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Sentinel Upgrading And New Sentinel Idea.


Chaosrejin78
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Sentinels Upgrading based on rank:
Things to keep in mind, the cost was made this high to encourage participation in alerts and void, the rank was set that high to encourage using new frames and weapons.  This is meant to be a reward for dedication to the game.

The old sentinel will be capable of upgrading along a set path, which is done by blue prints for the new ones and only usable when the users is rank 7 and then rank 10.  The cost for each first upgrade is 600k credits to buy the blue print and 50,000 to manufacture.  The second upgrade will cost 1 million credits to buy the blue print and 75,000 to manufacture.  The old sentinel will vanish, similar to how weapons blue prints work when made into dual wield.  The new sentinels have some new precepts, while some carry over from the original.  Each upgrade to the sentinels increases their max hp, armor, shield, and attack power.  At max upgrade, they will have about 1/2 the attack power of a normal frame and at first upgrade about 1/3 the attack power.

 

In order to upgrade a sentinel to the next stage, you need to have it at lvl 30, an orokin cell and the upgrade bp.

The path they upgrade along:

Shade upgrades to a robotic wolf form.  No longer capable of firing, they will be restricted to a melee combat.  They have melee similar to an infested charger, but one of the precepts will allow it to use a charge attack every once and awhile for higher damage.  Will still cloak the user, and will not attack unless the user attacks first.  It should teleport to user if the user gets too far from it, to avoid any issues that it may get with being a ground one and getting stuck.

Wolf then upgrades into a robotic knight form.  The final form is about 3/4 the size of a normal warframe, floats off the ground a little.  The knight uses a sword like gram and will once again be restricted to melee attacks only, only now capable of hitting more than one target per attack.  The sentinel carries over the occasional charge attack and stealth, along with the not attacking until the user does.

Wyrm upgrades to a floating mini robot wyvern form.  Now wields dual laser rifles and will firing on targets that are in range.  The dragon loses the ability of the wyrm for the crowd dispersion, in favor of a group shield, similar to how the corpus ones work.  This makes the dragon more prone to be shot at.

Wyvern upgrades to robotic dragooner. Again about 3/4 the size of a normal frame, but floats above the ground by about a foot, bring it up to about shoulder height.  This form uses an orthos type weapon with charge attacks.  The charge attack however, is more like a krestel or glaive with a smaller max range of about 18m.   Carries over the previous precepts of the wyvern form.

Dethcube upgrades to robotic vulture.  Uses a mixture of melee and gun fire, depending on if the enemy is close or far from user, carries over the precepts from dethcube, but vaporize changes to death dive.  Death dive is an up close attack that impacts hard one opponent doing good damage and knocking down multiple opponents in a 1 meter radius.  Same cool down time as vaporize

Hawk upgrades to Reaper.  Again, the Reaper is about 3/4 the size of a frame and floats a little off the ground. No longer having gun attacks, the reaper now wields a scythe, similar to reaper prime.  The attacks hit multiple targets, stunning them, no charge attack.  Death Dive changes to Death Gaze, which hits multiple targets, up to three, similar to damage on vaporize, but on up to 3 targets.  Does not knock down or stun targets.  Same cool down time as vaporize.

New Sentinel:
Oculus: Big robotic looking Eye Ball with 5 tentacles hanging down from it.  Uses a semi-auto ballistic rifle.
Precept:
Seeing is Believing: Will only fire after the user fires. The same idea behind the shade’s precept.
Eye of Beholder: Has an enemy radar function that occasionally turns on, range at min is 8 meters and at max 12 meters.

Oculus upgrades to Robotic Manta like thing.  Uses a sniper rifle, mounted where the tail is, looking similar to the vulkar.  Carries over the same Precepts from oculus.

Manta upgrades to Archer. Archer is about 3/4 the size of a frame and floats a little off the ground Carries over the same precepts as Manta and Oculus.  Weapon is now a bow similar to Paris in function and use, so thunderbolt can be attached on to it.

Nemu: long snake like body. Uses a semi-auto ballistic handgun
Precepts:
Patient Strike: Attacks targets after the master does.
Regeneration: Heals the master every once and awhile with a burst of hp. Min 5 hp max
10 hp restored. Cool down on skill of 1 minute.  Will only activate when enemies are nearby.

Restore: As a passive precept decreases the time needed to be revive, but loses guardian.
Increasing this Precept decreases the time needed by .5 seconds min to a max of 3 seconds.

Nemu upgrades to Robotic Salamander.  Salamander uses dual semi-auto laser pistols. The precepts carry over from Nemu; Patient strike and restore.  Still no guardian.  This one will, like the wolf, teleport too you if you get too far from it.
Regeneration now becomes a group heal, called Heal All, same healing ranges of 5 min d 10 max hp restored, only does so now for a group within a certain range of you. The cool down is still 1 minute. Will only activate when enemies are nearby.

Salamander upgrades to robotic Valkyrie.  Valkyrie is about 3/4 the size of a frame and floats a little off the ground Valkyrie uses quad semi-auto laser pistols.  Valkyrie uses the precepts of salamander and nemu.  Heal All now becomes Massive Regeneration, restoring a min of 10 and a max of 15 hp. The skill cool down is still a minute. Will only activate when enemies are nearby.
 

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Yup, made them all melee, mostly, though wyrm's charge attack would be a range and dethcube final upgrade brings back a range special like vaporize. So strictly speaking, only shades final upgrade would remain purely melee, which to me doesn't hinder the stealth aspect I wanted to keep.  But, I am open to suggestions on this, seeing as this in only a fan concept idea.  So if you think of way to improve it, say it.

 

To me though, melee sentinels wouldn't be so much of a problem, the trick being far they can go from you and when they start to move to an enemy, that's a bit tricky to balance right. If you have it too close then it's not that useful, too far and they die, so the standing idea would be 5-8m reaction range for melee types and the normal firing range for range types. le.   After the enemies are dead, the melee types would return to your side, if they aren't there already.

 

As far as all three being melee for starts, I originally had wyrm going into dragooner that used a ranged weapon like a boltor but with far less power and rate of fire, but changed my mind and went with a krestel/glaive type weapon that would look more like an orthos.  So it's a half and half type of thing, where the charge attack it can do would be ranged, but it would then go into upclose melee attacks of an orthos, occasionally doing another ranged type of attack. For Wyrm, it would uses it's charge attack first, then go into a melee range attacks, till it was ready to use another charge attack.

 

As far as stats of the weapons that each uses, I have some thoughts on that, but would like to hear some ideas from others.

Also if you notice, they still need names precepts for the attacking styles that most would use in the upgrades.  So some details would still need to be flushed out to get this ball rolling.

 

I will try to get some pictures of the ideas up later, still working on them at the moment.  This and the dojo idea's, by the way, are part of 23 pages of ideas I came up with and actually wrote down.  Still got alot more haven't typed out and finished the art designs too.  Hoping to get some more of them up later this week.

Edited by Chaosrejin78
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