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Destiny

Discuss all things Destiny.
Edited by Cosmic: 10/14/2016 3:39:30 AM
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Ideas to make a Destiny game actually good

For the sake of convenience, "good" in this case is defined as "the rate and consistency at which the player is presented with a difficult and thought provoking obstacle that requires a considerable amount of conscious thought to overcome." It is that principle that makes video games fun! Sadly, games like COD, Destiny, Halo 5, BFH, and Medal of Honor have tried to remove their depth and complexity to provide that rush of enjoyment associated with completing that task without having to actually complete it, as a trade off, the game is complete child's play and requires absolutely no problem solving or cognitive activity in general to complete, and is therefore completely modding the point of what a game should be! That's out of the way, Anyways! Destiny at some point needs an RTS spinoff. Don't shit yourself. Destiny is in many ways like Halo 4-5 or COD, but what COD has failed to do is implement a spinoff game that encompasses a whole new genre of player. Halo has done this with Halo Wars 1-2, and might be a deciding factor in many players purchasing of a Windows 10 software compatible computer or the oft criticized Xbone 1. It brings in more money for the corporate circle jerkers like Vonderhaar to satisfy them, and gives us an actually mentally stimulating game. So what was thinking is that their would be several absolutely massive maps, but all be in one consistent world (a fleet of hive ships can be created on the moon and then sent to Mars, etc). Each player starts as a different faction (all together that is Guardians, the reef, the four main enemies, the taken, and the SIVA dudes). Each faction starts in their respective starting places (fallen Devils on earth, winter on Venus, etc) and with ASYMMETRICAL BALANCING. This is a gameplay design often forgotten in the triple A scene, in which, not every faction can be as powerful as the other in a certain field. I know for a fact the fallen house of exiles sure as hell cant take on an entire a Cabal battle fleet, but they can hijack a few ships and come back with bigger numbers later. It forces you to change your playstyle and think about your actions before you conduct them. Each map will have their own little centerpieces for power, sort of like the tower, the reef, felwinters peak, Clovis Bray, the Citadel, and even NPC factions like Rasputin until he is controlled. Each center will give the defending troops not only a strategic advantage and likely access to a large portion of the map full of choke points and flanking routes, but special perks as well, such as regenerating health (SIVA) or the ability to summon frames and rain down those satellite thingy's Rasputin has. Each faction has its own leaders, which it only has a certain amount of, and once they die, they are permanently dead for the rest of the game. Each faction will be balanced asymmetrically, so Oryx will have to actually raise the darkblades, be a father to Crota and his death singer sister thingy's before they are combat ready, and be super powerful, where the vanguard for the guardians would have different special attacks (for instance, Ikora can do a sensor pulse, allowing you To see the apposing players moves) but not be much stronger than possibly a high-end infantry unit. You can move these heroes around, and they are much stronger in a centerpiece area (Crota is stronger in the Hellmouth, the Kell is stronger in his lair, etc). Units would be created from a Centerpiece or facility would be a structure on the map, it's value increasing by its size (a larger derelict in the reef will be able to produce Awoken guards where a smaller one can only produce frames, etc). When certain facilities are discovered, such as a lucky derelict car or a colony ship, you may find a special unit such as a Dead Orbit hunter, who is capable of repairing crashed spaceships or a specialized cabal Centurion who has some OP warhammer thing. All units that need to be produced from a facility will cost population. More expensive units will cost more population, and a faction isn't properly killed until its population is completely gone and all living units are destroyed. Population will be gained through finding dead ghosts, generated by controlling Centerpieces, and destroying key troops or vehicles on the enemy side such as a kell's Ketch or a massive cabal attack ship. Upgrades wouldn't be about damage upgrades, but more likely a change to the play style affiliated with that unit. Sniper captains can be turned into marksman with more advanced weapons. Or, they could be rebooted back to a weaker state to go down a different path. Comment what you would like to see added! ^~^

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