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Destiny

Discuss all things Destiny.
Edited by DEZARATH: 4/4/2013 12:52:20 AM
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Should there be the ability to go Prone?

I found in BF3 going prone was pretty handy in some tight corners and open fields. Traditionally Halo never had this, but Destiny isn't Halo, and going prone might be a needed ability when using some of the larger suppressive weapons or sniper rifles. Plus the benefit of conserving ammo if a player needs to wait out a Ai while being in a smaller detection box could be a life saving tool in the player kit while abroad in the open world. Also I wouldn't mind some sort of climbing animation for players as well, so we can scale walls with say heavy foliage growing on it. This all plays to the Hunter class, but I could see it being universal only lets go with Titans climbing slower than both the Warlock and Hunter, while the Hunter is the faster of the three. So if anybody remembers playing Turok I wouldn't mind some ability to leap across a chasm and grab onto a wall of vines and scale up the side of some Fallen Fortress to get the better of them.

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  • Edited by Makeshyft: 4/5/2013 12:06:01 AM
    The abilty to prone is a [i]core secondary mechanic[/i] style choice. To discuss it's viablity, one must first theorize the facts of Destiny's combat design. [b]Core Player Mechanics:[/b] (Suite of Actions) [i]Shoot, Reload/Interact, ADS/Zoom, Throw Grenade, Switch Weapon, Use Ability/Power, Run, Sprint, Jump, Crouch, Melee[/i] Let us then divide these mechanics into primary and secondary catagories, defined by active vs. passive action towards achieving optimal end-state. (In this specific case, winning a combat vs. another agent) [b]Primary:[/b] [i]Shoot, Throw Grenade, Use Ability/Power, and Melee.[/i] [i]*Note[/i] all of the above, with the exception of [i]run[/i], are active damaging skills. This is what defines them as primary, as they directly further the achievement of our optimal end-state. [b]Secondary:[/b] [i]Reload/Interact, ADS/Zoom, Switch Weapon, Sprint, Jump, crouch[/i] All secondary skills assist primary skills. They improve the flexability of their use. Now, [i]Prone[/i] would act as a core secondary movement mechanic, vertically flattening your characters hitbox in order to offer less of a target. Within the context of this specific mechanic, we can extrapolate several game rules. [b]1. [/b] [i]A player who is prone will move at 1/4 to 1/8 normal movement speed.[/i] [b]2. [/b] [i]A player who is prone will have his 1st-person camera adjusted vertically to 1/6th it's normal height.[/i] [b]3. [/b] [i]A player who is prone will throw grenades at a reduced distance.[/i] [b]4.[/b] [i]A player who is prone will rotate his hitbox 90 degrees forward.[/i] (There are more, but these are relevant to my argument) Now, Destiny is by principle a action-shooter game. Here's a quick breakdown of traits this label implies: [i]- Based around quick reflexes, sudden combat, good problem solving skills, and fast thinking skills - Based around gunplay, vehicle usage, melee, and positioning skills. -Features short, quick matches in MP and fast-paced action sequences in SP.[/i] Now that we have some definitions, rules, and mechanics to work with, let's get to the bread and butter of a [i]Prone[/i] mechanic. As established by the 4 listed game rules defined by a [i]Prone[/i] action, we can extrapolate that a player using the mechanic would have several goals in mind: [b]1.[/b] Reduce the chances of being hit in combat. [b]2.[/b] Reduce the chances of being noticed in combat. But such an action does have negative effects as well: [b]1.[/b] Reduced movement speed. [b]2.[/b] Reduced visibility. [b]3.[/b] Reduced throw range on grenades. Now, an action game is defined by "sudden combat" and "fast thinking skills". Both these terms imply a fast paced combat environment, in which movement, positioning, and accuracy are paramount skills. Note the contradiction of this action game paradigm to the innate rules included in a [i]Prone[/i] mechanic. A [i]Prone[/i] mechanic slows down a players speed and decreases his hitbox size. Slowing down a player's speed is in direct contradiction to "sudden combat". And decreasing the chances of a player getting hit in addition to slowing a players speed encourages very cautious combat strategies, which fit poorly into our aforementioned paradigm as well. Thus, [i]Prone[/i] is not a constructive mechanic in a action game. If you need further convincing let us also consider that [i]Prone[/i] is a redundant mechanic, as it's ruleset is already covered by the [i]Crouch[/i] mechanic. The [i]Crouch[/i] mechanic is less destructive, reducing movement speed [i]and[/i] hitbox by a smaller ratio and fitting more into the action game paradigm.

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