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Krieger, the Commando - Warframe Concept


General_Durandal
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Name: Krieger

  • Codex: This is Krieger, the Soldier, the Commando.
  • Army and artillery in one, Krieger can turn the tide of any battle.
  •  
  • Gender: Male
  • Appearance: Steel Maridian Power Armor
  • Size: Large
  • Speed 0.8 (Below Average)
  • Jump Height: 1.5 (High/Far)
  • Agility: Below Average
     
  • Unranked
  • Shield: 0
  • Power: 60
  • Health: 300
  • Armor: 900
     
  • Rank 30
  • Shield: 0
  • Power: 90
  • Health: 900
  • Armor: 900
     
  • Passive: Unbreakable
  • While in downed mode you can,
  • move normally, but not sprint,
  • jump, but not bullet jump,
  • use any weapon, but with -25% accuracy,
  • and can't use any powers.
  • Each enemy killed by Krieger while bleeding out, 
  • adds 1 second to his bleedout time. (stacks)
  •  
  • Having a maxed "Undying Will" mod equipped doubles the seconds gained per kill.
  •  
  • Having a "Provoked" mod increases all weapon damage while bleeding-out like normal, but applies to all weapons.
  •  

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Power 1: Grenade

  • Tap to change selected grenade.
  • Hold to throw selected grenade.
  • Grenades are thrown up to 40 meters, 
  • and explode 2 seconds after landing.
  •  
  • Grenade 1: Flash-Bang
  • Staggers and stuns enemies for 1.5/3/4.5/6 seconds, (power duration)
  • in 2/4/6/8 meters. (power range)
  • Blinds enemies for 1.5/3/4.5/6 seconds, (power duration),
  • in 4/8/12/16 meters, (power range)
  • that are looking in it's direction, and have line of sight.
  •  
  • Grenade 2: Frag
  • Deals 250/500/750/1000 blast damage, (power strength)
  • to enemies in 2/4/6/8 meters. (power range)
  • Effected enemies are knocked down.
  •  
  • Grenade 3: Incendiary
  • Creates a small ash pile on the floor at explosion point,
  • enemies that stand on it take 10/20/30/40 heat damage per second. (power strength)
  • Enemies in 2/4/6/8 meters of the explosion, (power range)
  • receive a heat proc for 2/4/6/8 seconds, (power duration)
  • that deals 50/100/150/200 heat damage a second. (power strength)
  • Armor is also damage by 1/2/3/4% per second.
  •  
  • Grenade 4: Smoke-Chaff
  • Creates a 3/6/9/12 meter thick cloud of smoke, (power range)
  • that enemies can't see into or though.
  • Enemies in the smoke are blind, and electronics inside are disabled.
  • (laser weapons will be disarmed, shields and robots will be disabled)
  • The smoke lasts 6/12/18/24 seconds. (power duration)
  •  
  • Augment: Hazardous
  • Power strength, range, and duration for grenades is increased by 25/50/75/100%,
  • but they can now harm self and allies.

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Power 2: Bulwark

  • Cast at feet
  • Place up to 2 walled gunner posts at feet.
  • []--[] The -- indicates the gunner hole opening for you to shoot through.
  • [][][] The [] indicate parts of the wall.
  • Bulwark health, 750/1400/2150/2800 (power strength)
  • Bulwark armor, 250/500/750/1000 (power strength)
     
  • Augment: Murderhole
  • Projectiles shot through the gunner hole,
  • now deal, 20/40/60/80% more damage.

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Power 3: Turret

  • Cast at targeted terrain.
  • Place a small Grineer turret at cast point.
  • Turret Health: 200/400/600/800 (power strength)
  • Turret Armor: 100/200/300/400 (power strength)
  • Turret Fire Rate: 2/4/6/8 per second (power duration)
  • Turret Damage: 25/50/75/100 impact (power strength)
  • Turret Damage: 25/50/75/100 puncture (power strength)
  •  
  • Can cast/attach to Bulwarks.
  • Turrets attached to a Bulwark can only shoot in the direction the gunner hole is facing,
  • but deals 15/30/45/60% more damage, (power strength)
     
  • Augment: Anchored
  • The Turret can be placed on walls and ceilings,
  • but the only deal 18/36/54/72% as much damage.

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Power 4: Jetpack

  • Cast on self, toggleable
  • Activate your jetpack, and fly.
  • Movement is similar to Archwing in the Plains.
  • While in Jetpack mode, 1st, 2nd, and 3rd power are replaced with different powers.
  • 4th with deactivate the power.
  •  
  • Cast Cost: 10 Energy (power efficiency)
  • Drain: 20/15/10/5 per second (power duration  and efficiency)
  •  
  • Power 1: Flares
  • Cast Cost: 25 Energy (power efficiency)
  • Launch 2/4/6/8 flares, (power strength)
  • that will attract enemy homing projectiles,
  • up to 20/30/40/50 meters away, (power range)
  • for 5/10/15/20 seconds, (power duration)
  •  
  • Power 2: Squadron
  • Cast Cost: 50 Energy (power efficiency)
  • Create 1/2/3/4, (power strength)
  • Carabus machine gunners that follow you,
  • and fire their machine guns at enemies.
  • Carabus Health: 20/40/60/80 (power strength)
  • Carabus Armor: 25/50/75/100 (power strength)
  • Carabus Fire Rate: 2/4/6/8 per second (power duration)
  • Carabus Damage: 5/10/15/20 impact (power strength)
  •  
  • Power 3: Bombardment
  • Cast Cost: 75 Energy (power efficiency)
  • Shoot a barrage of 2/4/6/8, (power strength)
  • missiles at enemies up to, 7/14/21/28 meters away, (power range)
  • that deal, 200/400/600/800 blast damage, (power strength)
  • to enemies in, 5/10/15/20 meters, (power range)
  • of impact location.
     
  • Augment: Air Support
  • The Jetpack detaches from your back and becomes an NPC ally.
  • and can use any of the first 3 powers you could use while in jetpack mode.
  • Jetpack Air Support Ally Health: 250/500/750/1000
  • Jetpack Air Support Ally Armor: 250/500/750/1000

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Quest: Vor's Score

Quest Start: Enter you ship.
Quest start Inbox Message giver: Cressa, Leader of the Steel Meridian
Quest start Inbox Message: Hey, Tenno. I need to speak to you ASAP, meet me at the Relay.

First Task: Talk to Cressa at the Relay.

Cressa: Thank you for coming Tenno.
I just got a report that our flag ship is under attack,
by Vor, and his void cronies.
Likely to take back what we just took from his old laboratory.
My 2nd in command, General Kaiser, is captain of that ship,
I need you to go and rescue him, and retrieve the equipment.
~
Quest Mission 1: Void Fissure Operative Defense/Evacuation
Tile Set: Steel Meridian Capital Ship
Enemies: Corrupt

Upon getting on the ship, you receive a message.
Message Giver: Cressa
Message: Your main objective to to find General Kaiser,
and retrieve the crates taken from Vor's lab.

Step 1: Find General Kaiser

Upon finding General Kaiser, he and some Meridian soldiers are fighting with Vor and his corrupt.

General Kaiser: So she sent Tenno.
That's fine, just help me get rid of these pests.

General Kaiser Appearance: Large old man wearing thick white Grineer power-armor.
The armor has black night-watch designs on the armor pieces,
all the cloth parts are red and metal is a pale gold.
Most of his head is metal, his face, massively burnt/scared and wrinkled.
His right eye is covered with a scoped-eye-patch.
He is bald, but has a grey beard, a tube comes out of his mouth from the left side,
wrapping around his neck and attaching to his backpack.
His left arm is heavily armored, and sheaths his sword.
On his hip, is a impressive hand-gun.

General Kaiser Fighting Style,
Pistol in heavily armored shield like left arm's hand, sword in right hand.
General Kaiser can use the powers of the warframe sharing the same name.

Step 2: Defend General Kaiser from Vor and his army,
while extracting crates and crew.

Some crew will be carrying creates, they will be highly targeted.
If one is staggered, knocked down, or killed, they will drop the create.
A void enemy will try to take it then attempt to exit the map.
Tenno can pick up the dropped crates, but it takes both arms,
preventing them from using any weapons or powers that need arms.

Vor will retreat when he gets to 25% health.
But will return after 1 minute at full health.

Step 2 has 100 crates to extract.
Every crate you extract gets you 10000 credits, 1000 endo, and 100 kuva.

Every 5 Meridian crew members you save,
gets you a Meridian Reinforcements Specter.

Deploying a Meridian Reinforcements Specter,
summons 5 random Meridian soldier allies.
They are any of the Grineer units, but with black armor, and white decals.
Soldiers include, Lancer, Seeker, Ballista, Heavy Gunner, Trooper, Bombard, ect.

At mission complete,
Vor will teleport near General Kaiser, grab him, then teleport away.

~~~~~~~~~~
Quest Mission 2: Rescue / Extraction / Sabotage-Defense / Extraction
Tile Set: Void
Enemies: Corrupt

Message Giver: Cressa
Message: Damn it, I should have known they only cared about getting him.
Listen, Kaiser, he isn't a normal Grineer.
He is a Grineer clone Hybrid Vor created using the DNA of a dead Tenno and the broken husk of a warframe he found years ago.
General Kaiser came out as perfect as he could have hoped, he was loyal to Vor, served as his right hand for many years, 
but Vor became obsessed with the Tenno, he wanted to make an army, and now that he has Kasier, he just might be able to.
You need to get Kaiser out of the Void, and destroy any research about cloning him.

Step one: Find General Kaiser.

You find him on an operating table, all that remains is his torso, right arm, and half of his head,
but he is alive.

General Kaiser: *grumble* ... Tenno, you here to destroy me before Vor can make his army?
Player Tenno: Cressa sent me to rescue you, and destroy any research I find.
General Kaiser: Well, you're too late. He already had everything setup to make the clones, all he needed was my DNA.
Player Tenno: What?!
General Kaiser: You'll need to destroy this place to halt his army building.

Step two: carry General Kaiser's remains to extraction.

Step three: find the central power station and overcharge it.
Upon activation the console to the central power station,
Vor and Kaiser clones will attack you, as well as waves of Corrupt.
You have to defend the central power station for 5 waves,
every wave Vor and 2 Kaiser clones will attack.
At the end of wave 5, you have 1 minute to escape the place as it falls apart.

Beating the mission gets you a one-time use General Kaiser Specter.
General Kaiser Specter, and Meridian Reinforcements Specter, 
become purchasable from Steel Meridian at General Rank.

When Corrupt Vor appears in missions from now on,
he will be accompanied by 2 Kaiser Clones.
Kaiser Clones have a chance to drop Krieger warframe parts.

~~~~~~~~~~

Edited by General_Durandal
Tweeking
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I agree the passive is really overpowered, but the 4th ability is pretty interesting. Just need's some number tweaks.

 

I have a proposed change for the passive. How about this?
 

After your hp goes to 0, you get say... 7 seconds to kill as many enemies as you can, and you get a damage boost but a severe movement penalty. You can use abilities but with a severe energy cost. Each enemy you kill adds 1 second to your bleedout timer, but your timer is reduced to a base of 4 seconds. You can't use your 4th ability though, and it is deactivated if you are downed.

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On 4/1/2017 at 10:42 AM, General_Durandal said:

You find him on an operating table, all that remains is his torso, right arm, and half of his head,
but he is alive.

 

Umm what 0_0.

Also, I noticed he has no shields. Does he have some method of regaining health, or does he have to play without them? IE a high damage, but less durable frame?

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5 minutes ago, Ixxc said:

 

Umm what 0_0.

Also, I noticed he has no shields. Does he have some method of regaining health, or does he have to play without them? IE a high damage, but less durable frame?

At rank 30 he has 900 health and 900 armor.
Passive let's him move like normal while bleeding-out, 
while bleeding-out killing enemies extends his bleed-out time.

Edited by General_Durandal
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On 09/08/2017 at 10:20 PM, General_Durandal said:

More energy, less drain?

Less energy, more drain?

More, more?

Less, less?

Well given how based around damage he is I would recommend having more max power than 90, because his powers would use so much energy to cast. You would only be able to cast maybe your first ability 2 or 3 times before you have no energy at all. Which would then make him a sitting duck with nothing to really defend himself against anything because he has no shields. And I don't believe you have any drains listed.

 

Edited by (XB1)AxRollxOfxTape
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21 hours ago, (Xbox One)AxRollxOfxTape said:

Well given how based around damage he is I would recommend having more max power than 90, because his powers would use so much energy to cast. You would only be able to cast maybe your first ability 2 or 3 times before you have no energy at all. Which would then make him a sitting duck with nothing to really defend himself against anything because he has no shields. And I don't believe you have any drains listed.

 

More power less drain it is.

Increased Power.

Reduced drain.

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