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#Gaming

9/26/2015 7:45:57 AM
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Guardians Vs. Blacklight Agents.

Blacklight Agents

3

Guardians

14

I don't give a -blam!-.

5

I'm pretty sure it can be said in some cases that VS. threads involving the main characters of the game not meant to be talked about here on it's own (Destiny) against many other things (typically Spartans or Tenno) is a bit too common here in #Gaming, but hear me out: I believe that we may just have an asymmetric but balanced enough match in the case of Blacklight Agents versus Guardians, going off core gameplay alone (though in this case we'll add some tweaks to account for some of the other parts). Both sides will have a team of nine, one subclass per guardian, though the Blacklight Agents can differ as needed. Both will be at their highest levels with whatever gear they want (which I think now is about 40 each, right?) For a good measure of both combat and objective completion, I would suggest having the fight work out like this in terms of what they're doing: [spoiler]The match will be a Netwar modified to work for both sides, which means there will be jumps the guardians alone can make (but can be reached on foot), and there will be ammo spawns occasionally (either that or Ghosts can access the Depots, but only to buy special and heavy ammo at fair prices). For those who don't know how Netwar works, think of it as domination combined with capture the flag, there will 5 points, two near the spawns of each team, and one in the center, and each team will have a flag near the spawn that can be taken and captured (provided the other flag isn't taken as well) for a large sum of points and CP (or was it BP?) Whichever team has the most points (or hits The point limit) in 10 minutes wins.[/spoiler] I also have some suggested rules for this battle: [spoiler]-Both sides will have similar TTK, and will follow the same health rules from their games (full regen for Guardians, up to half but can be given health injections or medkits for Agents). -Head shots will do extra damage, but Blacklight agents depending on their headgear may not take as much (especially if MARS is allowed to be one of the agents) -Guardians will earn their supers in the same way they do in the Crucible, whilst the Agents will earn CP(/BP) normally. -Every Agent will carry one Melee weapon and whatever grenades/gadgets they want depending on the amount of "pockets" their armor allows, and will have one backpack of their choice (this will be their main ability, whether it's cloaking, heavy ammo, a sheild, a medical injector, or a revive syringe bag). -Ghosts can be used to hack the control points at the same speeds (and chances of messing up) that Agents have, allowing for quick captures. The ghost can be shot at this point. They can also hack anything else that's hack able the same way (they'll also be needed to access depots, if that's how ammo's going to be distributed). -Both sides will be able to manually respawn after a few seconds, or will be automatically respawned a about 30 seconds after death. -Provided respawning has not been denied in anyways, both sides can revive the same way they would in their games (either through syringe and the agent using it to revive themself, or the Guardian using the ghost of their fallen comrade). -Killing with a headshot, an explosive, a railgun, a high power Melee attack (breach hammer or the closest equivalent, maybe storm fist?), or an attack that would destroy the body will make the killed fighter unrevivable, but will auto-respawn them when the moment the manual respawn is available. -Explosive + electric (or arc) attacks will lead to a massive amount of damage, possibly enough to straight up cause the head of the victim to explode right then and there. -The elemental weapons of the Blacklight agents will affect Guardians the same way they would affects agents (Incin does damage over time for less damage up front. Toxic does a little less damage over time but also messes with the victim's visor due to the stuff trying to melt it off. Explosive jars vision and disable respawn. Electricity stuns and messes with vision. All hurt less than regular bullets up front). Magnum (more damage and recoil, smaller amp capacity in the gun) will also be allowed. If needed Arc, Sol, and Void damage can have matching elemental properties (would void be toxic or explosive?). -Guardians will have to find hardsuit weak points themselves (provided they don't just focus their available rockets on them) -Each capture point has a depot on it that Agents can use to buy from a list of items of their choice (health, ammo, heavy weapons, hardsuits, etc.) -The means for each side to blind one another will work on their enemies in this situation. Same goes for how they hide from one another (unless thermal scopes get involved). -Guardians will keep their radar, and will have the needed HUD icons for everything involved (including an icon for each flag at all times, even when it's stolen), and Blacklight Agents will keep their HRV (including the downside to it). -No sprinting for jump abilities while carrying the flag, but any and all other weapons and abilities are welcome to a degree). -Emotes are perfectly welcome. -Within good reason, these rules are open to your interpretation. If you want, you can also just ignore these rules downright, but don't say something like a single gun or a single ability is an instant victory or something like that, unless you can argue otherwise effectively.[/spoiler] Gimme your thoughts as to which side would win, how they'd probably be armed, or maybe about how something unique to one universe would work in the other. All I ask is that you just don't say one thing alone would beat the entire other team because it would. I want some good arguments out of you folks.

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