon able to handily deal with swarms of Infested. As a result, this compact, drum-fed shotgun is very effective against swarms of light targets, easily earning it's namesake.'

 

With the Boar and Sobek already in the game and being full auto-shotguns I like that you added (what I imagined) the Puncture function. With that it might need a rather low ammo base though (small clip/mag).

 

New Minigun - 'Privateer'

'A mixture of three rotary barrels mounted to a singular platform and fed with belt ammunition from the user. For the situations where you need to fire every bullet in the known universe really, really fast.'

 

Blablabla whine whine ninjas with miniguns...F THEM! GIEF MINIGUN! Perhaps the first Warframe restricted gun? Only heavier frames can use it, or: heavier frames can use it without a speed penalty?

 

New Canister Rifle - 'Fusillade'

'For situations where most the pirate's love of fast-firing weapons won't do, the Fusillade is designed to destroy in one shot. Often nicknamed the 'Crewman's Cannon', the Fusillade is a large, custom-built rifle that fires hand-sized canister rounds capable of penetrating light ship plates from two hundred yards in a Earth-gravity environment. One shudders to think what would happen if this weapon was used against human prey.

 

1 bullet then reload gun with a "anti-tank" feel to it? Yes and double yes.

 

New Element Weapon - 'Blitz'

'A mixture of exposed wires and a Tesla Coil results in this makeshift electricity beam, which archs between targets upon reaching combat range. This weapon's energy source is most effective against the Corpus, due to the race's use of electronics and the ease of the beam disrupting them.'

 

Haha, totally seing some oddball pirate scientist using this. Might be a bit similar to Volts first ability...that I never use...but again, might just be it needed to be transformed into a gun.

 

New Element Weapon - 'Vesuvius'

'Named after an infamous volcano, this weapon fires streams of what pirates refer to as 'Greek Fire', resulting in a medium-ranged flare of dangerous molten liquids capable of easily destroying many breachheads and other metal constructs. It's just as effective against other materials, however, especially hardened alloy plate armor.'

 

A Super Soaker of doom? With just a little bit of splash and/or a DoT trail on the ground?

 

New Rocket Launcher - 'Depthcharge'

'Having to compete against other heavy weapons, the Depthcharge's biggest downside is it's much weaker blast damage and area, but makes up for it by being a guideable projectile, able to be steered by a beam on the launcher when in flight.'

 

Can you fire another projectile while the first is active? And if so, will the new projectile follow the same targetting beam or will it cancel the guidance of the first projectile (making the first one fly straight ahead in the direction it was last heading for)?

 

Enemy Vehicle - 'Sand Skiff'

'When traveling on planets, it's not uncommon for Pirates to call upon hoverskiffs to use as transport between sections of wastes around a colony. As a result, the Sand Skiff has been seen more and more on the surface of Phobos after it's reveal as a Grineer colony planet. Armed with side-mounted Privateer miniguns, Sand Skiffs ferry troops between a landing point and fresh gains, and often join the fight themselves, either as weapon platforms or recklessly driving at targets.'

 

These aren't the droids you are looking for.


 

Enemy Unit - 'Hunting Beast'

'Hunting Beasts are mutated, malnourished pack hounds 'recovered' from the drags and hives of more populated worlds. Often experimented with after the Pirates gain them, these creatures occasionally are launched off a pirate vessel to act as 'first wave' troops. They don't do well discerning friend and foe, and thus tend to be caged at all times on a ship, but when released to battle they are rabid, ferocious fighters.

 

FUN!

Could we pull a lever or snipe the locks of their cages creating mayhem? (Even if hard to pull, sniping the lock of a cage on an incomming dropship freeing the beasts would be awesome. Picturing it causing pirates to fall out and then either the beasts or if lucky (low lvl) causing the drop ship to crash as the beast(s) tears apart the pilot (muhahahaha).

Also: an elite version wearing some armor?

 

Added comments, edited to "spoiler" mode. Liked pretty much all of it! Awaiting artwork :)

Edited by Lactamid
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Maybe I should just repost my old suggestion on the rifle?

 

Eh, I feel useless, suggesting without artwork.

yeah theres already a bazillion weapon mechanic ideas out there, alot of them very similar. Concept art is really what makes them stand out, i had ideas for harpoon guns
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Oi. Working on a few idea sketches of my own. Nothing done yet, but gonna post the ideas I'm working on to see the approval of the other seadogs here!

 

New Combat Rifle - 'Freedom'

'Easily replicated with various weapon and ship parts, the Freedom combat rifle is the standard issue rifle of the Pirate fleets. Often, before using any ranged weapons, a new pirate must learn to create, test, and safely use a Freedom in a boarding before he is allowed the use of other, more face-melting weaponry.'

 

New Canister Pistol - 'Flintlock'

'Originally designed as a simple flare gun for signaling duties on planetsides, the Flintlock was upgraded to a formidable arsenal piece upon pirates realizing they could fit other types of munitions in the flare canisters. Upon firing, the canisters will slowly charge before detonating into a powerful explosion, and will stick to any surface or target unlucky enough to catch the pirate's ire.'

 

New CQC Shotgun - 'Hacksaw'

'Known for it's ferocious fire rate and it's velocity powerful enough to shred through multiple foes, the Hacksaw was designed by a unknown fleet that targeted relics in the Jupiter sector, seeking a weapon able to handily deal with swarms of Infested. As a result, this compact, drum-fed shotgun is very effective against swarms of light targets, easily earning it's namesake.'

 

New Minigun - 'Privateer'

'A mixture of three rotary barrels mounted to a singular platform and fed with belt ammunition from the user. For the situations where you need to fire every bullet in the known universe really, really fast.'

 

New Canister Rifle - 'Fusillade'

'For situations where most the pirate's love of fast-firing weapons won't do, the Fusillade is designed to destroy in one shot. Often nicknamed the 'Crewman's Cannon', the Fusillade is a large, custom-built rifle that fires hand-sized canister rounds capable of penetrating light ship plates from two hundred yards in a Earth-gravity environment. One shudders to think what would happen if this weapon was used against human prey.

 

New Element Weapon - 'Blitz'

'A mixture of exposed wires and a Tesla Coil results in this makeshift electricity beam, which archs between targets upon reaching combat range. This weapon's energy source is most effective against the Corpus, due to the race's use of electronics and the ease of the beam disrupting them.'

 

New Element Weapon - 'Vesuvius'

'Named after an infamous volcano, this weapon fires streams of what pirates refer to as 'Greek Fire', resulting in a medium-ranged flare of dangerous molten liquids capable of easily destroying many breachheads and other metal constructs. It's just as effective against other materials, however, especially hardened alloy plate armor.'

 

New Rocket Launcher - 'Depthcharge'

'Having to compete against other heavy weapons, the Depthcharge's biggest downside is it's much weaker blast damage and area, but makes up for it by being a guideable projectile, able to be steered by a beam on the launcher when in flight.'

 

Enemy Vehicle - 'Sand Skiff'

'When traveling on planets, it's not uncommon for Pirates to call upon hoverskiffs to use as transport between sections of wastes around a colony. As a result, the Sand Skiff has been seen more and more on the surface of Phobos after it's reveal as a Grineer colony planet. Armed with side-mounted Privateer miniguns, Sand Skiffs ferry troops between a landing point and fresh gains, and often join the fight themselves, either as weapon platforms or recklessly driving at targets.'

 

Enemy Unit - 'Hunting Beast'

'Hunting Beasts are mutated, malnourished pack hounds 'recovered' from the drags and hives of more populated worlds. Often experimented with after the Pirates gain them, these creatures occasionally are launched off a pirate vessel to act as 'first wave' troops. They don't do well discerning friend and foe, and thus tend to be caged at all times on a ship, but when released to battle they are rabid, ferocious fighters.

sounds dope!

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Quoting the quote, for ease of replies :P

 

New Combat Rifle - 'Freedom'

Sounds reasonable - "the recruits" having these sorts of weapons due to lack of funds and such.

Only thing is that there would probably be "low level pirate" that had previous experiences before getting into the "space pirate faction" and got hold of other weaponry that they took with them. (no critique, just a thought).

Eh. It was partly my idea on how a lot of the pirate weapons were probably just 'improvised' or homemade to a degree, sans specific heavy weapons. More my interpertation then anything else though, and is in no way meant to invalidate any of the other ideas anyone has posted. My thoughts to how the rifle would work would be slow firing, medium damage, good accuracy, to make it still fit as a sidegrade to Braton, Dera, and Grakata.

 

New Canister Pistol - 'Flintlock'

Interesting, will the "bullet" require being charged before firing or will they have a timed explosion after sticking to a surface? Could also see this gun as a DoT gun a bit like the Acrid firing "Termite". Would be good against armored targets.


Thermite was more the idea behind the Vesuvius, as a Meltagun kinda weapon. This one in particular was inspired by a specific pistol receiver for Blacklight Retribution (The Canister Pistol, if I remember the name right), with a bit of improv mixed in. The Flintlock would basically be a launcher of timed explosions, to answer the original query, though perhaps a variant could be made for research for a Acrid style weapon after the Flintlock was around for a bit.

 

New CQC Shotgun - 'Hacksaw'

With the Boar and Sobek already in the game and being full auto-shotguns I like that you added (what I imagined) the Puncture function. With that it might need a rather low ammo base though (small clip/mag).

Sobek's a tad too slow to really capitalize on the Boar's speed, but I picture this being more of a sidegrade to Boar, thus why giving it piercing effect (Piercing is just underused anyway, poor thing). Still won't be too good against armored targets and I mentioned it didn't really have much of a max damage range as well, but still don't picture the bullet count going over 10 anyway, just cause how it works.

 

New Minigun - 'Privateer'

Blablabla whine whine ninjas with miniguns...F THEM! GIEF MINIGUN! Perhaps the first Warframe restricted gun? Only heavier frames can use it, or: heavier frames can use it without a speed penalty?

To be fair, the Tenno use giant rocket launchers and LMGs of the Grineer and Corpus already, thus the idea of a truly monstrous gun :P I doubt a penalty will be needed for the Tenno, but this would essentially be either mounted weapons on some of my ideas for pirate vehicles (Re: Sand Skiff) or used as one of the Heavy Weapon unit weapons. All the dakka. ALL OF IT. As a idea to keep it different, picture high fire rate thanks to all three barrels, and a 150 round ammo belt to set it apart from it's sister gun Gorgon.

 

New Canister Rifle - 'Fusillade'

1 bullet then reload gun with a "anti-tank" feel to it? Yes and double yes.

To be fair, I got the idea for that reading the last couple posts before my idea dump :P But again, makes piercing a useful effect and adds a accurate 'precision elimination' weapon with a tad bit of overkill. Makes sense for a bunch of cosmic misfits.

 

New Element Weapon - 'Blitz'

Haha, totally seing some oddball pirate scientist using this. Might be a bit similar to Volts first ability...that I never use...but again, might just be it needed to be transformed into a gun.

Weapons featuring ability overlap kinda isn't a thing yet though, unless you count the Grineer Heavy with the Fireball launcher, but that's beside the point. I was originally thinking simply a electric field out ahead, but I like the idea of chain lightning better :3

 

New Element Weapon - 'Vesuvius'

A Super Soaker of doom? With just a little bit of splash and/or a DoT trail on the ground?

Thermite gun in everything but name. I originally had it saying Thermite, but thought again and came to the conclusion that a ammo that could melt the weapon when fired probably wasn't a smart idea. Basically picture a stream of superheated metal and fire (or a continuous flare, depending if full-auto) is a good way to put it, and it's more or less a AP version of the Ingus if it gets full auto fire.

 

New Rocket Launcher - 'Depthcharge'

Can you fire another projectile while the first is active? And if so, will the new projectile follow the same targetting beam or will it cancel the guidance of the first projectile (making the first one fly straight ahead in the direction it was last heading for)?

Thinking this will be a one-shot weapon similar to the Fusillade, and it won't reload until the projectile detonates, to avoid any issues such as projectiles suddenly veering towards the ground when the launcher is lowered to reload. May also require the player to be locked in aim mode for full guidance when salvaged as well. With that said, perhaps making hip-firing unguided projectiles could be a cool idea, and if aim isn't locked, snapping between aiming and not aiming could be a very interesting mechanic if mastered...

 

Enemy Vehicle - 'Sand Skiff'

These aren't the droids you are looking for.

Less Star Wars, more Dark Eldar mixed with Treasure Planet was what I have in mind. Elegent swept design, plenty of spiky bits to catch targets running away, wide area on the deck for a band of pirates to either fire from or jump down from, and probably some form of cage either mounted on the bottom underbelly or somewhere on the ship for wild beasts the Pirates want to use for shock troops, such as the Hunting Beasts to be deployed without risking the crew. Solar sails, if included, I'm picturing as hardened forcefield, acting as cover, as well as being used to show the pirate's heraldry if we wanna make the pirates into differing fleets.

 

Enemy Unit - 'Hunting Beast'

FUN!

Could we pull a lever or snipe the locks of their cages creating mayhem? (Even if hard to pull, sniping the lock of a cage on an incomming dropship freeing the beasts would be awesome. Picturing it causing pirates to fall out and then either the beasts or if lucky (low lvl) causing the drop ship to crash as the beast(s) tears apart the pilot (muhahahaha).

Also: an elite version wearing some armor?

If we get pirate ships to plunder, sure, why not! I can see this being a cool dynamic for ships (captured beasts converted to map hazards if a specific window or lock is broke), but not sure if my idea for how the skiff is planned will include making them nom at the pilots, as I'm picturing the cages probably bolted to the bottom to avoid such 'accidents'

Also, elite versions, aka 'Alphas' with the Deathwing treatment. BRILLIANT :D

 

Relatedly, gonna try to bang out the Freedom tonight, after digging up some AK and M4 images for inspiration :P

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If it ain't weird it ain't Warframe.

I do think they should be more realistic than the other factions though, so have some weird RL guns.

gyrojet5.jpg

gyrojetCarbine3.jpg

Gyrojets, they shoot mini-rockets!

Korobov-TKB-022PM.jpg

Korobov TKB-022, a very odd looking bullpup AR.

em1.jpg

Enfield EM-2, a British service rifle that never actually saw service.

hs10b-l.jpg

HS-10, a bullpup semi-auto shotgun

Kel-Tec_PLR-16.jpg

Kel-Tec PLR-16, a semi-auto pistol that uses M-16 ammo!

SPIW.jpg

SPIW, a flechette rifle built in the 60s.

Hope one of those inspires you!

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yeah theres already a bazillion weapon mechanic ideas out there, alot of them very similar. Concept art is really what makes them stand out, i had ideas for harpoon guns

 

Thing is I did churn out some concept art back then. And unlike my attempts on drawing pirates (which were such a fail i didn't even post them), it's lying osmewhere in this thread. Eh.

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Don't know if I'm gonna have time...or energy to take on this thread but I might take a shot on sum it up later today.
 

I'm thinking:

 

1 Idea behind them.

2 Units/bosses/location/vehicles 

 2.1 Bosses

 2.2 Weapons

 2.3 Location

 2.4 Vehicles

3 Concept art

4 Gameplay

 

Something like this, doesn't have to be in this order.

 

Edit: have made some progress, but need more time editing it to something cohesive and understandable. It's quite a wall.

Edit 2: so much to compress into something not overwhelmingly long...*sigh*

Edited by Lactamid
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Decided to go through the thread and repost my suggestions.

 



So... I have an idea for a pirate faction boss. 

 

I couldn't make her look right in my sketches, so I wrote a bit of fanfiction to describe her instead. Warning, some parts are awkward because they touch on unexplained parts of lore.

A place for everything and everything in it’s place, no matter how accidental was the journey.

A group of rogue archaeologists always has a chance of finding a miracle. She was that miracle. A cryopod, that opened and let her out into the harsh, lifeless tomb the once beautiful tower became, surrounded by people on the run from everyone, desperately trying to find something the old race left behind to help them...
The pirates, as they got dubbed by the corpus fleet, spent time waiting for a ship to come and take them away from the desolate site by telling stories. Old stories. About old earth. They told tales about great warriors, mages raging wars of cold, humanity, uniting in tries to hit down moon with a weapon they called ‘babylon’, a nation of gasmask-wearing people hunting down witches... And, above all, pirates. The image of freedom, as the stories suggested, helping people selflessly and fighting the tyrants... They said that they can only wonder how accurate the stories are, but some images burned in her mind, filling up what was erased by all the time in cryosleep. She was a warrior. Now, she had a purpose to fight.
 
“Hah! Wearing red, tenno? All you can do is dress up!”-the bombard shouted...  Her warframe, indeed, wasn’t looking quite as purpose-driven as grineer battle modifications, where form followed purpose. Nor did she take from Corpus lack of imagination. Her own suit followed the ideas she found to be her inspiration... Red jacket with black gloves and high black shoes on short heels, grown to look as close to the parade jackets she seen on rare pictures archeologists still had as it was possible, leaning close to her figure. Her face had a clear attempt to recreate ‘eyepatch’, and in attempt to recreate the look to the fullest she even wore a hat once... Before the battlefield reminded her the borders of reasonable. If anyone ever asked, she would tell that she would prefer to have more slim and agile build, but she wasn’t going to argue with her nature about how buxom can a warrior be before it becomes ridiculous. Especially with such a mutilated example of that aimed it’s weapon at her. No, she wasn’t going to take fashion advices from a mutilated chunk of flesh with more metal in it than some corpus proxies.
 
Although tenno aren’t known for witty replies, so she pulled the trigger. Pirates didn’t have quite as much resources when she had to make her weapon of choice, and the tower itself didn’t turn out to contain enough materials, or even intact protoform ‘blueprints’ to create a weapon, so she had to improvise... The gineer grunted, as a load of fletchettes hit into his chest, exploding almost harmlessly... Safe for throwing him on his back-”Agh... is that all you can...”-he grunted, looking up... at a dagger, rushing to his throat... The shotgun she had crafted out of the limited resources she had at her disposal, utilized designs of bolt-weapons. Although the smaller charge and projectile speed had forced her to forget about piercing her foes, rigging the fletchettes to explode had granted her a formidable utility she could use to get some breathing space...
 
She stood up. The room was empty, save for her and soon to self-incinerate body of her foe... The warframe she ended up with didn’t provide quite as much abilities like she felt it had to, but who was she to argue... Although with the artifact, located here, everything could change, she thought, opening the door...
“Danger. The vessel is under attack by unknown individuals.”-the pager announced, as she faced... Four warframes. As if a twisted mirror to her long-forgotten past, they looked at her in the split second the surprise lasted. One of them held the artifact. Oh well, she though, rising the gun...

 

Sorry for that.

Ahem, so

 

Name - The red lady.

Origin - a tenno, accidentally uncovered by pirates, who decided to fight on their side and took in all the stories of old earth they had.

She would wield 'blunderbuss', a cc shotgun, that shoots explosive fletchettes for weak damage, but guaranteed knockdown.

I suppose, for unique experience, she would appear in a rectangular, arena-like room with four turrets on the corners. The turrets would have severe damage, but slow speed... Unless the red lady aids them with her abilities -

Scrapegoat - Red lady points at one of tenno, making the guns aim at him with much greater speed and precision.

Witchhunt - Red lady reactivates broken turrets and/or doubles their firerate.

 

As a bonus for those, who like to get up close and personal, she would have

Preemptive strike - Red lady executes a devastating melee strike, delivering guaranteed death to whoever she hits, along with shockwave-ish explosion. Although if you see it coming and avoid it, she just swings her fist in the air and gives you a bit of time to empty your mags.

 

Thoughts?

 

 



Well, I thought that guaranteed kill will work, since she'd be telegraphing that attack about as much as any other boss makes a stance before make a shockwave. Sort of "if it hit you, you deserved it", but I se where you're coming from. I guess 90% health could work. Maybe it could scale with her level from 50% when attacked by one player and to downing the player in case there's three others to revive him?

 

[Edit]

Also, another suggestion of a pirate weapon

MT34kK4.png

"Screwdriver" gauss weapon

 

With base damage of 50 and firing rate of 3 this bolt-launching coil weapon could indeed be a rival of Snipetron... If not for it's damage fall off, starting at 20 meters and gradually reducing the damage to mere 20 at 100 meters. Although it still has innate armour ignore, so it more than makes up for that.

 

Is used by the more squishier pirate boarders.

 

 



That would be semi-miraculous.))))

Guess we'll have to wait until the next livestream to find out if devs like this idea at all, heh.

 

While we're waiting - another weapon idea.

4jFwRVf.png

"Argument" automatic shotgun.

Used by pirate abordage troops, this tri-barelled shotgun is big, bulky, has no idea of accuracy and a spread only marginally smaller than a frag grenade, not to mention a lenthy spoolup time. Though it remains the weapon of choice for the shield-equipped, armoured troopers, since the sound of it's spoolup motor is oftenly the last thing their foes hear before it empties it's 30-round mag, killing everything in the general direction it's pointed into, dealing whopping 80 damage per round to ensure that it's owner wont have anything to worry about while swapping it's mag for entire 3 .2 seconds.

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Also we shouldn't loose this gem 

 

First off we have the Skallywag Sentinel,
parrotab.jpg

and next...
divinepw.jpg
THE DIVINE BEAST

created by the Orokin during the war against the Sapience, this beast is a mixture of eons old DNA, Purestrain Infection matter and Orokin cybernetics. Rumored to be their greatest warrior, it resides in stasis at the top of the fabled fourth tower.

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First off we have the Skallywag Sentinel,

parrotab.jpg

and next...

divinepw.jpg

THE DIVINE BEAST

created by the Orokin during the war against the Sapience, this beast is a mixture of eons old DNA, Purestrain Infection matter and Orokin cybernetics. Rumored to be their greatest warrior, it resides in stasis at the top of the fabled fourth tower.

what the... how did i not see this earlier? welcome to the front page! Ill put the sentinel in. The dino is awesome, however unrelated.

Edited by Vard
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what the... how did i not see this earlier? welcome to the front page! Ill put the sentinel in. The dino is awesome, however unrelated.

 

Thanks! Yeah the Orokin Beast was drawn because if there are space!ninjas and space!pirates, space!dinosaurs have to happen :P

 

I think Space Pirates will only work if it's a non-human faction.

Why is that? I actually like the idea of them being the most human. Instead of powerful Transhumans they're just regular people trying to survive in a solar system crawling with genocidal clones, bodysnatching cyborg cults, zombie making cthulhoids and faceless superninja. I like tragic enemies though, so that might just be me.

Edited by ValhaHazred
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Why, it's the most related thing ever! How can you imagine space pirates fighting robot ninjas without rising dinosaurs?

 

 
Thanks! Yeah the Orokin Beast was drawn because if there are space!ninjas and space!pirates, space!dinosaurs have to happen :P
 

Why is that? I actually like the idea of them being the most human. Instead of powerful Transhumans they're just regular people trying to survive in a solar system crawling with genocidal clones, bodysnatching cyborg cults, zombie making cthulhoids and faceless superninja. I like tragic enemies though, so that might just be me.

 

Yup, as I said earlier, we have all the inhumanity we could ever need between corpus, infested and grineer. A faction that is just trying to survive, using some sort of semi-advanced tactics and even, maybe, offering tenno peace as long as they let eachother fulfill their goals would be the best to have.

Edited by GTG3000
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Space Pirates

Vard (First encounter Tenno) about the “Space Pirates”:

"Now I don’t mean cartoonish sailors who talk like "YARR, AVAST YE MATEYS HOIST THE MAIN SAIL" and have parrots and frilly clothes. No, I mean space bandits, thieves and murderers."

 

They go by many names, on one side it’s:

Junkers, bandits, raiders …thiefs, scum, murderers

On the other :

Rebels, renegades, survivors, freedom fighters?

 

…We, call them Space Pirates.

 

A rag-tag team with different backgrounds united under one “flag”. Characterized by their makeshift weapons and salvaged aromor pieces some of these pirates might not be the toughest in the pack. However, never underestimate a pirate, for they are not bound by any conventional laws or orders. Fighting dirty and always in vast numbers they attack like swarms of bees, each with a trick up its sleeve.

 

* Attacks in numbers. (Individually “weak” – glass cannons).

* Occational Tanks and Specialists.

* Trappers and Scouts.

* Attack beasts (shock troop-berserkers – attacks anything).

 

Please note that this thread HAS BEEN NOTICED by DE:
(#277, #285 & “287) Killerkarpfen (warframe staff)

 

Appearance (looks and behavior):

  • Looks a bit more “Human” than the other factions – not as degenerated as the Grineer.
  • Pirates use weapons and armor (pieces) stolen/salvaged from Grineer/Corpus together with their own tech.  Some Tenno even tell tales of pirates using what must have been tech of Orokin/Tenno origin.

Generally not as advanced or pinpoint as the other factions they still gets the job done.

  • Some pirates have altered their bodies with implants, generally as complements and not replacements (a bit less gruesome compared to the Grineer)

Some pirates have however replaced parts of their bodies to create an entirely new function. (gun-arms / chainsaw arms)

  • Pirate ships can have solar sails.
  • Pirates vary in behavior depending on mission type. From being neutral towards Tenno to actually being specifically after them (bounty).

Engaging a pirate will cause the pirates to attack you. Coming to close to some pirates may also be considered an “act of war”.

  • Pirates fight in chaotic fashion, enjoiying the fight and taking risks.
  • Pirates while being more agile due to less armor still refrain from Parkour (excluding some specific units) Most  pirates will also have access to grappling hooks.
  • Their skills are generally not elemental, but rely on their weapons like a Cannoneer, A sniper, A pirate commander with a pistol, etc.
  • Their missions will revolve around getting to the mission objective first, rather than the annihilation of Ninja Tenno, because they 'might' have discovered an anomaly in the way The Lotus handle the Tenno. (#370)
  • Rumor has it that Pirates may be involved in slave trade. Some even use and sell some interstellar drug. The effects are not yet known (berserk? extra HP? increased damage (melee)? speed boost?)
  • Some of the heavier units are more focused on heavy armor opposed to shields – fitting the tech-requirements for such use.

 

 

Note: in some alerts “Tenno sympathizers” have been mentioned.

 

Locations (where will pirates pop up in game?)

 

Introduce these Space Pirates as random chance occurrences in Alert Missions. Add an operation involving the pirates, unlock pirate "islands" in each system and ships that randomly show up in systems at the conclusion of Operation Treasure Raid. Islands can only be accessed if you destroy a pirate ship in that area. (#521)

  • Pirates can appear in pretty much any mission, either being there from the start or boarding a ship/ dropping on to and outpost or asteroid.

Blasting through red doors, welding holes in red doors. Crashing in to ships (ramming).

  • Pirates can also appear in (special) alerts.
  • Pirates have hidden bases (on asteroids, jungle maps and space stations) and their own ships.

Ships are somewhat old, rusty and not in perfect shape. Yet in it’s own style.

  • Pirates can come after you specifically (like the Stalker) to claim a bounty.

 

  • In the in-flight movie before starting the mission pirate ships might be spotted, indicating a possible pirate appearance in the mission. (docked/rammed/ or approaching/leaving)

 

Given that rapid interplanetary travel is possible via the Solar Rail Network, they'd probably opt to steal the resources aboard the ship rather than ransom it.  As such, their ships would probably be stripped down, cramped things able to either disable the engines of other ships or be able to catch up with them.  The first option is probably easier to pull off.  Given the style of their ships, they'd have an advantage when defending due to how useful shotguns are under those conditions.

 

 

 

 

Gameplay:

Space Pirates are generally low on funds and resources. Therefore they will appear all round conducting raid-like mission to acquire those much needed supplies.

  • Pirates will board ships and start causing mayhem. This might involve 2-4 way fights.
  • Pirates arrive in dropships on outpost maps. (small: 4-8 pirates, medium: 8-16, large: 12-20 + Hunting Beasts.  Pirates does not use ropes but a dampening field/substance (final fantasy movie))
  • Their objective might be their own or the same one you’re after.
  • Pirates appearing in a mission may change the mission objective.
  • Pirates may come in “overwhelming force” starting a “escape scenario”.
  • Pirates crashing into a ship can generate side quest and creates new map tiles (changes current map and adds Pirate ship ones.  Yes – we could sometimes enter their ships).
  • Pirates DO things around the map, they cause lockdowns, alerts and kill enemies. They can be seen shooting on reactors, opening lockers taking credits and resources. They can also hack panels.
  • Some pirates also use “deployables” that can be used by either faction.

 

PIRATE MISSIONS:

  • Pirate raid: Pirates enters a mission and tries to take out the generator. On success a timer is applied. To engage the pirates is optional. Will your objective be harder or easier?

or:

 You compete against a team of artifact-scavenging thugs, killing enemies before they can get to it. If you manage to retrieve the artifact before them, you have to get out alive. But otherwise you need to pursue them and take it.

  • Pirate capture: Pirates are after a VIP on the map, this may be the same target you’re after, or may be someone else. Engaging the pirates may reveal why they’re after the VIP and change your objective or ad a second mission.
    • Pirate capture targets may yield bounty, or have special drops. Perhaps even “Pirate void keys?”
  • Pirate Rescue:  A large number of pirates have been captured by the enemy. Rescuing them adds a bonus per pirate that makes it out alive. Engaging the pirates will pretty much just add difficulty to the mission. May also increase bounty on you/ your team.
  • Pirate Bounty: Pirates are after you, or several members of your team. This will cause pirates to focus on killing you or actually capturing you.

Solo:  getting killed by pirates will fail what ever mission you’re on (you might also lose some credits?)

Co-op: if a player is killed by pirates they will start heading back to their ship. If reengaged they will fight you again.
If multiple players have bounties and the entire team are killed the mission is failed – you’re captured.

*Pirates may be on the side of other enemies on the map.

  • Pirate Exterminate: Sometime pirates are trying to either steal a vessel/take over an area. This may be because of it posing a threat them or something else. Pirates generally appreciate help in these sort of missions but may also be crazed by battle and engage everything in their path.
  • Pirate Def/Mobile def: Pirates are extracting valuables from the ship/outpost and are holding out, waiting for extraction.  This is not the usual def/m-def but a independent game mode. While on your mission pirate influence can be indicated by there being dead enemies around and traps being set up. Pirates have “prepared” for an eventual encounter. Pirates may also have created barricades and set up stationary defenses.

These missions have a high chance to include heavy units and mini bosses.

  • Pirate Takeover: On these kind of missions pirates will try to take over a ship. Doing this specialized gear is used not to damage the ship. Pirates will use weapons to limit the damage involve stun-guns and a higher use of melee weapons.

A special meter will appear in these kind of missions displaying ship/hull status. Causing to much damage to the ship will make the pirates angry and turn them against you.

  • Broken ship: Pirates slams into the ship but causes critical damage creating a vortex sucking out the air and causing all sorts of problems. Door may not work properly and require manual labor or be blocked. These doors require time and may resemble miniature mobile defenses.
  • Random: pirates appear in a small group, well-armed, high levels and you just meet them sometimes during mission. They do not attack you, because they came to loot stuff from the ship/outpost and they didn't expect you. Pirates would say something like - "Don't come closer if u want to be spared, this isn’t your ship!". There you have option to attack or not to.

Attacking them  would be hard, but well rewarded, choosing not to engage them would just let you continue the mission. (#53)

  • Dojo attack: Pirates are aware of your Dojos location and are attacking!
    Defense/ exterminate.
    Failing an attack may cause damage to the rooms inside a Dojo – rooms need to be repaired to function properly again (power supply, research labs) others need maintenance – funds/resources- to be repaired (usually nanospores? ;D).
  • Plunder:  Tenno attack pirate vessel for funds and loot - then blowing the ship.

 

Pirates are slightly prone to attack Corpus as they are more likely to provide good loot.

Pirates generally won't target military vessels for obvious reasons.  They don't carry a whole lot of money and put up a better fight than trading vessels do.  As such, the pirates would probably focus much more heavily on attacking Corpus than Grineer.  They'd probably have some jury-rigged EMP's for use against MOAs.  They'd also probably carry a primary shotgun and a secondary pistol such as the Lex, since they'll likely be in close proximity to each other and they don't particularly care if they tear up the ship they're boarding but still have some effectiveness if shooting across a room.

Aiding pirates on Corpus maps may have a higher chance of yielding resource bonuses, while helping on Grineer  maps may have a small chance to give you weapon tech or random bps.

Pirate freighters, hidden bases, underground caverns - no set loot - possible to get mods/ artifacts and various BPs (space cutlass)

 

Pirates (units)

Light:

  • please evolve: Chemist/Cutter

Pirate: Standard unit - saber wielding or semi-auto rifle, has kick-attack that knocks you down.

Hoarder: Usual pirate but with a higher droprate on credits/pickups. Can drop mines.

Havoc: Female pirate - agile, wallruns. Submachine gun. Has a "lasso" attack that wraps around your feet and draws you near for a big melee hit.  If lassoed you end up lying on the floor as you do when you're down - you can use your secondary to take down Havoc.

field medic:  deploys pylons, that cover one side with shield (impenetrable) and heal everyone in range. triple-shot corpus pistols.

Hunting Beast: Hunting Beasts are mutated, malnourished pack hounds 'recovered' from the drags and hives of more populated worlds. Often experimented with after the Pirates gain them, these creatures occasionally are launched off a pirate vessel to act as 'first wave' troops. They don't do well discerning friend and foe, and thus tend to be caged at all times on a ship, but when released to battle they are rabid, ferocious fighters.

Pirate Scavenger: The lowest ranking members of the raiders, Other than low quality space suits and a few scraps of armor (a random shoulder or hip plate, possibly even a stolen corpus helmet) they are ultimately defenseless, and use small melee tools such as heat dagger, stun batons, or unique energy cutlasses to attack. However, where as Grineer and Corpus melee troops will blindly charge you, Scavengers make up for their lack of armor by moving spiractically, running much faster without the weight of armor, and even taking cover if they don't think they can close the distance between you and them.

Pirate Maurauder: Standard gun wielding troopers. Where as the Grineer specialize with automatic weapons, Maurauders prefer semi-auto weapons such as the Latron or even unique weapons, such as a three-barreled pistol that fires slowly but has a default multishot. Like Scavangers, Maurauders generally only wear scraps of armor, though higher leveled ones may randomly utilize shields.

Refurbished MOAs: Stolen corpus walkers that have been repurposed to suit the space pirates. They appear poorly matenienced and there "add-ons" look hastily attached. Come in two varieties:               Detonater MOA: A MOA which has had it's gun mount ripped off and replaced with a rather large explosive. As you would expect, these MOAs charge directly at you and detonate themselves when close enough, dealing hefty damage to both you and anything within the proximity. Thankfully, shooting the bomb mounted on top of them destroys them instantly, but be warned that the explosive radius is quite large, and they are quick to close the distance between yourselves and them.

Grinder MOA: A rather grousome MOA with spinning blades rotating around it's base, although less dangerous than detonators, getting cornered by a group of them can lead to a quick and untimely end. The energy blades may even offer limited bullet deflection on part of the MOA, so be warned.

Medium:

  • Please evolve: Looter/Scavenger/Blunderbuss/Avenger

Pirate Brigadeer: A more powerful variant of both Scavengers and Maurauders that wield riot shields for extra protection. Unlike Gineer shield lancers, however, there shields are hastily made from scrap metal, and could possibly be destroyed with enough heavy fire. Brigadeer maurauders function exactly the same as shield lancers, combining gunfire with the occasional charge, where as Brigadeer Scavengers, rely on charging your position to melee you.

Pirate Crow's Eye: Pirate snipers that tend to stay in the background of combat, utilizing unique Disruptor sniper rifles that not only are capable of penetrating small obstacles and cover, but have a high chance to completely dissipate your shields. They are slow to fire, but dangerous if you're not focused.

MOA-Rider: Former Corpus, riding a MOA.

Cannoneer: Big gun pirate that fires clusterbombs, has meduim health, shields and armor - slow.

Pirate trapper: This is a support unit that sets up traps around the map. Traps include laser (trip wire) mines (linear damage). Personal mines (proximity mine – aoe damage), door mines (timed mines that deployes a number of “grenades” when triggered, covers a rather wide area on both sides of the door. each grenade has its own aoe damage with small range. Players can be alerted by mines dropping (sound) and red lights flashing immediately before they explode. Also have “Parrot” scouting units that can be deployed.

Pirate Boarder: medium armor, Strun and Lex, EMP grenades

Pirate Rider: riding a modified Shockwave/Railgun MOA (probably would look a bit like an AT-RT)

Heavy:

  • Please evolve: Brute/Torque/Hordemaster
  • heavy loaders, that take lots of punishment, instakill non-heavy foes, and have the ability to completely destroy doors.

Hullbreaker: Ultraheavy melee walker-machine with S#&$loads of armor. Has weakspots from the back and a small "driver headshot" window. Can drill ground to make aiming harder (shakes) and doe medium AoE-damage around it. This unit will sometimes be seen breaking through a door or wall when pirates enters a ship.

Elite Hunting beast (Alpha): The elite few hunting beasts that survived to be considered major assets to their masters. Heavily armored and ferociously damaging.

Pirate Anchorman: A heavily augmented cyborg like pirate that is barely even discernible as a human. There weapon of choice is a large magnetized maul that vaguely resembles a large anchor. Despite their slow movement speed, there size alone can make them unavoidable in tight corridors, and, much like the Mag warframe, they possess the ability to pull you into melee range from several meters away, and there AoE attacks will suspend you in midair for several seconds, leaving you vulnerable to their next attack. They wear a corpus helmet over what may or may not be a human head, providing them headshot immunity from non-AP weapons.

Pirate Cannoneer (mark 2): A ranged heavy very similar in appearance to the Anchormen, except in place of a maul, they wear a large energy tank on their back, rigged up to a minigun-like energy cannon. Cannoneers fire an immensely powerful sphere of energy with incredible speed and accuracy; it is possible for them to "snipe" you with their attack, even at significant distances. Even if you do manage to avoid the initial shot, the energy spheres create an explosive radius, making wall and obstacles a hazard. Despite the extreme threat these heavies pose, their weakness lies in the incredibly long delay they have between shots.

Special:

Pirate Raider (elite): A miniboss, similar to the stalker, that is a much more poweful form of any of the other pirates. He carries a large amount of stolen loot, and upon death, players may be forunate enough to recieve large amounds of credits, resources, or even rare mods and blueprints. Attack style currently undecided.

Pirate Cutthroat: Utilizing stolen Tenno technology, cutthroats are dangerous melee combatants that have the ability to cloak themselves temporarily, where upon they may attempt to sneak up behind you and perform a devastating charged melee attack. Thankfully, a vigilant Tenno should be able to counter them with a quick attack or gunshot, or just dodge them entirely. At range, they will simply use thrown weaponry (possbily kunai) and cloak whenever they need to change position.

Scavanger (robot): A robot that will gather pickups/mods if left to long. Upon destroying these robots they explode in piñata fashion dropping all kinds of goodies. Can use a short range teleport and semi-cloaking distortion field. The field will be somewhat disrupted if fired upon (making it easier to see). Leaving the Scavanger for too long will enable it to teleport away for good.

Captain:  Larger, rather heavily armored, but still not a "slow" character that wields both close range and mid/long range weapons. Can use grapling hook (it's a pirate, they have hooks!) Can be used to move or to catch enemies. Also throws flashbang grenades.

Parrot: A sentinel-like scouting unit. Sits on Pirate Trappers shoulder but can be deployed to provide surveillance.

Stolen MOA (cargo carrier unit): A stolen MOA refitted as a “loot carrier”. Lacks ranged attacks but has melee attacks (kicks).

Prototype droid: Half finished, make do droid. Moves very sporadic, sometimes in spiderlike manner clinging to the roof. More of a rare drop down - S#&$ your pants enemy. Makes weird noises to alert you there can be one onboard - but you just dont know were...won't show up on radar (perhaps scrambling the minimap?)

Pirate shopkeeper/smuggler: This pirate will only be on missions where pirates are initially neutral towards Tenno. They sell various overprized gear and occasionally BPs for gear/weapons. All gear is not accessible at every encounter. Shopkeepers are very, to extremely rare. They might stand next to some stash and approach players when they are close enough. Dissapears if pirates are engaged in combat. Special skins, crafting materials, or mods could be purchased as well limited stock!

Bounty hunter: an elite pirate (usually in groups) that uses various high power weapons or special “capture” skills.

Bosses: Space Black Beard, Captain Vard, the Red Lady

Vehicles:

Enemy Vehicle - 'Sand Skiff': 'When traveling on planets, it's not uncommon for Pirates to call upon hoverskiffs to use as transport between sections of wastes around a colony. As a result, the Sand Skiff has been seen more and more on the surface of Phobos after it's reveal as a Grineer colony planet. Armed with side-mounted Privateer miniguns, Sand Skiffs ferry troops between a landing point and fresh gains, and often join the fight themselves, either as weapon platforms or recklessly driving at targets.'

 

Weapons:

Main:

  • Please evolve: “bolt-version of latron”, Musket (I may have missed this),

 Lock-on sniper railgun (1 round, bolt action) knockdown – possible pierce.

lock-on rocket launcer (1 rocket, then reload) The rocket launcher would be slower than Ogris, but be similar in damage. Yes it locks on, but being slow (1 shot then reload) it would balance it out some. (350-ish dam?)

Combat Rifle - 'Freedom': 'Easily replicated with various weapon and ship parts, the Freedom combat rifle is the standard issue rifle of the Pirate fleets. Often, before using any ranged weapons, a new pirate must learn to create, test, and safely use a Freedom in a boarding before he is allowed the use of other, more face-melting weaponry.'

CQC Shotgun - 'Hacksaw': 'Known for it's ferocious fire rate and it's velocity powerful enough to shred through multiple foes, the Hacksaw was designed by a unknown fleet that targeted relics in the Jupiter sector, seeking a weapon able to handily deal with swarms of Infested. As a result, this compact, drum-fed shotgun is very effective against swarms of light targets, easily earning it's namesake.'

Minigun - 'Privateer': 'A mixture of three rotary barrels mounted to a singular platform and fed with belt ammunition from the user. For the situations where you need to fire every bullet in the known universe really, really fast.'

Canister Rifle - 'Fusillade': 'For situations where most the pirate's love of fast-firing weapons won't do, the Fusillade is designed to destroy in one shot. Often nicknamed the 'Crewman's Cannon', the Fusillade is a large, custom-built rifle that fires hand-sized canister rounds capable of penetrating light ship plates from two hundred yards in a Earth-gravity environment. One shudders to think what would happen if this weapon was used against human prey.

Element Weapon - 'Blitz': 'A mixture of exposed wires and a Tesla Coil results in this makeshift electricity beam, which archs between targets upon reaching combat range. This weapon's energy source is most effective against the Corpus, due to the race's use of electronics and the ease of the beam disrupting them.'

Element Weapon - 'Vesuvius': 'Named after an infamous volcano, this weapon fires streams of what pirates refer to as 'Greek Fire', resulting in a medium-ranged flare of dangerous molten liquids capable of easily destroying many breachheads and other metal constructs. It's just as effective against other materials, however, especially hardened alloy plate armor.'

Rocket Launcher - 'Depthcharge': 'Having to compete against other heavy weapons, the Depthcharge's biggest downside is it's much weaker blast damage and area, but makes up for it by being a guideable projectile, able to be steered by a beam on the launcher when in flight.'

Screwdriver (#164)

Argument (#166)

Blunderbuss: very powerful shotgun with LARGE spread, mag size of one or two. with TONS of pellets per shot. about 15-25 The point is even at long range, at least one pellet would probably hit your target

Secondary:

  • Please evolve: Harpoon Gun

Canister Pistol - 'Flintlock': 'Originally designed as a simple flare gun for signaling duties on planetsides, the Flintlock was upgraded to a formidable arsenal piece upon pirates realizing they could fit other types of munitions in the flare canisters. Upon firing, the canisters will slowly charge before detonating into a powerful explosion, and will stick to any surface or target unlucky enough to catch the pirate's ire.'

Melee:

Space pirate cutlass/ Scimitar, Spear/javelin, close range plasma cutter.

?


Rivet gun. Tear gas.

 

Traps (#486)

 

Other:

There could even be a consumable that summoned a group of them to help you! A Merc teleporter beacon if you will. (#329)

 

 

* May be up for edit at a later stage. Missing: concept art and links.

Edited by Lactamid
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