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3 Warframe Concept Ideas. (Drawings Soon)


Raptros
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Here are a few Warframe ideas I've had in my head for a bit... I haven't done the math on any of the statistics, including health, shields, and energy. These are just rough ideas. I've been wanting to draw them lately, not sure if I will. I've also got an idea for heavy weapons that I really need to draw for, but those'll be another time.

 

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Metal Based, balanced, multi purpose, Warframe

 

Most prominent features - Crested Forehead, Crested shoulderpads

 

Mid Shield - Mid to high Health

 

Or (Ore)

 

Or has mastered the manipulation of steel and Metal in its rawest form, creating strong defenses as well as offenses.

 

1st Ability  - Stalagmite - 25 energy - Or creates a pointed Stalagmite from the evironment (Walls, cieling, floor, ect...) to impale his enemies. 

 

This ability would literally create a giant spike of metal from any part of the environment that would harbor some. The spike would appear from any random location along the walls floor or ceiling, given its close enough. The spike would be big enough to hit 2 or 3 tightly clustered enemies, while small enough to be considered a focused power. This would ignore armor and gain a damage bonus if used inside the AoE of Caltrops. Higher level increases damage

 

2nd Ability  - Blast shield  - 40 energy - Or rips a large amount of metal from the ground to build a solid wall directly in front of him.

 

His 2nd ability would literally create a small, solid wall in front of him. Any enemies standing on it would be knocked down while sustaining a small amount of armor ignoring damage. This wall would be fairly tall, but not very wide. More than one of these could be cast at once, enabling him to either build small defenses or cutting off hallways. These walls are solid and cannot be shot or seen through. Higher level slightly increases damage and duration.

 

3rd ability  - Caltrops - 75 energy - Or roughens the terrain, creating sharp edges and lose footholds for enemies to tread. 

 

The third ability would act as a sort of AoE, bring up cracks and spines from the floor to constantly damage enemies who move on it. Anyone sitting still would not sustain damage. While dealing decent damage on its own, it would also slightly slow enemies, but not very significantly. This would give Stalagmite bonus damage if it is used within the AoE Higher level increases damage and radius but does not increase its slowing ability.

 

4th Ability - Warp - 100 energy - Or bends and warps the metals in enemy armor to cause it to violently rip and tear at their flesh.

 

His last ability would be much like the other ults. It would act as an AoE. Any enemy inside the AoW would be ripped apart from their armor warping into sharp spines. Higher levels would increase damage and AoE radius.

 

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Gunplay based, Grineer based, specialized, Warframe

 

Most Prominent features - Bulky, thick chest armor, Grineer-Tenno mixed Facemask.

 

Miniscule to Low shield - High to Extreme Health

 

Greeah (Gree-uh)

 

As the Grineer seek to recover our ancient technology, we have done the same, merging the crude yet effective Grineer technology with our own.

 

1st Ability - Latcher - 25 energy - Greeah deploys a standard latcher to seek an enemy, attach itself and detonate.

 

Greeahs first ability would almost be the same as a Seekers ability to deploy latchers. These latchers would seek out enemy troops targeting the closest enemy and do as the description says. The latchers can indeed be destroyed, however, the are not prioritized. Enemies will always target the player before the latchers and only fire upon them if they lose interest in the player (essentially if they disappear from enemy LoS for a set time). This would prevent the use of latchers before entering a room of alerted guards. If a latcher cannot find a target in a set time, they detonate. These latchers would deal high explosive damage, ignoring armor. Higher levels would increase damage, hp, and seeking duration.

 

2nd Ability - 60 energy -  High Velocity Ammo - With merged technology, Greeah can augment his own ammo, as well as his teammates to become more lethal. 

 

This ability would act as a buff for the team. High velocity ammo, or, HVA, would increase the velocity of any projectiles fired from the player and his team within the AoE radius. The increase in Velocity would deal more damage, add a small amount of extra armor pierce damage, slightly increase initial accuracy, decreasing full auto accuracy, and increasing the speed of non-hitscan weapons projectiles drastically, such as the Paris or Boltor. The length of time this ability would be active would both be time based and ammo based. For instance, if you fire an equivalent of 3 magazines worth of ammo for your weapon, the buff would wear off. If you wait to long, the buff wears off.  Higher levels would increase damage, AP damage, effect the accuracy and increase time and projectile speed., and slightly increase AoE.

 

3rd Ability -  Ballistic Armor  - 50 Energy - With the Grineers thick Armor technology mixed with ours, Greeah is able to Augment his armor to deflect incoming fire.

 

His third ability would be similar to Ember's overheat, in terms of defense.  When cast it would give Greeah a Carbon Fiber look. It would raise his defense from bullets and explosives to 25/50/75/90 percent for a short time. It would raise his laser defense to 15/25/35/45 percent. It would decrease any and all melee defense by  30/45/60/75 percent, thus taking more damage from melee as it levels. It also has a 11/22/33/44 percent chance to deflect a bullet back in the general direction from whence it was fired. Clearly as you can tell now that Greeah is a specialized Warframe meant to be very effective against grineer, moderately effective against Corpus and ineffective against infested.  Those percentages aren't solid, just some I came up with.

 

4th Ability - Armament Malfunction - 150 Energy - Using Tenno manipulation, Greeah can cause any weapons ammunition to violently explode and combust.

 

His last ability would be very devastating. This ability would cause any gunpowder or explosives in Grineer weapons to explode, causing high damage. Any Corpus energy cells used to fuel their weapons would violently explode in an array of plasma, causing high damage as well. Anything that can fire a projectile would be effected. Anything that cannot would be left unaffected, thus decreasing his effectiveness against infected even more.  Since the weapon had exploded, this would also disarm anyone in the AoE. However, it wouldn't work in your typical AoE fashion around the frame. It would be activated in such a manner that the player must be looking at who they initially want to disarm. Anyone within an AoE of the tagged enemy would also be affected. Essentially, it would be a direction AoE Ult. Know what I mean?  Higher levels would increase AoE, range and damage.

 

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Extremely Stealth based Warframe

 

Most prominent features - Balaclava esque face - Large NVG esque eyes. Arm tool

 

Low to Mid shield - Low health

 

Saiba

 

Saiba has been trained in other ways of the Tenno, even more secret than most. His extensive training has made him a master of espionage.

 

1st Ability - Voice Box  - 25 Energy - Saiba fires a sticky voice box from his long gun that mimics various distracting sounds and noises.

 

The first ability would fire a sticky disk in a similar fashion to that of arrows. It would fly staright, but would be effected by gravity. The voice box would stick to any surface it touches and then begin to emit various noises, from clanks and clunks to voices and footsteps. The voice box would distract any enemy in the AoE that is not alerted, causing them to walk to the voice box and investigate. After a short time, the box will run out of power and short out.  If fired onto an enemy, it will attach itself and fire a delayed charge of electricity, stunning the enemy for a few seconds dealing low damage. While stunned, the enemy can prompt a stealth or "downed" attack for exytra damage, much like a fallen enemy. If the enemy is not alerted, it deals high critical damage, enough for a quick kill. However, it is not a silent kill, so use it wisely.  Higer levels means bigger AoE, longer life, more damage.

 

2nd Ability  - False Alarm - 75 Energy - Saiba sends a false signal to the stations security system calling off and alert that has been deployed.

 

This ability would work quite simply. It would call off any alert or when the Lotus says "They've spotted you, get ready for a fight." and cause enemies to revert to an non alerted status. It can only be deployed near a data terminal, but at higher levels, it can increase its range. The Terminal must be within the players LoS.

 

3rd Ability - Tactical Incapacitator - 60 Energy - Saiba deploys a pad on the ground that will emit a strong electrical field if any enemy runs across it.

 

His third ability would work almost a s a trap or something to tie up lose ends while running from battle. Saiba would toss a round pad that attaches to any surface. If any enemy runs near the pad, it will emit an electrical field, stopping them in their tracks while dealing shock damage over time.  Any stunned enemy will also prompt a Stealth or "downed" attack, which can deal high damage, again, much like a fallen enemy. This would not deal damage to ancients, but will stun them. It has no limit of enemies that can be trapped at once, however, it does have a battery, similar to the voice box. It will only short out when its been activated for a certain amount of time. After it shorts out, anyone who was stunned will take a knee, much like they do when they are hit with Nyx's mind control, and then stand back up again. If any enemy is killed while its activated, it will deactivate. Saiba CANNOT deploy this from afar and can only drop it a few meters in front of him. Higher levels would increase battery life, increase AoE slightly, slightly increase damage.

 

4th Ability - Psychosomatics - 110 energy  - Saiba induces a hallucination by creating 3 decoys to draw fire away from himself.

 

Saiba's final ability would be different than most ults. It would deploy 3 separate decoys of Saiba, one to his left, to his right and directly behind him. These decoys would mimic is every move, never leaving his side, almost as if they were clones. These clones would draw fire away from him, causing enemies to fire at them instead. These clones cannot fire, however, they do deal high amounts of shock damage incrementally if anyone is to draw near simultaneously stunning them. Each clone would have health, and after sustaining enough damage, would disappear. The ability cannot be cast again until after each clone is gone. Higher Levels would increase Clone health, Clone life time, Clone shock damage, and Distance from Saiba that the clones appear at. The higer the level the further the clones stay from Saiba, to prevent stray shots from hitting him. This Ult would be more useful as a last ditch resort to escape or retaliate.

 

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So, there you have it. Those are three ideas I have roughly in my head. I love comign up with concepts and I had a lot of fun with these. What do you guys think?

Edited by Raptros
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