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An Unconventional Weapon, Weapons Concept; Modules [Under Construction]


CoreBr3ak3r
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These weapons are designed specifically for certain frames, meant to amplify their powers in unique if not practical ways. Unlike conventional weapons, these weapons synchronized with the frame itself creating unique outcomes. The weapons, additionally consume energy (Represented from it's own pool of energy) instead of ammunition in order to operate. However, there is a risk when overusing the weapon, a cool down rate replaces the reload time. This initially means that the weapon has overheated and requires ample time before re-use. Initially these Frame-specific weapons are made to focus the power the frame itself has. A regular AoE is spread wide over a radius. However, a focused AoE plus a Module deals more damage and gives a focused direction the that power.

 

How can you obtain one? Details?

 

- More than likely in the Tenno Research Lab. These weapons count as upgrades to frames rather than just "unique weapons" or in that category. A mixture of both one could presume.

 

- Essentially with each new update some new form of material is required to craft new, more powerful weapons, [i.e Oxium, Mutagen Mass, Detonite Injector, Fieldron] With this, seeing as it is an upgrade to the frames system in regards to it's innate ability to synchronize with the frames abilities, a Terminus Core will be required to be researched and constructed. This core is then applied to the weapons development and until most convention weapons which are holstered and requires holstering and unholstering these weapons are either attached to your Frame (in appearance) or transported in a different form. (i.e que Transformers transformation sequence, except on weapons instead of Vehicles/ Creatures etc.)

 

Now, what does a Module do?
 
- A Module works off of the abilities of your Frame. In order to charge the weapon to its maximum and in regards to use, you must use your abilities. However, unlike your abilities which burn energy over time with use, this utilizes its own reserves of energy as a form of ammunition. [Pressing the [Y] Key initiates the switch and the weapons optimal activation]
 
- Modules are in fact weapons, however, they have two modes off attack, one is regular shots fired that have a designated effect much like one of your abilities,(1, 2, 3) amplified to a certain degree, [i.e Saryn's Hydra which fires bolts of venom that when they make contact with an enemy bursts and spreads to surrounding enemies close by] and it's second mode which is it's charge attack. (i.e an amped up 4 with a unique effect).
 
What would balance them out?
 
- Unlike most other weapons which take up a slot [e.g Primary, Secondary, Melee] These weapons will take the place of your Sentinel, if you so choose. (i.e depends on the scenario in which you would want to run your sentinel or your Frame Specific Weapon).
 
- The weapons require energy (From it's own reserves) in order to use but will burn out when over used. This occurs in the form of an overheat function in the weapon and a cool down timer is applied. 
 
- Other side effects could involve slower movement speed, decreased shield, etc. [i.e Rhino's Mundus Cannon, simulates the very same effect of having a Hobbled Dragon Key equipped.]
 

Some Examples would be:

 

1. Banshee; Focal-point Resonator

 

Slot(s) taken up; Sentinel

 

Requirement(s);

 

-Use of Banshee’s abilities to channel through the resonator acting as a conduit & amplifier.

 

Added Effects;

 

- Focuses and Narrows Banshee’s natural ability to muster and control sound waves/ frequencies and turn them into projectiles fired from the hands.

 

 

2. Rhino; Mundus Cannon

 

Slot(s) taken up; Sentinel 

 

Added Effects;

 

- Adds additional weight to frame, Increased stability.

 

- 2 Modes of fire;

 

-Cannon

-Charge Attack; Sweeping Laser that destabilizes time and space.

 

Trade off;

 

- Immense Fire power for increased weight

 

- Decreased movement speed. [Think Hobbled Dragon Key Equipped]

 

 

3. Saryn; Hydra [Gen Tech]

 

Slot(s) Taken; Sentinel

 

Added Effects;

 

 

-Fires toxic bolts that infect groups of enemies when they make contact.

 

-When used as a melee weapon you take damage but increases the efficacy of its final attack.

 

- Hydra’s charge attack is one that lobs spheres of corrosively toxic globules that arch when fired. On a secondary note they make contact with the ground, creating pools of toxic corrosion that deals massive damage over time to enemies that cross into them. However, the number of globules lobbed depends on how many heads Hydra has in total.

 

4. Volt; Ionization Module

 

Slot(s) taken up; Sentinel

 

Requirement(s);

 

Requires use of Volt’s abilities to charge module then when it is ready it can be activated to release the ions into the environment and create the lightning storm.

 

Added Effects;

 

- Amplifies electrical currents discharged by Volt into the surrounding environment, super ionizing the area. 

- Charge Attack; Wrath of the Lightning God; When activated it unleashes a lightning storm that strikes enemies within the immediate area.

 

5. Nova; Pulsaer [Arm Cannon]

 

Slot(s) Taken Up; Sentinek

 

Requirement; Using Nova’s Ultimate charges the Pulsaer till It is ready to be used.

 

Added Effects;

 

- Shots are slow when fired; however, they prime groups of enemies where the shot was fired.

 

- Charged shot is when E is held down and when released creates antimatter annihilation, automatically disintegrating a group of enemies fired at.

 

6. Ember; Gauntlets of Surtr (Gen Tech)

 

Slot(s) Taken; Sentinel

 

Requirement; Ember must utilize her first ability to charge the weapon.

 

 

Added Effects;

 

Imbues All physical attacks with fire, dealing fire damage when striking an enemy.

 

- Regular attacks are those with bursts of flames as she moves and strikes.

 

- Charged Attack: Eruption; It amplifies Embers natural ability to heat up air and sets its aflame, engulfing herself and enemies around her in a large pillar of molten fire(Deals massive fire damage). [NOTE; the use of this ability will cause the module to overheat, which will require time to recharge before re-use. Timing is crucial when using this mode of attack.]

 

 

Constructive Criticism is most welcome! This is still an idea and requires more work, as for values in regards to damage, I am unsure of what to add due to the Modules "complexity" in regards to its effects.

 

EDIT;

 Due to some conflict with the Energy Drain and Frame based energy consumption I have overhauled the mechanic and the slot it replaces, added details for obtain and construction. Introduced cool down time and overheat function instead of energy drain. 

 

Clarification;

By changing it to Sentinel slot being replaced, it won't interfere with ability customization and weapons load out. It is not meant to replace the sentinel but to be an either/ or option depending on the circumstance and the mission.

Edited by CoreBr3ak3r
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Sounds like the easier way to implement this is to just make the new abilities into mods and add slots to the Warframes to accommodate them. Coupling them to weapons is way too much work, lowering the possibility that we'd get something neat like this added.

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