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Destiny 2

Discusión sobre Destiny 2
Editado por Joyaboi: 7/9/2017 9:24:49 PM
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How To Implement Splicers in D2

[spoiler]*A Wild Gringo has appeared*[/spoiler] So in another post I made I talked about [url=https://www.bungie.net/en/Forum/Post/228087290/0/0]SIVA returning in Destiny 2 and my thoughts on it[/url]. For a Tl; dr I basically said that SIVA was returning in D2, that is a good thing, and I hope Bungie makes it a bit of a surprise. Another thing I addressed was that I hope the splicers got a makeover in how they fight against us. I felt like I wanted to expand upon that point further so here I am. I will try to go quickly through the stuff I already said so I don't beat a dead horse. I will also go into changes I feel they should make to the Splicers. You do not need to agree with me and feel free to disagree. This isn't me saying "do this or I won't but D2." I am simply throwing out ideas on how Bungie could make the Splicers more different from normal Fallen in D2. [b]Lore[/b] To explain the differences between the Splicers in Destiny 1 and Destiny 2 it would be fairly easy compared to other races. When we first saw the Splicers in RoI they had only found SIVA fairly recently and had just begun to adapt themselves with it. When Destiny 2 rolls around they will have had SIVA for longer and thus be better at Splicing themselves. Any gameplay changes to the Splicers could be explained with the fact that they are simply better at working with SIVA. [u]Units[/u] [b]Splicers[/b] This is on all Splicers, not just one specific enemy type within them. Firstly I think the Splicers should be used alongside the normal Fallen (unless there is some story detail I am not aware of currently) to foil them and give more varied experiences. Secondly I think Splicer ai should be more distinctly aggressive, borderline suicidal where they choose hurting you over protecting themselves. Thirdly I think those SIVA headshot balls should be changed. I think any mechanic that actively deters critical shots in an normal situation is a bad one. I think that that headshot ball should only occur when headshottng an Enraged Vandal (which would happen more often if the changes I mention later in the post were made). [b]Dreg[/b] I feel like Bungie should work with the "peg leg" idea more with the Dregs. They should still be the basic, low level unit so I feel that a simply change to make them more fun without changing what they are is to give them magnetic feet. Basically Splicer Dregs would be able to walk on and jump from any surface, including ceilings and walls. This would certainly mix gameplay up with them as there are few enemies who give the game real verticality. Most just hover a couple of feet off the ground. It was shown that the normal Fallen in D2 can cling to walls, but it is unknown of they just climb it for movement or if they can fire while on walls or even ceilings. However having fully combat ready Dregs with weapons out and SIVA bombs ready would be a joy to fight when they are walking along ceilings or the like. [b]Vandal[/b] I like the current enrage system on Splicer Vandals, however I think it is too uncommon. What I would say is have the Vandals activate their Enrage if you begin to damage it and stop damaging for a short time. Like if you miss one of your pulse rifle bursts it gets enraged. I also think that Vandals should have Shock Daggers grafted into their forearms and they extend when they are Enraged. Along with making then look more badass it would also make incentivized avoiding enraging Splicer Vandals at any cost. [b]Captains[/b] Splicer Captains were probably the closest to their non splicer counterparts. Save for the changes to all Splicers and their Void shield, they are really just cooler looking captains. When thinking of what should be changed to Splicer Captains, I really just thought of what would be fun to play against. In keeping in line with the idea that Splicers are more aggressive than normal Fallen, I thought it would be cool if Splicer Captains have grafted large gas tanks to their backs. When they feel it is ready, they release a cloud of SIVA around themselves similar to that cloud of SIVA that Aksis shoots at you during WoTM. This cloud does not do any damage to Guardians but instead enrages all Splicer Vandals within it and suppresses the abilities of Guardians within it (imagine it as an AoT suppressor grenade). To make it even more creepy, if non Splicer Fallen are caught within it, it begins to splice them and they gain the abilities of Splicers permanently. If, however, the canister is destroyed before the Captain releases it, then it instantly kills the captain (like those Flamethrower Cabal) and releases a blue cloud of SIVA which basically has the opposite effect as the red cloud. It neuters any Splicers within the cloud making them basically normal Fallen. If Guardians enter this cloud, it Empowers them and charges their abilities faster. [b]Servitors[/b] I think that Splicer Servitors should act more vampirey, like Sepiks Perfected. When any Fallen (Splicer or not) is killed near a Splicer Servitor, it will suck up their SIVA or Ether and either regenerate its health (Splicer) or give it an overshield (ether). [b]Iron Remnants[/b] When I first played RoI, I loved the last mission to death and I thought the boss fight with the Remnants of the Iron Lords was very fun. I was disappointed when the Remnants never came back in a strike or the raid. I do think that was waisted opportunity and I think this new fame would be a good time to bring them in as a more common enemy. Obviously there were not an infinite number of Iron Lords, but that only helps the case of making them a common enemy. Allow me to explain. SIVA never forgets anything so it could still know how to make Iron Remnants. The Splicers, with their new control of SIVA, could influence the creation of these abominations, bypassing the use of Iron Lord armor altogether. Perhaps they use Fallen Armor but that would really be up to the designer's taste in what they think would look good. These downgraded Remnants would be basically the same things you fought in the Iron Tomb but smaller and with less health. They would still have that critical spot as a SIVA construct jutting from where the neck would be, and they would still have their main forms of attack as a ground slam, the DoT SIVA cannon, and the normal blaster. These Remnants would be used sparingly as heavy reinforcements. Think of Hunters in Halo (or the Bungie trilogy). As I said, these are just suggestions. I hope you liked my ideas and feel free to share yours below. Thanks for reading!

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  • I would post my full response here, but I have changed my mind and instead will create a thread for my thoughts on Destiny's difficulty. Let me just make it short and sweet. SIVA was a bit more difficult and that's good. I think that bungie needs to develop fresher types of enemies that aren't just "shoot head, wait while they hold shield up, shoot head again"

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