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Enemy Ideas, Unit Compositions, And Weapons- Complete Edition


Jinkaza
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This thread is the complete series where I attempt to render some order to the game that will, in hope, add a sense of progression as players move from planet to planet. This is more of an exercise in thought, but any input to the project is much appreciated. Enjoy, and remember this is a Work in Project.

 

If any artist reads these and wants to make the things in this thread come to life, go for it! I love the communities artwork and hope that may of you are pursuing jobs/careers in fields were your efforts can be realized. All I do is play music, but you can give these ideas form that the other players can marvel at.

 

 

Thank you, and I hope you will enjoy reading this as much as I have had creating it.

 

Edits for October 2014

Edit 10/17/14: I added spoilers to hide some of the text as suggested. Keep the advice coming. Noob here, need all help.

                      

Edit 10/18/14: I have found the problem with the Infested. The troop concepts were being listed under the Geist special

                       command troop. I have fixed the problem, and hope this makes the Infested section easier to read.

 

Edit 10/20/14: Added 3 new primaries and one melee for the Grineer. Added The Super-Heavy class of mechanized troops to 

                       the Grineer as well.

 

Edit 10/28/14: Corpus additions- 4 Private Security troops

                       Grineer additions- 1 new secondary weapon

                       Infested additions- 1 new melee weapon

Edited by Jinkaza
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Enemy Ideas, Unit Compositions, and Weapons- Complete Edition

 

 

Command Troops

These are just a stratified version of the enemies we encounter now. The troops they spawn with will rush to their aid if they are attacked. These would replace the Eximus troops, but retain the possible aura buffs that are used now.  Each rank of command will add an ability to the troop making for a more formidable fight as a Tenno moves throughout the Origin System. They are armed as the units they lead.

 

Special Command Troops

These troops compose the elite echelon of each factions hierarchy. They have abilities that can be very dangerous if not dealt with quickly. At low levels they will act as normal command troops, leading the fight against the Tenno. However at high levels they take on the role of mini-bosses with the compliment of abilities of their type.

 

Unit Compositions

The unit load outs are set. Each unit fulfils a role in the military of each faction. The above mentioned leader types will spawn with the units and integrate with them. Any troop type can be the leader, that can be RNG'd for variety. The number of troops per unit will increase as you go throughout the Origin System. The compositions use only the troops present in the game.

 

Unit Spawning-

As of now in the game, enemy troops seem to spawn in a rather random fashion with no sense of order. Could the Grineer really conquer the Origin System by just heaving masses of men and women at a problem? Is it possible that the Corporate Good is fulfilled by the aimless flood of Corpus crewmen hurled at the Tenno threat?  Are the Infested just a bunch of mindless monsters bent on destruction and consumption? Maybe so, but I would say that there is some kind of arrangement that these troops could be put into to make them appear more like a military, and not a bunch of wondering goons…..but I could still be wrong…..mutated DNA, indoctrination, vicissitudinous morphing and all.

 

 

Grineer Enemy Concepts

 

Command Troops

 

Sergeant- lvl 0-10 Decimate: kills a standard troop to force the rest of unit to move forward

 

Captain-lvl 11-20 D, Take Cover: reduces damage for troop that take cover

 

Commander- lvl 21-30 D, TC, Switch Teleport

 

Legate-lvl 31+ D, TC, ST, and Seismic Shockwave

 

Special Command Troops

 

Augatur- The Queens’ Gnosis. Mad scientist with a modified Stug that can deal different types of   

elemental damage,and 2 abilities.  

Test Subject- Injects a troop with a random mutation

Mask- Cloaks for a short time

 

Archaphant- The Queens’ Caring Embrace. Carries an Acrid and has 2 abilities.

Mercy-Heals surrounding troops

Fever- can spray the air with a frenzy inducing aerosolized toxin.

 

Psycultis- The Queens’ Minds. Carries a Nukor and has

3 psychic attacks

( Push, Pull, and Single Target Crush)

and

 the Voxlagator, a wearable regulator device.

 

Inquizar*- Eyes of the Queens. Carries the Jat Kittag and has 3 psychic support abilities

 

Second Sight- Sees through the eyes of a spotted Tenno,

revealing their position.

 

Clairyoence- Anticipate a Tennos next move and locks out the

attempt to use an ability.

 

Ire- Bombards the Tenno with mental clutter, disabling the HUD.

 

*A big thanks to Forum-mate Lactamid. Gave me some great ideas, and because of those ideas the Inquizar took form. Thanks bud. Keep the ideas coming.

 

 

Light Troops

 

Melee

 

Agent- melee unit with Grineer Poison Throwing Spikes, Sheev, and an energy net attack

 

 

Ranged

 

Commando- Grakata, Sheev, and smoke grenades; lvl 0-20

 

Elite Commando- Grakata “ “; lvl 21+

 

Ranger- Sheev, Grinlok,Target Painter( “paints” a target to receive fire). Forest/Desert  Tile sets

 

 

 

Medium Troops

 

Melee

 

Executionar-

Duel wielding Atterax

 

Suppressor-

Riot shield and machete

 

Craven-

Melee Counterpart to the Hellion

 

Ranged- This is a small rework of the Lancer solider to clarify were the 2 lay in the hierarchy

 

Lancer- Karak; lvl 0-20

Elite Lancer- Hind; lvl 21+

 

Archricator-

Twin Grimlins, plants trip mines.

 

 

 

Heavy Troops

 

Heavy Sniper-

Buzlok

 

Pillager-

Jat Kittag wielding heavy unit with jump jets

 

Barrage-

a stocky marine wielding a Drakgoon and able use Frenzied Charge

 

Mortar Team-

emplacements for defense. 2 heavies operate it. If one is killed, the second  

                           will Up a shell and run with it to the nearest enemy, suicide in the process.

 

 

       Super-Heavy Troops- Mechanized troops using large exoskeletons in assault and siege roles

                                               Used by the Grineer in large, open tile sets.

 

       Krastoge-

Mobile battering ram. Its spike mounted forelimbs are used to punch through the

                         strongest battlments in the Origin System.

 

      Alteray-

Used for long range bombardment. The twin high caliber cannons on its shoulders require it

                      to anchor itself in place before firing. Belt feed Medusa( Supped up Gorgan) gatling guns

                      help it protect itself while moving into position, and while fireing on target.

 

     Lowber-

A seeker on steroids. Smaller than the other Super heavys allowing for greater mobility. Acts

                     as a support units to deal with large groups of enemies. Its multi-targeting laser allows it to

                     paing mulitpule targets at once and release Hunter Roller(Exploding Rollers) that track its

                     mark.

 

       

   Burzark-

A walking shield wall used to cover the advance for more nimble foot soldiers. It track wheels              allow it to spin in place, just as a tank. When engaging in combat, its shield forearms slip to reveal large blades that spin on end, in a buzz saw like fashion.  

 

 

Weapons-

 

Primary-

 

Nasher*-

A strange gun that uses compressed gas from sniper ammo to operate a pair of crushing claws. Hold down the trigger and run at your enemy.

       

       Sazor-

A crude automatic scatter laser shotgun that slows the wielder down to a walk when firing.

          

 

       Jagher-

A grenade launcher that fires spike covered rounds that puncture their target and                                     have a time delayed fuse

 

      Stiek-

A pump action crossbow that fires 2 steel stakes with punch through. 6 shot mag

 

Secondary-

 

Kaptchaw-

a net gun…..and a pun…..and a rhyme.

 

Nadgraed-

a trip mine launching gun, whose  rounds stick to surfaces.

 

*This one is for laughs, but could be neat. It popped in my head, and I just had to put in here to reward those that are powling through all the text. Have a chuckle.

 

Melee-

 

Flameblade-

A curved, 2 handed Grineer sword with an edge like the machete.

                                      Deals Fire damage

 

Riot Club-

An radiation baton that also has a knock back proc

 

Mourning Star-

Staff class weapon capped on both ends with flails of suspended ice

 

Verkrig-

A gauntlet mounted buzz saw and medium diamond shaped shield

 

Chepudajj-

one handed axe and dagger

 

Krusk-

one handed mace with blast damage

 

Komosk-

Grineer one-handed small sword  Puncture and slash damage.

 

Grineer Unit Compositions - Each squad is led by a command troop

 

 

Light Unit Squads

 

Scout Fireteam-

This would be made up of Commandos and Rangers (if a troop type like

                                              them are implemented)

  WiP

 

Vanguard Assault Squad

 

Butcher

Flameblade- needs a new weapon…..like a Flameblade…?

Scorpion

 

 

Medium Unit Squads

 

    Riot Corps

Shield Lancers

Troopers

Seekers

Scorch

 

Lancers Corps

 

Lancers

Elite Lancers

 

Long Support Corps

Ballista

Eviscerator

 

Heavy Unit Squads

 

The Queens’s Artillery Corps

Bombard

 

Praetor Guard

Heavy Gunner

 

The Bane Brigade

Napalm

 

 

 

 

Corpus Enemy Concepts

 

Command Troops-

The Corpus do not seem to have a command structure as the Grineer do, so this is my attempt to give them one. As DE is a Canadian company I tried to use the Canadian Naval ranks along with rank/titles used by the Merchant Marines and U.S. Coast Guard.

 

Petty Officer (PO)- Neutral Surge: Shocks the unit forcing them to advance

 

Chief Petty Officer(CPO)- NS, Take Cover: reduces damage for troops that take cover

 

Ensign- NS, TC, Bribe: when attacked by a tenno, other troops rush to their aid

 

Lieutenant- NS, TC, Bribe, and Seismic Shockwave

 

 

Special Command Troops

 

Security Chief- Carries a powerful Lanka variant and has 2 abilities

 

Sharpshooter-

Very, VERY powerful single shot with a long                 

Windup

Reinforce-

Calls in more units. Units called in in this manner  

have no drop table. If not dealt with the cell could be overhelmed by numbers that do not give out any

ammo/air/loot!

 

Chief Engineer- Heavy shield, dual wields Detrons and has 2 abilities

 

Aye, Captain!-

Seals off the room’s exits and blows the doors and windows to the room exposing the area to space. The Tenno must kill him to retrieve the device to activate the ships emergency hull repair/shields.

`

Full Speed!-

Attaches ammo belts to his Detrons and fills the 

area with death. This causes this Detrons melt down causing the CE to be defenseless for a short time.

 

 

 

Medic- Carries a Cestra and has 2 abilities

 

Halo-

Overcharges the shields of surrounding units making them weather more damage

 

CLEAR!-

 Fires a servo into a downed troop reanimating  

                                them to fight again. The troop is weaker and acts  

                                more as a meat shield

 

 

Astralist- ship navigator armed with Swarm Drone Controller, a shield jammer and one ability.

 

Magnitaze-  

Shock a Tenno, stunning them, and marking them as a 

target for the Swarm Drones

 

Ship Master- Ship’s leader, acts as a mini-boss. Deploys 2 Drones ( the nasty ones that pop out of

                        Fusion MOAs).  Carries the Master’s Shockwave Cannon

 

Master’s Shockwave Cannon-

Fires out a Shockwave Orb that deals Impact damage.

When it comes in contact with a Tenno it sets off a 

Shockwave then spilts into 2 halves. These will emit

Smaller shockwaves, and again split. A total of 8 pieces of the orb will be scattered over the board. The whole orb pulses slowly, with each successive split pulsing faster      

and faster. The weaker shockwaves will only stagger, not knock down a Tenno.

 

Crewmen

 

Guardsman-

Replaces the Elite Crewmen units as the real security teams of Corpus Ships.

 

Enforcer-

A rework of the Prod Crewmen.

 

Brigg Guardsman-

Focused with keeping prisoners alive and jail breakers out. Armed with       

a Glaxion.

 

Bridge Guardsman-

Bridge security. Carries a Serro.

 

 

Engineer Crewman-

A rework of the Detron Crewmen.

 

Non- Crewmen

 

Trader-

Shotgun wielding wheeler and dealer…..I wonder what’s in the ship they fly?

 

Convert-

A new member of the Merchant Cult, but are unable to control themselves

 

Watcher-

agent of the inner circles for the Corpus hierarchy

 

Broker-

responsible for capturing people for the Cult

 

Private Security-  Hired by traders and brokers for protection

                              Martinet-

Melee focused fast attacker. Uses a Lecta in combat.

                               Deadeye-

ranged bodyguard. Slow moving, but fast firing. Custom Dera.

                               Bandit-

Duel Cestra wielding space cow-corpus. Drops an electiric shield for proection.

                               Brute-

A good punch to the face is all this outlaw needs to deliver for one to understand what he wants. High shields with good armour and fast attack when in range make him a priority target.

MOAs

 

Flack MOA-

squat moa armed with an automatic shotgun

 

Spark MOA-

normal moa armed with an arc-lighting cannon

 

Freeze MOA-

Moa armed with a gun that fires a cone of frost

 

Sapper MOA-

a suicidal MOA, just like the ones on other threads…not much to add about this

 

Quadrupeds

Lupine-

wolf based Quadra able to sniff out Tenno and alert nearby Corpus

Deals slash damage with high bleed procs

 

Urus-

Massive weapons platform. Shorter than the Jackal, but more robust

Does a frontal swipe that deals very high impact damage

 

Coyger-

a stealth quadra that strikes at moments of weakness. Be careful when you shield

                              and health are low. You may be prey for this nasty little blogger.

 

Androids- the next step in Corpus robotics

 

Osprey

Net Osprey-

deploys an energy net to incapacitate people. Used by Brokers.

 

Swarm Osprey-

very small drones that attach to a target and shock them. Main weapon of

                                            the Astralist.

 

 

Weapons- The Corpus, for being technologically advanced, have a surprising shallow weapon

                      selection

 

Primary-

Tetra-

a work into a Corpus shotgun

 

Gauss Rifle-

Semi-auto, magnetic damage

 

Secondary-

Monolesso-

Main weapon of the Broker. Fires an energy bolo that can wrap around the

                       hand,ankles, or neck. Must be “revived” by a teammate to be freed.

 

Unimag-

Single shot, high powered puncture pistol.

 

Melee-

 

Dyad-

a pair of hydrolic fist pistons studded with small, cone-shaped spikes.

 

Quadragim-

one handed plasma sword. Chinese straight sword mixed with a static cutting

                                       laser

 

Dibain-

upgraded Prova wielded in pairs

 

Mononatta-

Single bladed pole arm……I just want a quandao in the game…..I can dream.

 

Corpus Unit Compositions – Each squad is led by a command troop.

 

Crewmen/Moa/Osprey Squads

 

Conscript Squad

Crewman

Shield Osprey

MOA

 

Security Squad

Elite Crewman

Prod Crewman

Shield Osprey

 

Hostage Rescue Squad

Sniper Crewman

Shield Osprey

Railgun MOA

 

Containment Team

Tech

Shield Osprey

Mine Osprey

Fusion MOA

 

      Strife Response Squad

Shield Osprey

Shockwave MOA

Anti MOA

 

Sapper Squadron

Shield Osprey

Leech Osprey

Oxium Osprey

Scavenger Drone

 

 

 

Infested Concepts- We need more Infested       

 

Command Units

 

Zeta- Feed: marks a target for  others to attack

Beta- F, Ambush: Calls all Infested to hide forcing Tenno to get close.

Alpha- F, A, Howl: Emboldens the Infested to attack and move faster

Omega- F, A, H, Screech: A weaker version of Phorid’s ability

 

Special Command Units

 

Caebrum-

A floating ball of tentacles and brain matter surrounded by a bio-electric shield.

If melee, it will return heavy damage back at the attacker, or overwhelmed by damage Will release the shield sending out a wave of debilitating electricity. Has 1 abilitiy.

 

  Sense Synapse- Because of its use of bio-electricity, a Caebrum can sense the energy

                                             flowing through a creatures brain. Able to detect cloaked targets at  

 medium distance.

 

 

Grecth- A bloated biped that absorbs  bio matter. A walking Infested petri dish. Expels a 

noxous gas when attack at close range. Has 2 Abilities

 

Ingest-  Slurps of the remains of dead creatures, gaining life in the process.

Reanimate- Brings back to life dead troops

 

Ancient Herald- A lithe and limber ancient with near translucent bark. Sings a continually 

changing song. Has 2 abilities.

 

Erring Cadence-  this song projects a shell of sound waves that reduces

                                              the accuracy of projectiles fired into it.

Drudge- A frontal cone attack that flings everything in its path into the air

 

Geist- Stealth melee troop. Has 2 abilities

Waylay- ambushes a Tenno stunning them. Geist begins to psychically probe the Tennos mind leading to the second ability. It must be  killed before it finishes the mind invasion.

Doppelganger- Steals a weaker version of a random Tenno ability if it lands the Waylay

 

 

Light Troops

 

Melee

 

Gorger-

Latches on to downed players stopping other from reviving them until it is killed.

Players left too long in the Gorgers grasp will revive with less health

 

Volatile Runner Variants- explodes, but does other types of damage

Vile Runner- poison

Burst Runner- spread an area of mucus on the ground causing players

to fall down

Thorn Runner- flings fleshthorns through the air that have punch through.

Ranged

 

Serphont-

Cobra like infested that spits toxin. When approached it will wrap up a single

                                  Tenno At the ankles. One must back flip to break free. If not done in time, the

                                  rest of your team will have to kill the Serphont to release you

 

Medium Troops

 

Melee

 

Grappler-

A many tentecled slug that has a 360 degree attack radius.

                   Able to grab up a Tenno, requiring their teammates to attack the

                  holding them.

 

 

Ranged

 

Glowbug-

Insectoid flyer based on the Oxium Osprey

                          Shoots gouts of green flame and dive bombs from above when damaged

 

 

Heavy Units

 

Melee

 

Messer-

A four-legged Cyclops with a single massive limb protruding from its chest. The limb

terminates in a long, wide bone blade used to shear bodies in half.

 

Reeler-

Imagine a centipede bent back upon itself, eating its own tail. Along it’s underbelly 

instead of rows of protective plates one sees rows of small gnashing mouths. This

monstrosity rolls on to the field of battle with the intention of knocking a Tenno to 

ground, standing on them, and begin to devour them. Bring friends.

 

Graunt-

A living wall of bone and plant material. Can thrash close targets but is mainly a

                              moving bulwark

Ranged

 

Pod Spore-

a bulbous plant infested that lobs semi-autonomous spores that deal blast

                                    damage

 

Infested Assassin- Warning: Mini-fanfic disclosure. I had a dream in real life and this was it.

 

The lights flicker. You know that your actions would bring unwanted attention, but they had to be done. As the lights blink again the Infested surrounding you pause and lift their head into the air. What are they sensing? Do they know something you don’t? In an instant the Infested scatter away from the room far faster than they had come. The third flicker and the room goes dark. In the far hallway you see 3 red glowing eyes peering out of the black. The smell of decay begins to fill the air, and low, labored breathing enters your ears. The overhead lights begin to switch on in segments at a time leading towards the hallway in which the 3 eyes glare on, growing in intensity. The last segment turns on, but the hallway remains dark. The smell becomes overwhelming, but the breathing stops thumping in your ears. You realize your enemy. Lotus told you not to go too far into Infested space, but you would not listen. Now, you see the error of your choices. The Pox has come, and there is no immunity to its wrath.

 

Weapons- There just needs to be more Infested weapons

 

Primary-

 

Broadside-

A spine launching flack cannon that deals poison damage

 

Sludger-

sprays a corrosive stream of slime and causes loss of foot traction

 

Rachis-

Infested sniper rifle. Fires thorn like rounds

 

Secondary-

 

Pustols-

Semi automatic dual shotgun pistols with impact poison damage

 

Skewer-

a massive automatic machine pistol

 

 

Melee-

 

Dacythe-

cresent shaped sparring gear made for slicing apart enemies.

 

Femubor-

a narled, bone and wood like 2 handed hammer

 

Scapalax-

axe variant of the Femubor

 

Manithume-

Infested claws

 

Cormite-

Infested brawling mitts

 

 

Durkreb-

pair of slashing daggers

 

 

Infested Unit Compositions - Each squad is led by a command troop

Unit Spawning-

 

Scourge Pack

Ancient Healer

Charger

Leaper

Runner

 

Sever  Pack

Ancient Disrupter

Electric Crawler

Volatile Runner

Crawler

 

Plague Pack

 

Lobber Crawler

 

Nauseous Crawler

 

Toxic Crawler

 

Toxic Ancient

 

 

Plague Host

Mutalist Osprey

Edited by Jinkaza
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This looks really promising, but please use spoilers because it's very long(it makes visibility easier)... :p

 

And links to your previous works too.

 

As far as I've read, I agree with the fact that Grineer are supposed to be an army, with some sort of organisation or "combat formations".

Edited by unknow99
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This looks really promising, but please use spoilers because it's very long(it makes visibility easier)... :p

 

And links to your previous works too.

 

As far as I've read, I agree with the fact that Grineer are supposed to be an army, with some sort of organisation or "combat formations".

Thank you. I have never really done the whole forum thing on any other game. I will take your suggestions and apply them in the future.

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Thank you. I have never really done the whole forum thing on any other game. I will take your suggestions and apply them in the future.

You're welcome tenno!

 

Just press "edit" >> use [ spoiler ]The text you want to hide lies here [ /spoiler ] with no space in the [] and you'll do this

 

First thoughts :

A way to make enemies spawn in a specific way with % chance & specific units could be possible,I think. I'd also love to see commanders shouting orders!

Edited by unknow99
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While I agree with what I've read so far, I must ask, why do the lights always flicker when an assassin approaches in this game..?

I also notice that you're treating the Infested like a Plant, while I think of them as a Fungus. Is the nature of the Infestation officially stated anywhere or is it just down to personal opinion?

It is an observation of the vegetation in the void and the derelict. The giant plants that one walks along, and the way the ancient’s skin looks when you are close to one leads me to think that is more plant like than fungus. I can completely see the fungi elements of the infested though. We really do not know what the Technocyte Virus does to different type of matter, so this was more a personal choice/oversight. Thanks for looking.

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On-top of that, it is totally probable that the Infestation are inspired by both plant and fungi-like entities, of which games have numerous examples.

 

EDIT:

As I said earlier, I love what you've done with filling out and Militarizing the different factions. Saying that, I am not a huge fan of the method of implementation in all cases, and, as such, I am going to be creating my own version of this content in my own thread (https://forums.warframe.com/index.php?/topic/325412-multiple-concepts-a-general-list-of-ideas-including-enemy-units-warframes-and-mission-types/?p=3671507) over the next few days/weeks.

Please do not feel that I am stealing you're idea; we have all, I'm sure, noticed the games defects in this branch.

I would, however, like to let you know that some of what you have created is very, very good stuff and I would like to copy some of it over into my own interpretation.

I will reference this thread as a source of major inspiration, so please do not feel that I am stealing. It's more a case of loving the effort and thought that you've put into this so much that I wan't to spread bits of it as far and wide as is reasonable.

Thank you very, very much for your contributions to this forum, and personally, to my thought processes on the same topics.

I am excited to see your ideas. Go for it.

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