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Destiny 2

Discuss all things Destiny 2.
Edited by AXELXu7: 10/12/2024 9:14:41 PM
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Destiny 3 ideas (nobody asked for this)

-Additional Race options like Eliksni or Psion or Exo and Taken versions of either. -The ability to wear hunter cloaks up or down. -The ability to completely fabricate a custom shader or at the very least, invert the armor, leather and cloth sections. -A clan hideout on the H.E.L.M. or other social space. Decorateable by admins with accomplishments of the clan. -Lore-web describing events up until present with cutscene viewer that uses the current PC look and build for screenshots. -Exotic and other quests having unique pathfinders so you don't have to do the linear objectives +if procedurally or randomly generated, should be re-rollable +should unlock nodes in the lore-web -NPC characters like Elsie Bray, Drifter, SCUR-V, etc. join your in Campaigns and Battlegrounds a la, Excision but with stats and gear that are progressed over time. +Rogue Lightbearer enemies that use our abilities as well. -Missions where you control your ghost +You should be able to choose a voice for your ghost, at the very least male, female and robotic options. +Ghost mods that improve ammunition regeneration when you pick up glimmer but they use up said glimmer (it's reprogrammable matter, ain't it?). -Please, god. Ship combat. +Let us use a sort of Lego-but-with-ship-parts reminiscent of Destiny 1 ships (we know that's how new boats were made!) Phaetons, Kestrels, etc and we just slap on different engines and rockets. +In target-rich strikes (like Battlegrounds) let us call down airstrikes with our ships. Even if it's just a hard-coded setpiece, it could be very [i]cinematic[/i]... -Patrol zones ought to be a bit chaotic. +Public Events ought to play out as a sort of freestyle onslaught with players able to call down defenses, airstrikes and npc reinforcements as rewards for the hidden objectives that normally made D2 Events Heroic. Stated objectives raise the difficulty and rewards as well. Failures/losses convert that load zone to being held by the faction of the event. -The map is kinda flat +Not the environments themselves, but the navigational tool has no elevation to it. I think that pulling I think that in the future, we ought to have the ability to turn holograms and such to scope out even a low-poly version of the area's terrain. +A (loading) zone could be considered contested, hostile or low-threat with different benefits for each. A low-threat zone may allow your ship to land, deploy a vault, postmaster and/or weapon crafting station and an ammo crate. A contested zone may only provide an ammo crate and may have your ship hunker down and deploy some defenses. And a hostile zone may provide better loot but your ship takes off. -If Gambit doesn't make a return; +I'd like to see the third mode be focused on platforming and vehicles. Sparrows, skimmers and the like. It ought to have a fun, party-game sort of feeling with the first part of the arena focused on grabbing pickups for the vehicle segment. +Could be hosted by Xur and Starhorse. -If Gambit does return; +I'd like to see every Heavy weapon start with a set amount of ammunition so that players have to choose between damaging the boss or invading effectively. The incentive for completing each wave The incentive for finishing waves should be the motes you need, but when you deposit them, you you get an increase to strength, grenade, or your class ability. This is another random element to honor the Playlist's namesake. -Maybe competitive PVP should be more locked-down, with each player picking pre-made loadouts to start each round? +These loadouts might be available to new players as kits so they can learn to buildcraft. +Maybe the loadouts have names and personalities and we've just re-invented the hero shooter, haven't we? -Finishers should be assigned a % chance that they appear, totalling 100, represented by a pie chart +Group finishers based on what class (subclass?!) you're playing as. Could be a reward for multiple guardians being in close quarters with stronger enemies (activates sooner than solo finishers). -Alternate control scheme with emotes being on a wheel that was normally how you cycle weapons with the freed up buttons/keys/dpad being dedicated to specific weapons. -NPCs could react to your emotes. -you should be able to designate one weapon per loadout to be the one your character defaults to when starting a match. -Uncharged melees should have combo animations like the warlock's arcane needle. Could even be dependent on your favorite finisher. |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||| [b][u]Weapon Changes[/u][/b] -Generalized: +Swords and sidearms (category) have infinite ammo. +Other Primary weapons regenerate ammo over time (balanced on a per-archetype or per-weapon basis). +Masterworks have physical distinctions: *Stability has a foregrip. *Handling will be missing the stock or be skeletonized in some way. *Range will have a longer barrel. *Reload masterworks will have a modified magazine *Impact MW will have a charm dangling from it *Charge time will have a heat shroud or enlarged coils *Draw time will have either an invisible string or gaudy string *Blast Radius will include a shield *Accuracy will emphasize feathers on the arrows *Velocity MW will have either a twisted shaft/barrel or ported barrel -Troop Rifles (formerly Pulse Rifles and Auto Rifles) +Able to switch firing modes (Auto when crouched, burst when standing? Or alternate reload) +Combines Auto and Pulse archetypes to make unique loot. -Driver Rifles (previously Scout and Sniper rifles) +Scouts are primary ammo sniper rifles. *Some aggressive frame and formerly slug shotguns may fit here or become special ammo types. +Or are snipers just special ammo scouts? +Heavy versions like Whisper of the Worm and D.A.R.C.I. should be bolt action, lever action or single-shot. -Scatterguns (any shotgun that wasn't a slug) +Rapid fire frames are easy to tell by their box magazine (or even their belt-fed nature?!) +Precision frames are always denoted by their lever, pump or straight-pull actions. +Aggressive frames are always revolvers with 2/3 barrels and either 3/2 shots before reloading or they are break-action. -Fusers (formerly Fusion Rifles and Trace Rifles) +Rapid Fire Fusers are unique in that they might come out like trace rifles, flamethrowers or chain between enemies. (only archetype that can be primary ammo) +Adaptives are closer to old fusion rifles, with the weaker-performing ones rolling with a perk that grants homing to the projectiles. +Precision Frames and Linear Fusions merged. +Heavy Frames have exploding projectiles like Telesto and other Cassoid weapons (wildcard perk) +Partial or total disintegration being dependent on enemy health reduction speed. -Sidearms (encompasses Hand Cannons, SMGs and Sidearms) +Truly infinite ammo unless Special or Heavy. +Can be dual-wielded if two of the exact same roll are found. +Dual-wielding halves reload speed but doubles rpm. -Ordinance (category that covers Grenade and Rocket Launchers and LMGs) +LMGs are able to link directly to ammo sources in the environment. *Rapid-fire Frames ought to be multi-barrel, maybe at least 5. *Adaptives and Aggressives have stationary barrels and look a lot like modern machineguns, (240B, 249, Pecheneg, etc.) *High-impacts tend to have reciprocating barrels and explosive rounds, acting somewhat like Xenophage. Usually DPS perks and suit ad clear decently well, but not as well as other frames. +Launchers always GIB the enemies on kill (alien gore rated T?) -Antiquities (Bows, Glaives and Swords) +Bows now use special ammo but also create special ammo bricks on kill according to how many arrows it took. +Switching to a sword changes you to a locked-on first-person mode that utilizes the aiming controls to pull off combos. Charged and uncharged Melee abilities are useable and can be combo-ed in to disorient the enemy. Great for single-target damage, high DPS is the mark of a practiced guardian. +Glaives can also allow charged melee abilities based on your control scheme, but uncharged melees are always the glaive's melee animations. *depending on the archetype, glaives should either look like spears or like finished firearms with bayonets. These should be the categories that are picked from when selecting what overcharged modifiers and champion-stunning mods are available in the future, if champions are still a mechanic in Destiny 3. (Eg; Anti-Barrier Driver Rifles, Overload Troop Rifles, Unstoppable Fusers, Overcharged Antiquities). Overall, I'd like to see more weird guns. Stuff like the Tractor Cannon, Jotunn and Two-Tailed Fox. I would like to see shoulder-mounted stuff, or miniguns that you hold like rocket launchers, back-mounted mortars that fire upwards after you lock-on (wardcliff and eyes of tomorrow?) I have ideas. I'll add as I think of stuff. Good or not, it's just different. It's just to get people talking.

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