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HugintheCrow
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For the Corpus: Revitalization Project:

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I'll start by saying this: Corpus looks like a child with a nerf gun surrounded by grizzled old mercs when compared to other factions. They are goofy-looking, they are cartoonishly evil (and there is literally only 3 of them apparently), they are laughably underpowered with their lol-what-are-shields and innacurate projectile guns.

I don't like Corpus. I don't care for them at all. Not the way they are in-game.

This is what we are told Corpus are:

Quote

The Corpus are a conglomeration of plutocratic commercial and industrial interests unified by a single trade language and a common goal

They aren't that at all. The in-game Corpus is a copy-pasted Grineer army with different visuals. A bunch of clones that keep on coming no matter how many you kill. And the robots? It feels like there is more Crewmen than the robots.

Not to worry though, We can always engage in some headcanoning. So, shall we?

The problems:

  1. Unification: The Corpus are too unified for what they are supposed to be.
  2. Meatbagginess: The Corpus employs too many living units.
  3. Lack of character(s): The Corpus feels like a Grineer reskin in too many ways (as well as literally having not enough characters to push the story forward).

The Solution:

Important to note: This will be updated heavily whenever I have new ideas. Essentially this post is like this one, just for the Corpus, not the Grineer.

01 Lore and characters:

Basics: 

As written above, the Corpus are a conglomerate: unlike the homogenous Grineer Empire, each part (company or something) is only loosely connected to the others. This allows for a situation, where even though The Corpus is at war with the Grineer, certain parts of the Corpus technically aren't. Each corporation does their own thing, even sometimes hurting others. Sometimes it's not on purpose, but sometimes it is. The profit is the only reason anything is ever done, but while the Grineer care for the whole, Corpus care for their individual selves and their closest associates.

The Corpus Society:

The Corpus Society is obviously oligarchic/meritocratic in nature. Wealth=Power, Power=Wealth. It's a never-ending cycle. While the poorest Corpus operate on Credits, rich businesspeople prefer Platinum and the absolute top "1%"'s don't even bother with monetary systems, they are too rich to calculate and it's all barter from there on.

While there aren't any officially endorsed limits or "class systems", if you aren't wealthy enough, you will be looked down on or straight up told to* leave if you try and enter areas considered "for the bigwigs only".

*Sometimes this is conveyed with Prova strikes instead of words.

The civilian population of the Corpus (which in fact makes up most of the entire faction) lives in very busy and tightly-packed Orbit-Cities.

The Orbit-Cities are essentially gigantic space stations parked around planets under the Corpus control. The most-concentrated population center is Neptune. Pluto has no Orbit-Cities as it is owned by Bek Industries and completely used up by self-maintaining forges and factories.

The Corpus have a robust system of entertainment/propaganda, called the Media-Sphere, it is essentially Holographic/Virtual-Reality Television. And it is hugely popular, with celebrities, scandals and everything else we know from our contemporary pop-media.

Certain groups within the Corpus society have gained enough size and/or influence that it is important ot mention them:

Corpus Sub-Factions:

Anyo Corporation (Anyo Corp for short):

Owned by the mysterious prodigy Nef Anyo, this company's biggest and most famous project is the Terraforming of Venus. The other, perhaps less overt, is that the entire company is actually a face of the Order of Profit, a pseudo-religious organisation Nef created to get back at the Corpus society as a whole for his less-than-ideal childhood and teenage years.

The Anyo Corp is known for using a lot of human (or at least part-human, see Rig-Jockeys) workers, a unique trait amongst the big companies.

Bek Industries:

The brain-child of Frohd Bek, Bek Industries provide ~90% of all robotic Proxies to the Corpus forces. A true commercial giant, it could be said that it is due to this power Frohd is considered by many as the "Father of Corpus". Bek Industries is famous for automatisation, nearly all of it's operations are overseen and conducted by an army of synthetic, programmed workers.

V R&D:

Originally created by Alad V, this defunct corporation has been bought out and merged into an amalgam called "Zanuka Projects Ltd." Now owned by a veteran businessman Osir Alid, the V's employees have essentially not felt any major change, outside of the sight of their new management.

The Corpus Board:

The main decision-making body within the Corpus. Entirely "manned" by the wealthiest "1%".

Perrin Sequence:

A pariah organisation amongst the Corpus, the Perrin Sequence seeks peaceful ways of improving the lives of all beings in the system. Led by a former Bek Industries employee, an AI-programming genius, Ergo Glast, it is one of the groups that has sought direct contact with the Tenno.

Solaris United:

A group of Anyo Corp-employed Rig-Jockeys, led by a woman called Eudico, these people have grown to be a symbol of resistance amongst many abused by the Corpus. Not many know that Solaris' apparent power comes from their dealings with the Tenno.

New Loka:

A quasi-religious organisation created by an eccentric, but extremely wealthy Corpus named Amaryn, the New Loka focuses on preserving the pre-Orokin human form and history. Without much success, as the Orokin were absolutely amazing at purging everything. dd67ye5-16d5dadb-f1be-42da-ac01-696954e8But the ViSoRi remained.

Beecloud Systems:

Founded and owned by Tola Van, the Beecloud specialises in AI and nano-robotics. Miniaturisation is the name of their game. Many of their technologies are used by even the Tenno, for example the Nano Forges installed in their Orbiters use programming written by Beecloud specialists.

Luxor Forges:

The mysterious Luxor Forges are responsible for creating most of the infantry-based weapons used by the humans fighting in the Corpus forces. They have even re-created some ancient Orokin blueprints, if slightly worse than the originals.

Arca Productions:

The Arca is a new initiative with a focus on exotic weaponry. Judging by the number of investors interested in those products, they hit the bullseye.

 

Corpus Jobs:

Crewman:

The Crewmen are the most unobvious job in the entire Corpus, sometimes becoming a Crewman means you are thrown right in front of a Tenno assault, sometimes it means you are supposed to climb that goddamn slippery tower and hit a small, beeping thing on top of it with a wrench every other day. Enough to say it is not very prestigious.

Rig-Jockey:

A somewhat colloquial expression used to describe people augmented with cybernetics, the so-called Rigs. Due to a social stigma against augments (when you are fighting a war against augmented clones it gets to you), accepting a Rig makes you a pariah amongst the non-augmented. Unless of course you are super-rich VIP that uses augs for fun, and not out of necessity in your job.

Rail Agent:

A very sweeping name for any (generally solitary) person that earns their living by moving around the Solar Rails. It might be Cargo delivery, it might be human trafficking, it might be something else.

News-Hunter:

A somewhat risky job which often times cross-pollinates with the Rail Agents. The News-Hunters fly across the System trying to find things to show of on the Media-Sphere, sometimes it's some weird animal, sometimes a bloody battle.

Director:

Director is a catch-all term for a high-ranking manager within the corporate structure of most Corpus companies. Due to this, most Directors have added prefixes or suffixes to their position's name, so that the hierarchy within the rank is somewhat more instantly clear.

Investor:

Investors do not create their own companies or projects, instead they fund and invest in already existing ones. Many Investors are even richer than the Directors or CEOs of several corporations, and they are certainly more flexible.

Boardmember:

Pretty much the highest you can get in Corpus. The Board is the main decision-making body within the entirety of the Corpus and as such it consists of the wealthiest and most powerful Corpus.

 

Characters:

Frohd Bek:

Spoiler

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The founder and CEO of Bek Industries, this legendary figure is hailed by many as the "Father of Corpus". According to an urban legend, he has climbed to the top from the very bottom of corporate structure. He is the father of Darvo Bek, Ergo Glast's mentor and one of the most prominent Boardmembers.

The attempt on his life during the Animo Program has left him scarred and deformed, but I assure you his resolve has never been stronger.

 

Nef Anyo:

Spoiler

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The mastermind behind Anyo Corp and The Order of Profit. While his public persona embraces the cult-like appreciation for monetary gains, he is secretively working against the Corpus' social order by escalating it into the point of breaking it. His ultimate goal is to create an empire of his own, not unlike the Grineer dominion. 

Alad V:

Spoiler

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For the longest time, Alad V was an enemy of the Tenno, and a ruthless supporter of the Corpus ideology. Through many trials and tribulations, he has changed, both physically and mentally. As he has been formally expelled from his former organisation, he is now a "freelancer" of sorts, aiding those who were harmed by his previous works, in hopes of atoning for his sins.

Tola Van:

Spoiler

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Tola Van is one of the oldest Corpus and the longest residing Boardmember too. Her pet-project, the Beecloud, supplies the Corpus with AI and Nano-systems. She is deeply involved with the mysterious Luxor Forges, but nobody really knows in what way exactly. Her extravagant life-style and fashion makes her one of the most popular topics on the Corpus Media-Sphere. She has been titled the "Mother of Corpus" and the "Most Orokin-like".

Osir Alid:

Spoiler

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Osir Alid is a veteran in the field of cybernetics, and once Alad V was removed from his position, he has immediately swooped over the V R&D assets, creating the potent Zanuka Projects Ltd. His previous company was named Digital Governance and was working on cybernetic mind-control systems. While officially this project didn't work out, many say that it feels "wrong" to decline Osir's requests.

Chuu Lokit:

Spoiler

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Chuu is a News-Hunter, always on the move to find interesting topics and "hot scoops" for her Media-Sphere contractors. Since the system is quite a dangerous place and her job causes her to often times dive into warzones, she has quickly become a crackshot with her vintage rifle, which she nicknamed "Go Figure".

fun fact: The "structure" on top of her head is actually just a large amount of fake hair. It is NOT a hat.

Tohe Pao:

Spoiler

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Tohe is part of the Customer and Employee Relations Unit of the Beecloud Systems. He makes sure everyone is happy with the way things go. Using several well-placed thermal laser shots. Certain people believe he has connections to the New Loka movement as well.

Geby Katel:

Spoiler

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Geby Katel is the founder and CEO of the Katel Banking and Insurance Ltd. His company supplies many huge corporations with financial support, making him incredibly influential. Naturally, he is one of the Boardmembers. While at first he may seem incredibly fat and voluptuous, he is actually much smaller, as he has a rare genetic condition that caused his body to stop growing early. The rest of his form is actually a robotic mount, equipped with hidden weapons and life support.

Duna Voz:

Spoiler

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Duna Voz is an Investor and one of the most wealthy, too. She doesn't have a company of her own founding, instead choosing to simply use her financial resorces to acquire stocks of corporations she wants to partake in. Her head is augmented with a system of communication antennas, allowing her to know about everything that's happening on the market instantly. 

Stomas Klan:

Spoiler

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Stomas is a fervent worshipper in the Order of Profit. His zeal caused Nef Anyo to personally bless him as his right hand. Whenever Anyo is busy elsewhere, it is Stomas overseeing the operations on Venus.

Klo Maeka:

Spoiler

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Klo Maeka is somewhat unique amongst the Corpus in how she doesn't mind putting herself in direct danger. In fact, it seems she craves the adrenaline rush, as she requested to personally oversee the military operations around Phobos. After finding Warframe relics in there, she has built a one-of-a-kind battlesuit, which she wears in combat.

Amaryn:

Spoiler

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Amaryn is an eccentric Investor, famous for being very secretive about her pet-organisation, the New Loka. While her goals are a mystery, she is unique in how she abhors the ideals of the Orokin, something unthinkable amongst the Corpus. She seems obsessed with finding a way to revert the human race to what they were before the Orokin.

Ergo Glast:

Spoiler

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Leader and founder of the Perrin Sequence, Ergo Glast believes there is more to profit than just obtaining it. Using his genius programming skills, he has created the Animo Processing System, a self-advancing AI, potentially capable of achieving full independence. This, however, never came to fruition, as the project was overtaken by Frohd Bek, who planned to use it for his cutting-edge military proxies. Disapointed by the actions of his Corpus brethren, Glast now fights for complete demilitarisation of the Origin System.

Xov Nakk:

Spoiler

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The enigmatic founder of the Luxor Forges, Xov is perhaps the least famous of the Boardmembers. While many would like to learn her secrets, any attempts usually end quite poorly. There seems to be some connection between her and these so-called Old Earth Vaults.

 

Back to the Main Post

 

Edited by HugintheCrow
added characters (added Xov Nakk)
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5 hours ago, HugintheCrow said:

laughably underpowered with their lol-what-are-shields and innacurate projectile guns.

I legit feel more challenged if I'm going against Infested. At least they have Ancients and Infested hordes give me a lot to think about... but with Corpus, I just pull out a Zarr or my Stress Relief™ Sobek build (gas, electric, punchthrough, Acid Shells) and wipe the room with them.

Shields are a complete non-factor for me because there's about 3 ways for me to just ignore them.

5 hours ago, HugintheCrow said:
  • Unification: The Corpus are too unified for what they are supposed to be.
  •  
 

Yeah, that's my main problem with the Corpus as a faction... before you get to the "too many living units and enemies" part. Is it a corporate feudalist alliance? Is it really a conglomeration if there's one board unifying all of them, and so many corporations like Anyo Corp, and what even are guilds anyway?

 It doesn't help that there's just so much vagueness around them... 

5 hours ago, HugintheCrow said:
  1.  Lack of character(s): The Corpus feels like a Grineer reskin in too many ways (as well as literally having not enough characters to push the story forward).

 

True that. There's only 2 Corpus villains of any consequence, and we see one of them so infrequently that I have serious difficulty getting a handle on his characterization. This is why I ended up creating those two characters in the Ganymede quest - one is your standard ancient Old Money sort of character, the other -  Itzcua - is someone who's a bit less mustache-twirling evil than Anyo and thinks she's only doing what has to be done.

 

5 hours ago, HugintheCrow said:
  • Unification: The Corpus are too unified for what they are supposed to be.
  •  

Sounds feudalist. I DIG IT.

Although - there's one thing I add. There's this podcast I like, Our Fair City, that's set in a postapocalyptic corporate-ruled society. It's really good, and if it does not inspire you involving the Corpus I will eat my hat. There's a good reason I lifted so much from OFC's lore for Ganymede. And there's an interesting thing I noticed about the company - Hartlife, if you're wondering - in Our Fair City.

They genuinely think they're doing the right thing.  They see themselves as the only real guardians of humanity.

Quote
[their] harsh measures mayyyyyyyyyyyy have been almost sorta justified for the survival of the human species, but really couldn't give a S#&$ about individuals. Especially not him. Yes, I did just say HartLife may have had some moral grounds. But what I mean is...
 
Well, Hartlife only cares about their bottom line. And that bottom line is the survival of humanity. because they think of it more in terms of numbers, they couldn't give less of a S#&$ about individuals. So while they want to save people, it's mired in thoughts of acceptable losses.

(me, awhile ago)

But the thing is, Hartlife has become too big, too callous, and too concerned with maintaining its own power for that to be true. Also, y'know. Callous megacorporation. Of course it wasn't going to be true. And I'd honestly like to try to channel that, personally. There's this moment in Scavengers (which is without exaggeration the best Warframe fic I've ever read. Also Wail Of The Banshee is overrrated)  where a historian talks about the Corpus as "the true heirs to the Orokin." In general in that fic there's a lot of implications that there is culture, that there is life, even under the Corpus. And there's considerably less puppy kicking in there. 

I'd personally try and write the Corpus as a more... uh... think of it like the Galactic Empire at its best written. It's not full of the most OTT sociopaths ever, it's full of people who think it's all necessary. They just happen to be led by sociopaths more often than not.

 

6 hours ago, HugintheCrow said:

The mysterious Luxor Forges are responsible for creating most of the infantry-based weapons used by the humans fighting in the Corpus forces. They have even re-created some ancient Orokin blueprints, if slightly worse than the originals.

 

I always saw Luxor Forge as being... kind of like your average arms company that's just always been there. Like Steyr, which has just sort of always been there producing weapons or metalwork in some form since about the 12th century.

6 hours ago, HugintheCrow said:

The Arca is a new initiative with a focus on exotic weaponry. Judging by the number of investors interested in those products, they hit the bullseye.

 

I like to see Arca as being kinda like Omolon from Destiny. Constantly experimenting, and making reckless, unsafe, skeletonized weapons that are nonetheless incredibly advanced.

6 hours ago, HugintheCrow said:

Pretty much the highest you can get in Corpus. The Board is the main decision-making body within the entirety of the Corpus and as such it consists of the wealthiest and most powerful Corpus.

 

Maybe it's... like a corporate version of Palpatine THE SENATE from Star Wars? 

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Update:

Added some (12 total, 4 are redesigns/rewrites, rest is original) Corpus characters to the post above.

Added the Investor, News-Hunter and of course the Rail Agent jobs, not sure why I forgot about them.

Edited by HugintheCrow
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19 hours ago, (XB1)Fluffywolf36 said:

I legit feel more challenged if I'm going against Infested. At least they have Ancients and Infested hordes give me a lot to think about... but with Corpus, I just pull out a Zarr or my Stress Relief™ Sobek build (gas, electric, punchthrough, Acid Shells) and wipe the room with them.

Shields are a complete non-factor for me because there's about 3 ways for me to just ignore them.

'nuff said.

19 hours ago, (XB1)Fluffywolf36 said:

Is it a corporate feudalist alliance? Is it really a conglomeration if there's one board unifying all of them, and so many corporations like Anyo Corp, and what even are guilds anyway?

 It doesn't help that there's just so much vagueness around them... 

You should talk to Marvin_Megavolt, they have helped me a bit with this update.

19 hours ago, (XB1)Fluffywolf36 said:

snip about fanfics

I'll admit I do't really read fanfics, so I  have no idea what either of those are. TBH the only warframe fanfic that I read was... yours. The one you talked about some time ago.

19 hours ago, (XB1)Fluffywolf36 said:

I always saw Luxor Forge as being... kind of like your average arms company

I'm planning on making a story arc with them. Please wait warmly.

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1 hour ago, HugintheCrow said:

I'll admit I do't really read fanfics, so I  have no idea what either of those are. TBH the only warframe fanfic that I read was... yours. The one you talked about some time ago.

20 hours ago, (XB1)Fluffywolf36 said:

But seriously though, read ScavengersIt's amazing.

And don't read Wail of The Banshee. Danse Macabre by Potato_Nose on spacebattles is like a hundred times better.

1 hour ago, HugintheCrow said:

You should talk to Marvin_Megavolt, they have helped me a bit with this update.

20 hours ago, (XB1)Fluffywolf36 said:

Well, I mean, that's what bothers me about canon corpus. You're good here.

1 hour ago, HugintheCrow said:

I'm planning on making a story arc with them. Please wait warmly.

exquisite.

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21 hours ago, (XB1)Fluffywolf36 said:

In general in that fic there's a lot of implications that there is culture, that there is life, even under the Corpus. And there's considerably less puppy kicking in there. 

I'd personally try and write the Corpus as a more... uh... think of it like the Galactic Empire at its best written. It's not full of the most OTT sociopaths ever, it's full of people who think it's all necessary. They just happen to be led by sociopaths more often than not.

Just to add my thoughts to this part:

I specifically don't want to make Corpus into a "le irredeemably evil puppy-kickers". I've started already, by mentioning the Orbit-Cities and the Media-Sphere.

5 minutes ago, DrMegavolt said:

Someone mentioned Scavengers??

 

*sees this thing has 50 goddamn chapters*

oof

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Just now, HugintheCrow said:

I specifically don't want to make Corpus into a "le irredeemably evil puppy-kickers". I've started already, by mentioning the Orbit-Cities and the Media-Sphere.

6 minutes ago, DrMegavolt said:

And that was absolutely a step in the right direction!

Just now, HugintheCrow said:

*sees this thing has 50 goddamn chapters*

 

They go by fast though 😛

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Another somewhat skeletal post, but I want to lay some groundwork now.

This time, I'd like to introduce a system, which makes the enemy factions more unique, a way for all those units I create to also act differently, based on what faction the belong to.

 

Enemy Faction Tactics:

Each faction fights differently, not only because of their equipment but also due to completely different strategic philosophies and military traditions (or instincts if we're talking about the Infested). The main systems at play here are:

Faction Focus: What the given faction emphasises and what they do best; but also what they do worst.

Stratagems: Broad and general behaviours of the given faction.

Tactics: More specific ways that the enemy will react when faced with given situations.

Grineer:

Spoiler

Focus: Overwhelming Strength, Brute Force:

The Grineer are the strongest of the factions when it comes to pure, raw power. Overpowering weapons combined with insane protection offered by armor make each and every single clone a true warmachine.

Pros:

  • Probably the strongest in small numbers. Each unit is powerful on their own.
  • At the same time, they are also easily replaced.
  • Heavy armor makes the Grineer the most durable faction.
  • Unified by a single purpose, the Grineer march as one.

Cons:

  • Susceptible to Crowd Control due to low amount of specialists and defensive units.
  • Grineer fireteams require ample space to manouver properly.
  • If they aren't able to deal direct damage, they can't do much else.
  • Strict chain of command may cause chaos if the priority targets are eliminated.

 

Stratagems:

1. Fireteams:

The Grineer army always moves in squads. Led by command units, like Commanders, Captains and other officer-types, these fireteams are highly coordinated, heavily bonded and ready to fight.

As Grineer level goes up, their squad tactics improve:

  • + Coordinated Target Acquisition (attacking the same target, prioritizing main damage dealers or squishy enemies, etc.).
  • + Squad Communication (identifying targets, alert status, etc.).
  • + Squad Actions (simultaneously taking cover + covering fire, dodging attacks, coordinated grenades, etc.).
  • + Bonus abilities and aura effects for Officer-type units.

Lower ranked units are likely to attempt to cover their superiors with their bodies.

 

2. The Elites of the Elites:

The Grineer are known for their Social-Darwinist approach to their clones. Everyone can achieve great honour and strength if they can prove themselves to be worthy.

Grineer possess an additional unit tier above Eximus, the Ultras.

As Grineer level goes up, the chance to spawn as an Ultra improves:

  • + Stronger Eximus effects.
  • + Bonus Ultra effects, drawing from a unique list.
  • + Awe-inspiring raw offensive power.

Lotus will call out Ultra spawns.

 

3. Military Value:

Grineer are purely utilitarian, and each unit has a set worth for the army. When choosing units for certain actions, this worth is used to compare the available units. Lower worth makes the unit more probable to do risky, suicidal actions, high worth makes it more likely for the unit to actually try and survive longer.

As Grineer level goes up, their value spread improves, allowing for faster and more efficient usage of manpower (e.g difference between a Lancer and a Bombard grows, making the Bombard ever less likely to suicide rush pointlessly).

 

4. Favourite Enemy:

In addition to Squad Leaders being able to coordinate fire, individual units become the more proficient at attacking priority targets the higher their level. As Grineer value raw power over everything else, they will ALWAYS prioritize the player with the highest damage percentage and/or kill count.

 

Tactics:

Quick explanation: Tactics are actions taken by units whenever a specific trigger happens (e.g. A player does something important, a mission goes to the next phase, etc.) Advanced actions and those that end up raising the difficulty of the mission are more likely to occur as the enemy level rises. In short: Tactics=Reactions.

I'm not gonna write every single basic action possible though, cause that would be too much (stuff like "take damage -> seek cover" is obvious and boring to write over and over again).

As Grineer level goes up, their individual tactics improve:

 

Eximus/Ultra Reinforcements:

Units may attempt to call for Eximus or Ultra reinforcements at any Panic Button they can get to (prefer closest). As the level goes up, the reinforcements are more likely to be tailored to the situation (Pinnacle Ultra called when abilities are spammed, Armor Repair Eximus when many Corrosive weapons are at play, etc.)

 

Leader Down:

Units who lost their Squad leader will immediately attempt to find a squad they can join. Certain units can acquire "field promotions" to take over the role of a Squad Leader (look for "This unit is an Officer" and "This unit may be Field-Promoted" tags in the units' description, it is also safe to assume all bosses and mini-bosses are Officers). This behaviour may be exploited to repatedly force units to regroup by picking out Officers.

 

Suicide Strike:

Grineer respond to being unable to breach a defended location with a unique attack:

a) A unit from within the group of Grineer is chosen by RNG, prefering lower worth (Military Value) units (however Manhattan Ultras or other On-Death Trigger units are given gigantic priority regardless of their Value);

b) This unit equips several grenades taken from their allies;

c) The unit rushes into the location, detonating all explosives, killing themselves in the process.

 

High-Risk Deployment:

Grineer respond to being unable to spawn a certain threshold of units every time they attempt to spawn units (e.g. When players block otherwise viable spawning areas) by either teleporting or dropping the units via Drop-Pods. Grineer will disregard pretty much any spawn limitations when spawning this way (Except stuff like spawning outside of map, obviously).

 

Final Retaliation:

Grineer may respond to the players completing certain objectives (e.g. Exterminate kills, Target Captures, Mobile Defense consoles finished, etc.) by attempting to demolish the location entirely. This might interrupt normal mission objectives. Chance for this to happen is not affected by Grineer level.

a) Grineer Galleons and Asteroid bases or Corpus Ships may be fired upon by other ships, causing instant hazards to appear (similarly to Reactor Sabotage) as well as causing a countdown to total ship destruction.

b) Land-based Tilesets may be targeted by Orbital Bombardment, causing a countdown to total area destruction.

c) Kuva Fortress may fire off parts of it's structure into deep space, creating Archwing Sections and (you guessed it) a countdown to total demolition of the area.

etc.

 

Corpus:

Spoiler

Focus: Absolute Control, Complete Denial:

The Corpus use some of the most advanced technology in the System to achieve perfect domination over the battlefield, their specialised proxies and highly-trained professional mercenaries choose not only when to fight, but also HOW to fight.

Pros:

  • If the enemy can't move, they can't kill you...
  • Multiple specialists can easily support each other to create a heavily defended position.
  • Orokin technology allows to bypass certain issues arising from fighting the Tenno.
  • Elastic, remote control systems ensure maximum combat effectiveness at all times.

Cons:

  • ...but if they can, you are out of options.
  • Losing key units can cause fatal failure of the defense.
  • Using advanced technology in an attrition war is extremely expensive.
  • Bureacracy and conflicts of interests can cause problems with large-scale operations

 

Stratagems:

1. Synergistic Approach:

Having literally built their entire military from scratch, the Corpus makes their Proxies deadly on their own, nigh-invulnerable when together.

As Corpus level goes up, inter-unit synergies improve:

  • + Ability Power Increase (stacking effects, combining auras, etc.).
  • + Change of functionality based on allies' needs.
  • + Mid-Combat repair, enhance, upgrades, etc.
  • + Working Together (units more likely to group up on defensive positions).

 

2. Send the Robots!:

The Corpus, having less raw manpower, prefers to count their losses in synthetics.

As Corpus level goes up, Robotic enemies' care for human life improves:

  • + Robotic Spawns/ – Crewmen Spawns.
  • + Robotics Attack, Crewmen Retreat (Human enemies more likely to avoid death at all cost, causing the Robotics to defend them more fiercely).
  • + Reactive Shielding Improvement (Damage-gate system*)

*More on that later, idea credit: @DrMegavolt.

 

3. Cowardice is a Virtue:

Corpus humans are incredibly easily scared and made cautious. Once made cautious or alerted they CANNOT be made relaxed, and higher level units will even resist ability effects that would cause this to happen (e.g. Baruuk's Lull).

As Corpus level goes up, Flesh enemies' cautiousness improves:

  • + Alert radius;
  • + Cowardly Action Speed Up (Running away, alarm console activation, etc.)
  • + Retreat Organisation Up (low level=panic! everybody for themselves; high level=strong units cover weaker units, then the ones further away cover the retreat of the ones left, etc.).

 

4. Favourite Enemy:

Individual units become the more proficient at attacking priority targets the higher their level. As Corpus value utility and tactical advantage, they will MOSTLY prioritize the player with most supportive abilities, as well as actively seeking out opportunities to shut down ability usage.

 

Tactics:

Quick explanation: Tactics are actions taken by units whenever a specific trigger happens (e.g. A player does something important, a mission goes to the next phase, etc.) Advanced actions and those that end up raising the difficulty of the mission are more likely to occur as the enemy level rises. In short: Tactics=Reactions.

I'm not gonna write every single basic action possible though, cause that would be too much (stuff like "take damage -> seek cover" is obvious and boring to write over and over again).

As Corpus level goes up, their individual tactics improve:

 

Eximus Reinforcements:

Units may attempt to call for Eximus reinforcements at any Panic Button they can get to (prefer closest). As the level goes up, the reinforcements are more likely to be tailored to the situation (Nullifier or Scramble Eximus called when abilities are spammed, Reprogramming Eximus when many Robotic allies have been eliminated recently, etc.)

 

Complete Lockdown:

Units may attempt to "spam" initiating Full Map Lockdown (alarm phase 2), especially in the event of a depressurisation of a room containing Tenno.

 

Stealth Deployment:

Corpus responds to being unable to spawn a certain threshold of units every time they attempt to spawn units (e.g. When players block otherwise viable spawning areas) by spawning a much larger force the moment they have the space to do so. This force will always prioritise flanking positions when spawning.

 

I think I saw something!:

Corpus units are greatly cautious whenever presented a clue that an Invisible unit is nearby. They will attempt to find it more aggressively, as well as just being alerted more quickly to it's presence.

 

Infestation:

Spoiler

Focus: Endless Horde Consumes All:

The Infested are unfettered by anything, they simply move forward until one side of the conflict is wiped out. Even when you think you killed them all, they simply return stronger, having consumed the flesh and experiences of their fallen.

Pros:

  • A giant flood of units can easily overwhelm enemy positions.
  • Chaotic combat lends itself to natural strengths of the Infested.
  • Whoever succumbs is either replaced or instantly "recruited" into the ranks.
  • No clear control point makes defending against the Infested difficult.

Cons:

  • Massed, straightforward charges are easily countered by area of effect weaponry.
  • A smart enemy can easily hide within the chaos of battle, making elimination of priority foes difficult.
  • If there is no biomass to consume, the Infestation dies on it's own.
  • No control point means no priorities, no real strategy can cause easy defeat against well-coordinated forces.

 

Stratagems:

1. In Death, We Grow:

Infestation responds favourably to great amount of death in the area, even if it's the Infested dying.

As Infested level goes up, their immortality improves:

  • + Revive Chance (units can come back, even as different unit types, removed with 18?cb=20140124221428 Heat damage).
  • + Infection Vector (damage dealt by Infested or to Infested can cause nearby units to become Infested on death).
  • + Body Horror (Infested can avoid death by combining with nearby allies).
  • + Assimilation (All non-Infested have an Infested counterpart).

 

2. Why do you defile us:

Infestation naturally resists Warframes' influence due to their common origins.

As Infested level goes up, their unnatural powers improve:

  • + Special and Eximus units Spawn chance (Up to guaranteed Eximus status on every unit spawn).
  • + Re-Evolution Engine (Tactical Responses allow units to change into other units).
  • + Void Eclipse (increasing resistance to powers, chance to summon reinforcements every time a power is used).

 

3. Favourite Enemy:

As their level goes up, the Infested become more and more inclined to attack players using abilities and/or Operators.

 

Tactics:

Quick explanation: Tactics are actions taken by units whenever a specific trigger happens (e.g. A player does something important, a mission goes to the next phase, etc.) Advanced actions and those that end up raising the difficulty of the mission are more likely to occur as the enemy level rises. In short: Tactics=Reactions.

I'm not gonna write every single basic action possible though, cause that would be too much (stuff like "take damage -> seek cover" is obvious and boring to write over and over again).

As Infested level goes up, their individual tactics improve:

 

Shared Understanding:

Infested units may react to certain situations as if they were Grineer or Corpus units. Higher levels are more likely to react in ways beneficial for the Infested.

 

Growing out of Walls:

Infestation responds to being unable to spawn a certain threshold of units every time they attempt to spawn units (e.g. When players block otherwise viable spawning areas) by spawning units directly out of Infested growths in the Tileset. Units spawned this way are more aggressive.

 

ViSoRi:

Spoiler

Focus: Powerful Body, Infinite Mind:

Drones don't tire, they don't malfunction, do not require maintenance nor repairs. Minds do not feel fear, war is just like a game for them. The VSR possess nigh-infinite resources, and do not hesitate to use them. Their goal: take back the entire solar system, which they believe to be rightfully theirs.

Pros:

  • Quantum power! Self-repairing, possibility bending materials make the VSR units super hard to defeat.
  • Combat ready, no matter what. If their weapons are innefective, they'll just remake their entire arsenal on the fly.
  • Catch the opponents by surprise! None can match VSR Mobility.

Cons:

  • They aren't warriors. VSR's Minds are not very war-minded, even after thousands of years.
  • Overreliance on gear upgrades. Can't change those everytime something new happens.
  • Limited space means limited mobility. Drones were designed for outside environments.

 

Stratagems:

1. Modularity:

VSR Drones are built out of modular parts, and while damaging any part will also decrease the unit's main health bar, it will certainly take a few parts destroyed before the Drone goes properly down. Destroying a module will reveal hidden weakpoints, as VSR Drones do NOT feature normal headshot weakpoints (not any headshot multipliers).

As VSR level goes up, their build quality improves:

  • + Modular Modules (modules may have modules themselves, delaying their destruction and removal of functionality).
  • + Function Overdrive (chance to not lose functionality even after a Module has been destroyed).
  • + Adaptive Defences (chance to gain bonus resistances against whatever destroyed the last Module, lost upon destruction of another Module, credit for idea: @DrMegavolt).

2. Start from Scratch, then Upgrade:

ViSoRi units possess a much lower amount of unique unit types, having only a few base templates with randomized weapons, but each unit can become unique on it's own, during combat.

As VSR Drones have their Modules destroyed (or even at will, sometimes) the units will call for raw matter to rebuild what they have lost over the course of battle (or simply remake themselves for better functionality). These repairs are nearly immediate and don't force the Drones into any animations whatsoever, although you may get a split-second to shoot them in their weak points. These upgrades can happen indefinitely, and reset any destroyed Modules' hp, however they do NOT reset the main health bar.

Drones can completely remake their entire combat purpose via these upgrades (e.g. a unit starting as a sniper may equip heavy armor and melee weapons).

As VSR level goes up, their upgradability improves:

  • + More Upgrades! (higher levels have access to stronger augments, or can bypass lower tiers to instanly gain huge benefits).
  • + Relevancy and Speed (Upgrades get more and more tailored to the situation at hand, units can upgrade much more often, to the point of equiping different melee weapons mid-strike).
  • + Weaponized Adaptation (As new units spawn in, they have a chance to come in pre-upgraded, based on what the units already in combat chose to upgrade).

3. VSR Mobility:

All ViSoRi units possess some of the highest degrees of mobility in the game. At the same time, they innately resist any effects that would limit their superior movement.

As VSR level goes up, their mobility improves:

  • + Quantum Jumping (VSR Drones can teleport at will, blinking in and out of existence, higher levels, more teleporting).
  • + Limited Flight (VSR Drones may fly, with level-based efficiency).
  • + Crowd Control Resistance.

4. Favourite Enemy:

VSR Drones will always target Tenno with super high priority. Other than that VSR units will always target mission objective first.

Tactics:

Quick explanation: Tactics are actions taken by units whenever a specific trigger happens (e.g. A player does something important, a mission goes to the next phase, etc.) Advanced actions and those that end up raising the difficulty of the mission are more likely to occur as the enemy level rises. In short: Tactics=Reactions.

I'm not gonna write every single basic action possible though, cause that would be too much (stuff like "take damage -> seek cover" is obvious and boring to write over and over again).

As VSR level goes up, their individual tactics improve:

 

Hacking Prowess:

Possessing powerful computational backup, VSR Drones may attempt to counter your hacks with their own. They are also able to hack any console themselves and do it near-instantly.

 

More Power Needed:

Units witnessing a destruction of a Module or an entire Drone may instantly attempt to upgrade to counter the assailant, or even gain resistance to their attacks for a duration.

 

Upgrade Package:

VSR Drones may spontaneously become Eximus units.

 

Direct Strike:

VSR Drones may spawn anywhere on the map at all times, announcing their arrival with Quantum Particle effects.

 

Weakness Found:

VSR units gain proficiency at killing enemies they already killed. After being killed by a VSR unit, you will obtain a debuff to damage resistance against VSR targets.

 

Intelligence Opportunity:

Units may spend an action to allow rapid upgrades on newly-spawned units.

 

Game-like Behaviour:

VSR Drones do not seek cover, and often do not dodge attacks.

Orokin:

Spoiler

Focus: Gilded masterpieces of Old Traditions:

The remnants of the once-great Orokin are numerous, but without leadership of their masters, they have fell into disrepair. This does not mean they aren't combat ready, however, as anyone trying to infiltrate ruins of old can attest.

Due to the sheer size and power of the Old Empire, the Orokin forces are split into several groups:

Corrupted: Forces of mind-broken slaves, controlled by the Neural Sentry System, they are bound to specific Orokin sites.

Daemons: Samodeus-made prototypes of VSR-like Drones, built for the Orokin as a bargaining chip. They are bound to the Titan and Kronos Base.

Pros:

  • Powerful, original Orokin weaponry and technology.
  • Combination of the strengths of other factions, with most of the weaknesses removed.
  • Tenno were created by the Orokin, and so, their safety systems have built-in countermeasures.

Cons:

  • There is no leader, no master left.
  • Mindlessness of the slaves and drones causes them to be poor tacticians.
  • Relying on raw strength, when it can't be easily replenished.

 

Stratagems:

1. Combined Brain:

The Orokin Sentries rely on a central Neural Processing Units at the core of each facility to provide them with orders and analyze data. While this allows each unit to act near instantly and in great synchronisation, it also means overloading the system causes shortages of orders.

As Orokin level increases, their processing power improves:

  • + Faster Reactions (All units react faster and more precisely, ability usage better suited to the situation).
  • + Lag Countermeasures (the main processing unit's ability to control more and more units, spawns increase).
  • + Crowd Control Resistance.

2. Masters of the Elements:

The Orokin had the absolute control over the climate and natural energies. This mastery is reflected in their units. Elemental-infused shielding completely changes the way the Shield-health works for these units. Each unit type has specific element strengths and weaknesses.

As Orokin level increases, their elemental power improves:

  • + Elemental Armaments (Bonus elemental damage for all units).
  • + Elemental Shield Strength (Elemental Shields take less damage from elements that don't match their polarization).
  • + Partial Adaptation (weaker units may inherit damage resistances of stronger ones, or boost the strong units).

3. Defensive Focus:

The Corrupted and Daemons were created as guards, not conquerors, so their ability to defend a given position is incredible. The Neural Processing Units aree sure to use the very environment to their advantage.

As Orokin level increases, their environmental control improves:

  • + Environmental Traps (good old lasers, but also more exotic, even anti-operator traps).
  • + Modulate Map (the Neural Sentries gain the ability to move tiles around, changing the map around you).
  • + Ambush Tactics (Orokin units prefer to spawn in large, concentrated numbers and flank the enemy).

4. Favourite Enemy:

Orokin Units will prefer to target Operators and targets with the lowest health.

 

Tactics:

Quick explanation: Tactics are actions taken by units whenever a specific trigger happens (e.g. A player does something important, a mission goes to the next phase, etc.) Advanced actions and those that end up raising the difficulty of the mission are more likely to occur as the enemy level rises. In short: Tactics=Reactions.

I'm not gonna write every single basic action possible though, cause that would be too much (stuff like "take damage -> seek cover" is obvious and boring to write over and over again).

As Orokin level goes up, their individual tactics improve:

 

Instant Alarm: 

Units that are alerted have high chance to instantly alert the entire map. Orokin units may spawn suspicious even if no other unit was made alerted or suspcious before.

 

Shadow of Conscience:

Corrupted units may use Stratagems or Tactics of their original faction.

 

Equation Solved:

The Central Neural Processing Units may develop countermeasures to abilities when exposed to ther effect too much (spamming a single ability can decrease it's effectiveness over time).

 

Our Gilded Home:

Units may be deployed directly into combat via teleportation.

 

Riven:

Spoiler

Focus: Power Overwhelming, Absolute Order:

The Riven aren't a single-minded faction, or perhaps, not even a faction, per-se. The creatures you encounter can often resemble forms of other factions' units, although some may look completely new. The Riven are controlled by those who wield the power of Riving, the Words of these Masters can shape reality itself, so it's no surprise that the Riven are reshaped as well. Every single Riven is controlled either by a Dragon, or some other powerful entity, but there are still echoes of the original being inside, their Souls, remade, recut.

Pros:

  • Infinite Life, the Riven cannot actually die, since their existence is bound to their master.
  • Perfected Power, the Riven are repuprosed, so that their natural strengths are improved, and weaknesses removed.
  • Reality, Torn. The Riven are not on the same plane of existence as normal beings, and so, the Riven cannot be defeated.

Cons:

  • None, the Riven are perfect for all accounts and purposes.

 

Stratagems:

1. Perfection Achieved:

The Riven are personally customized by their Masters. No weakness remains in those unkillable soldiers. No power, other than their Masters', can control them.

As Riven level increases, their immunities improve:

  • + Deflection (units may attempt to shrug off negative effects).
  • + Regeneration (units can regenerate lost hp, amor and shields).
  • + Degeneration (units may attempt to steal positive effects for themselves).

2. The World, Riven as We are:

The Riven aren't actually there, their existence is completely against all laws of nature and physics. The World recoils in disgust at their very presence, but it can do nothing but yield to their power.

As Riven level increases, their exotic abilities improve:

  • + Consequence before Reason (Riven units can change positions instantly, without any in-between movement (e.g. turn around without animation)).
  • + Reality Shift (Riven units can infinitely teleport at will to any location they want, or even dodge attacks).
  • + Blink (units may attempt to dissapear from reality when attacked, only appearing again when they are safe).

3. Shrouded and Consumed:

The Riven have a strenuous relationship with Reality, and so, it has no power over them. Those who wish to challenge them, are damned from the beginning, unless they are also Riven.

As Riven level increases, their ethereal presence improves:

  • + Consumation (units have a larger chance to be invulnerable unless the enemy is also Riven).
  • + Riven Shroud (units more often do not possess a normal hitbox, instead the energy that surrounds them serves as the only hit location).
  • + Requiem Defied (units gain a chance to nullify lethal damage, forcing the players to use Parazon finishers).

4. Favourite Enemy:

Riven against Riven. The Riven prefer to target Riven enemies (e.g. Riven mode using players).

 

Tactics:

Quick explanation: Tactics are actions taken by units whenever a specific trigger happens (e.g. A player does something important, a mission goes to the next phase, etc.) Advanced actions and those that end up raising the difficulty of the mission are more likely to occur as the enemy level rises. In short: Tactics=Reactions.

I'm not gonna write every single basic action possible though, cause that would be too much (stuff like "take damage -> seek cover" is obvious and boring to write over and over again).

As Riven level goes up, their individual tactics improve:

 

Ultimate Enigma:

Units may choose any Tactic from any Faction to perform at any time. These Tactics are more likely to be well chosen to the situation.

 

Timeline Split:

Units may split into multiples of themselves when performing any action.

 

Consume:

Powerful units may consume weaker units to replenish strength, or gain new abilities.

 

All is Riven:

Units may spawn anywhere at all times.

 

 

Back to the Main Post

 

Edited by HugintheCrow
added Orokin and Riven information
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Oh, boy! ACTUAL STRATEGY!

Especially against the Corpus. I like the shield gating part, mind, because - and I know I've said this before - shields are a complete non-factor to me because of just how many ways I have to ignore them. My Sobek farts in the general direction of shields and explodes them. From the inside.

Edited by (XB1)Fluffywolf36
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On 2019-05-11 at 7:49 PM, RevanGarcia said:

... what is going on here?

Triglavians invading Warframe?

22 hours ago, HugintheCrow said:

Another somewhat skeletal post, but I want to lay some groundwork now.

This time, I'd like to introduce a system, which makes the enemy factions more unique, a way for all those units I create to also act differently, based on what faction the belong to.

 

Enemy Faction Tactics:

Each faction fights differently, not only because of their equipment but also due to completely different strategic philosophies and military traditions (or instincts if we're talking about the Infested). The main systems at play here are:

Faction Focus: What the given faction emphasises and what they do best; but also what they do worst.

Stratagems: Broad and general behaviours of the given faction.

Tactics: More specific ways that the enemy will react when faced with given situations.

Grineer:

  Reveal hidden contents

Focus: Overwhelming Strength, Brute Force:

The Grineer are the strongest of the factions when it comes to pure, raw power. Overpowering weapons combined with insane protection offered by armor make each and every single clone a true warmachine.

Pros:

  • Probably the strongest in small numbers. Each unit is powerful on their own.
  • At the same time, they are also easily replaced.
  • Heavy armor makes the Grineer the most durable faction.
  • Unified by a single purpose, the Grineer march as one.

Cons:

  • Susceptible to Crowd Control due to low amount of specialists and defensive units.
  • Grineer fireteams require ample space to manouver properly.
  • If they aren't able to deal direct damage, they can't do much else.
  • Strict chain of command may cause chaos if the priority targets are eliminated.

 

Stratagems:

1. Fireteams:

The Grineer army always moves in squads. Led by command units, like Commanders, Captains and other officer-types, these fireteams are highly coordinated, heavily bonded and ready to fight.

As Grineer level goes up, their squad tactics improve:

  • + Coordinated Target Acquisition (attacking the same target, prioritizing main damage dealers or squishy enemies, etc.).
  • + Squad Communication (identifying targets, alert status, etc.).
  • + Squad Actions (simultaneously taking cover + covering fire, dodging attacks, coordinated grenades, etc.).
  • + Bonus abilities and aura effects for Officer-type units.

Lower ranked units are likely to attempt to cover their superiors with their bodies.

 

2. The Elites of the Elites:

The Grineer are known for their Social-Darwinist approach to their clones. Everyone can achieve great honour and strength if they can prove themselves to be worthy.

Grineer possess and additional unit tier above Eximus, the Ultras.

As Grineer level goes up, the chance to spawn as an Ultra improves:

  • + Stronger Eximus effects.
  • + Bonus Ultra effects, drawing from a unique list.
  • + Awe-inspiring raw offensive power.

 

Tactics:

 

Corpus:

  Reveal hidden contents

Focus: Absolute Control, Complete Denial:

The Corpus use some of the most advanced technology in the System to achieve perfect domination over the battlefield, their specialised proxies and highly-trained professional mercenaries choose not only when to fight, but also HOW to fight.

Pros:

  • If the enemy can't move, they can't kill you...
  • Multiple specialists can easily support each other to create a heavily defended position.
  • Orokin technology allows to bypass certain issues arising from fighting the Tenno.
  • Elastic, remote control systems ensure maximum combat effectiveness at all times.

Cons:

  • ...but if they can, you are out of options.
  • Losing key units can cause fatal failure of the defense.
  • Using advanced technology in an attrition war is extremely expensive.
  • Bureacracy and conflicts of interests can cause problems with large-scale operations

 

Stratagems:

1. Synergistic Approach:

Having literally built their entire military from scratch, the Corpus makes their Proxies deadly on their own, nigh-invulnerable when together.

As Corpus level goes up, inter-unit synergies improve:

  • + Ability Power Increase (stacking effects, combining auras, etc.).
  • + Change of functionality based on allies' needs.
  • + Mid-Combat repair, enhance, upgrades, etc.
  • + Working Together (units more likely to group up on defensive positions).

 

2. Send the Robots!:

The Corpus, having less raw manpower, prefers to count their losses in synthetics.

As Corpus level goes up, Robotic enemies' care for human life improves:

  • + Robotic Spawns/ – Crewmen Spawns.
  • + Robotics Attack, Crewmen Retreat (Human enemies more likely to avoid death at all cost, causing the Robotics to defend them more fiercely).
  • + Reactive Shielding Improvement (Damage-gate system*)

*More on that later, idea credit: @DrMegavolt.

 

Tactics:

 

Infestation:

  Reveal hidden contents

Focus: Endless Horde Consumes All:

The Infested are unfettered by anything, they simply move forward until one side of the conflict is wiped out. Even when you think you killed them all, they simply return stronger, having consumed the flesh and experiences of their fallen.

Pros:

  • A giant flood of units can easily overwhelm enemy positions.
  • Chaotic combat lends itself to natural strengths of the Infested.
  • Whoever succumbs is either replaced or instantly "recruited" into the ranks.
  • No clear control point makes defending against the Infested difficult.

Cons:

  • Massed, straightforward charges are easily countered by area of effect weaponry.
  • A smart enemy can easily hide within the chaos of battle, making elimination of priority foes difficult.
  • If there is no biomass to consume, the Infestation dies on it's own.
  • No control point means no priorities, no real strategy can cause easy defeat against well-coordinated forces.

 

Stratagems:

1. In Death, We Grow:

Infestation responds favourably to great amount of death in the area, even if it's the Infested dying.

As Infested level goes up, their immortality improves:

  • + Revive Chance (units can come back, even as different unit types, removed with 18?cb=20140124221428 Heat damage).
  • + Infection Vector (damage dealt by Infested or to Infested can cause nearby units to become Infested on death).
  • + Body Horror (Infested can avoid death by combining with nearby allies).
  • + Assimilation (All non-Infested have an Infested counterpart).

 

2. Why do you defile us:

Infestation naturally resists Warframes' influence due to their common origins.

As Infested level goes up, their unnatural powers improve:

  • + Special and Eximus units Spawn chance (Up to guaranteed Eximus status on every unit spawn).
  • + Re-Evolution Engine (Tactical Responses allow units to change into other units).
  • + Void Eclipse (increasing resistance to powers, chance to summon reinforcements every time a power is used).

 

Tactics:

 

 

Back to the Main Post

 

Dammit, I've had an idea like this for a while now but no time to work on it! I've always wanted to see the enemy factions use better tactics instead of just getting bigger numbers until they're basically immune to everything and one-shot anything that isn't invisible.

If I might make a suggestion re: dedicated melee units, I think they could use something of a rework as well. At least for the Grineer and Corpus, the Infested have the opposite problem.

Grineer can afford to use melee units because they grow clones in job lots, so sending people in to fight an Infested or a Tenno in melee combat is actually a viable option instead of a waste. In addition, some of the clones are probably too aggressive to hang back and shoot the enemy no matter how much you train them, so giving them a machete or cleaver and sending them forward in a charge is probably the best way to use them.

Now, with that said, as much as Corpus propaganda would like you to believe otherwise the Grineer are not complete idiots, and any melee units they deploy are going to be equipped in such a way that they are as effective as possible. Guns replaced melee weapons for a reason, and charging someone head-on while they shoot you full of holes is just stupid. Any melee units should have a bulletproof shield like the Shield Lancer, a jetpack like the Hellion or Reaver, teleport like a Flameblade, or ambush you like a Manic.

As for the Corpus, since they make heavy use of proxies instead of industrial-scale cloning facilities like the Grineer everyone they train to fight is much less replaceable than Grineer soldiers are (and probably better educated, too). As such, the Corpus generally refuse to engage in melee combat unless they have no other choice, instead preferring to blast their enemies at range from behind a wall of expendable proxies. Prod Crewmen should be given a short range weapon like the Quanta, Glaxion, or Amprex and renamed appropriately to reflect this (that this makes John Prodman even more of a badass is just gravy).

Every Corpus unit is armed with their primary weapon, a Spectra as a sidearm/utility weapon, and (depending on the environment) a Prova/Kreska/both as a backup melee weapon. Units that need to get close for their abilities to work like Nullifiers, Comba, and Scrambus will use short range weapons like the Sonicor, Convectrix, or Plasmor. Since they're such a game-changing unit for fighting the Tenno, Nullifiers in particular ought to be treated like rare and valuable assets, equipped with the best technology the Corpus can buy and armed with their most expensive and powerful short-ranged weapons, such as the Exergis or Arca Plasmor.

Any dedicated melee troops should be elite units only found at higher levels like Comba and Scrambus and equipped with every possible advantage such as hover tech, jetpacks, nullifier bubbles, etc. to maximize the chances of such a risky investment paying off, and their lore should reflect how the rest of the Corpus' military forces think they're nuts. Corpus melee weapons should also reflect this, with the Prova and Kreska being utility weapons while the Lecta, Galvacord, and Falcor can strike from range. Any deviation from this formula needs justification in the lore, which is already the case for several weapons:

  1.  The Ohma are used only by Tia Mayn, and quite obviously custom weapons designed for her like Derim Zahn's Ferrox. We just got our hands on the blueprints.
  2. The Serro was originally designed as a tool to scrap obsolete ships but was quickly banned after rebels discovered it could be used as a weapon. That the rebels were in the Sedna region implies it was sold to the Grineer for use by their slaves while the Corpus had a laugh at the Grineer's foolishness for not using automated shipyards, then laughed even harder as violence ensued.
  3. The Obex are constructed using Corpus technology, but their lore states that they were designed by the Tenno. This might also be the origin of the Falcor since it's described as a (emphasis mine) "Corpus-tech glaive" instead of "Corpus-designed glaive" or just "Corpus glaive".

The only outlier here is the Arca Titron, and I can see that being a weapon intended for jumping shock troops like the Trencher or another custom job like the Ohma. Time will tell what DE chooses, but I'd lean slightly towards the latter.

Anyway, that's just my advice/opinion, but feedback would certainly be appreciated! I like what you're doing here, and I might make my own thread if I can figure out how to rip weapon and unit models from the game and import them into SFM or GMOD. Being able to actually show what I want a unit to look like without relying on badly-photoshopped screenshots would certainly be nice...

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On 2019-05-12 at 4:49 AM, RevanGarcia said:

... what is going on here?

 

On 2019-05-18 at 4:40 AM, (XB1)UpgradeAcorn989 said:

Cyka Blyat !!

Hit the Deck!

 

1 hour ago, Valiran said:

Triglavians invading Warframe?

There are enough hints in the thread for inquisitive minds to find answers.

1 hour ago, Valiran said:

suggestions

It's nice to actually get feedback once in a while.

Regarding Corpus weapons, I intend to roll out a large scale retooling of existing units as well as adding a ton of my own original ones (art for 30-ish is on my DeviantArt already, if you don't mind spoilers), it will come out this week maybe.

Not to mention I do want to make several Corpus Reinforcements (I use the word reinforcements for thread updates containing new weapons), which will be used by my units.

About Nullifiers and Combas, I've removed them as unique units instead they have become Corpus-exclusive Eximus types, read more here: Link

 

1 hour ago, Valiran said:

I might make my own thread

The more the better. I am of an opinion that we could use way more fan concepts that aren't just "new warframe #32434654642"

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2 hours ago, HugintheCrow said:

The more the better. I am of an opinion that we could use way more fan concepts that aren't just "new warframe #32434654642"

Considering that like 80% of my thread is guns, I may not be in the right place to judge, but:

Concur'd.

Make updates for the game you want to play, yeah? Cause we complain all the time. Come up with solutions, new game modes, make that weapon from that game that you feel could be easily exported in easily (You know I do this all the time). 

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