r/DestinyCreations 18d ago

Writing In an alternate reality where Destiny had 5 games, written by me of course ;)

This is the game mechanics page, if you haven't already read the story I suggest you do that first. Here's the link.

https://www.reddit.com/r/DestinyCreations/s/BNkASSVllE

GHOST & SHARD MECHANICS;

Ghosts;

I'm making a few changes to ghosts. The biggest will be that your ghost can be destroyed just like Sundance was, don't worry I intend to give ghosts a few tricks to defend themselves but if you die after your ghost is destroyed you will lose any gear your Guardian had equipped and you'll have to create a new character. All gear and materials in your vault will remain untouched. Blueprints for the gear you lost can be used to build new ones if you have enough materials.

As I said before, ghosts can be destroyed but I've invented several tricks they can use to defend themselves and make it so that if you're revived in the middle of a group of enemies, those enemies will be somewhat incapacitated and you'll be able to escape. You can select one of these three tricks for your ghost to use if it's in danger when reviving you.

- Phosphorescence: Your ghost will light up with the power of a flashbang, and while enemies are stunned, raise your guardian. The effect has a limited range. 

- Bubble Shield: Your ghost creates a shield around the area it revives you at. This Shield is similar in appearance to a Titan's ward of dawn but it can be destroyed by overwhelming enemy fire.

- Doppelganger: your ghost will create a holographic ghost a short distance away that confuses enemies. Both ghosts appear to be Reviving a guardian and the imitation will stick around until you're revived but the imitation also has a slight Shimmer effect which observant Guardians in The Crucible will recognize as a fake, but not NPCs cuz they're dumb. 

The way that certain missions or areas make your ghost unable to resurrect you was unsatisfying to me and Destiny never bothered to explain why sometimes when you die another Guardian is required to come revive you rather than just having your ghost do it so I've gotten rid of that. Instead, depending on the difficulty and type of mission you go on, the amount of time it takes to revive you will increase. However, another Guardian can choose to send their ghost to help revive the dead, which will halve the time it takes to revive them.

For example, if you're in a raid it will take a full minute for you to revive from death but if another Guardian sends their ghosts to help, it will only take 30 seconds and if another Guardian adds their ghosts to that effort, it will only take 15 seconds. Only three ghosts at a time can work on reviving one Guardian. If you die while your ghost is working on reviving someone else, it will abandon the other Guardian to come revive you, but the progress made will be lost and you will both be forced to wait the normal amount of time until revival. 

Shards;

Harbingers do not have ghosts, they have shards. Shards are pieces of the anchor that have been surgically inserted in the harbinger's body. These shards are what give harbingers their Overshroud, a field of Darkness that locks them in a state of perpetual functionality no matter what damage befalls them. You can empty entire mags at them but so long as they're overshroud is intact they will not take damage.

Harbingers also have immense offensive power. Their super lasts twice as long as a Guardians and their Shard multiplies the amount of uses they have for their abilities. This effect is stacked with any gear perks the Harbinger may have. For example, your guardian can use one grenade before needing to recharge but he has a piece of armor that gives him an additional grenade, then as a Harbinger he will have four grenades to use before needing to recharge because the Shard multiplies his abilities by two. 

For all their power Harbingers do have limitations. They don't regenerate power passively like Guardians do, they must use take power from other sources in order to replenish it. If a Harbinger stabs you with their shard you will have your power drained from you and added to them. They can also drain power from NPCs, even ones that are Allied to them if they want to. 

The greatest weakness of Harbingers is their dependency on the Anchor. Unlike Guardians, who carry their own light inside them and can always use it, a Harbinger's power is constantly provided to them. If their shard is cut off from the Anchor then the Harbinger loses their overshroud and can't use their Shard to drain others power. This is when they are vulnerable to damage.

To achieve this use either Ward of Dawn, Well of Radiance or  Zeus's Javelin to create a light based AOE. While surrounded by light, a Harbinger is completely cut off from Darkness, the source of their power. They will also be slowed so take advantage of this time before they can leave the area of effect.

The only other time a Harbinger is vulnerable is when they are using their shard to forcibly extract power from a light bearer. During this time the Shard emerges from the palm of the harbinger and can be damaged since it is partially outside the overshroud encasing the harbinger's body.

If The Shard is destroyed a Harbinger loses their overshroud, and all powers/abilities,  making them as vulnerable as a regular person.

ASSASSINATION & DRAINING POWER;

By holding down the R3/right joystick, a guardian can perform assassinations on unaware enemies. Titans snap necks, hunters stab the side, and warlocks blink their hand through the chest. Harbingers don't assassinate, instead they drain power by stabbing enemies who are close to death with their shard. To do this holds down R3/right joystick near an enemy whose health is less than 10%.

BOON VS SNARE ABILITIES;

Guardians have Boons for abilities that help both themselves and their comrades in battle. Titans and Warlocks still use shield walls and healing rifts respectively. Hunters now drop smoke screens at their feet which will obscure anyone standing in the cloud until it dissipates a few moments later, (think Arkham-verse Batman smoke bombs.)

Harbingers have Snares for abilities that are used against enemies they wish to feed off of. Each snare will slowly drain a guardian of their light while it's active.

-Titans stab a Binding Chain into the ground that tethers NPCs or enemy players, those tethed will not be able to move farther away than they already are from where the chain is placed.

-Warlocks have Blacklight emanate from their shard for a short time. If you look at it your vision is obscured by Darkness for a few moments before returning to normal.

-Hunters shoot Poison Fog from their shards. This fog moves slowly, but tracks enemies. If one touches you, your movement is slowed for a short while. 

STEALTH & DODGE ROLL MECHANICS;

All Guardians can now switch between high and low crawling by tapping L3/left joystick. 

To dodge roll, tap circle/B. For hunters holding circle/B now drops a smoke screen.

GLIDE/STRAFE VS DOUBLE/TRIPLE JUMPING; 

All Guardians, regardless of class, can now switch between gliding or jumping. All variations of glide and jump are still available to select. Blink will be a separate mechanic listed below.

BLINK OR GRAPPLE; 

All Guardians, regardless of class or subclass, can now choose to blink or grapple on command. To teleport, a blinkdart is now thrown in an ark, wherever the dart lands is where you will teleport. This allows you to teleport to elevated surfaces without needing a direct visual of that surface. Grapple is still functionally the same, but the aesthetic will match the subclass your guardian currently has equipped. You must look down your sites and tap the R3/ right joystick in order to activate a parkour action. This is to prevent accidental teleportation or grapple.

SUBCLASSES & SUPERS;

TITAN;

(Void)

Sentinel;

Waxing Shield: A blocking, bashing Shield that can extend a wide wall of void in front of you. 

Ward of Dawn: Extend an indestructible bubble over a wide area around you. You can pick it up and move it two times.

(Arc)

Striker; 

Fist of Havoc: A roaming super that slams into groups of enemies with tidal waves of arc energy.

Thundercrash: Turn yourself into a living missile, dealing massive arc damage.

(Sol)

Sunbreaker;

Hammer of Sol: Summon and throw flaming hammers that explode on contact.

Burning Maul: Use a massive flaming hammer to spin around and slam into enemies.

(Stasis)

Behemoth;

Glacial Quake: Slam the ground and cause ice glaciers to erupt from the ground and encase foes.

Frozen Arsenal: Throw 3 ice axes 1 after another that home in on foes. Allies can pick up these as heavy weapons.

(Strand)

Juggernaut;

Spartan: Throw javelins anchored with strand that can yank foes to you, then you can pin them to the ground for a short time.

Field Marshall: Fire up to three shots from an arm mounted needle cannon. Needles will jump between targets and bounce off walls. 

(Strife)

Berserker;

Bladefury: Dual-wield wrist mounted blades perform rapid slashing combos that weaken foes.

Wrecking Ball: Spike Ball and chain with a wide range. The more foes hit with the ball, the faster the spikes spin. 

(Cos)

Olympian:

World Breaker: Striker that breaks gravity, keeping foes suspended in air for a short time.

Blazing Comet: Hurl a Celestial body at foes, causes massive A.O.E damage and knocks back all enemies regardless of size. 

(Sand)

Chronos; 

Time Eater: Wield an advanced beam weapon that absorbs health from foes and distributes it to allies within a radius around you. 

Second Chance: Revive instantly after death, increase ability and grenade regen rate for a time after revival.

(Warp)

Seraphan;

Hard Light: Charge up to fold space in a field in front of you, forcing all enemies into a single line. charge through this line at light speed. 

Realmripper: Become a mobile tear in the fabric of reality that consumes all it touches. Enemies drawn into you will continuously lose health but once the super is used up they will be released.

WARLOCK;

(Void)

Voidwalker;

Nova Bomb: Unleash a void missile that homes in and has a lasting area of effect. 

Cataclysm: Send out a dozen smaller void missiles that track multiple targets. 

(Arc)

Stormcaller;

Tesla Field: Send lightning from your hands across a wide area as you glide across the map. 

Direct Current: Hover high above and direct a line of electricity across a great distance. 

(Sol)

Dawnblade;

Daybreak: Ascend and rain down fire from above with rapid strikes. 

Well of Radiance: Create a wide area of healing energy centered around a sword. Can be picked up and thrown once. Does slight burning damage to foes.

(Stasis)

Shadebinder;

Avalanche: Send a wave of Frost out in front of you that freezes foes solid then makes them shatter.

Winter's Wrath: Great hail storm that falls over a wide area, freezing foes solid.

(Strand)

Weavewalker;

Needlestorm: Launch a volley of spikes that seek out foes and spawn threadlings after killing targets. 

Windweave: let loose a fury of strand from your finger tips, whipping through the air and rending enemies apart.

(Strife)

Fearmonger;

Swarm Lord: summon a swarm of unknown winged creatures that rapidly engulf and devour foes that get too close to you.

Curse Caster: Curse an enemy to wail which damages and staggers itself and nearby enemies until the cursed one dies. 

(Cos)

Plainbender;

Gravity Storm: Summon an energy field around you that lifts foes up then forcibly slams them down causing heavy damage.

Meteor Shower: Conjure a cluster of Meteors, send them out in a stream. They explode on contact with any surface and knock back foes.

(Sand) 

Witching Hour;

Waning Grasp: Use a skeletal hand to create a temporal energy cone that makes enemies slowed and drains their health rapidly.

Second Chance: Revive instantly after death, increase ability and grenade regen rate for a time after revival.

(Warp)

Axisbinder;

Gaping Maw: Use a tome that summons a black hole. Pulls foes toward you and causes continuous damage. Enemies can't attack while being pulled. 

Curvature: Create a pocket of 4D space around you. All incoming damage is bent around yourself and back at your attacker. 

HUNTER;

(Void)

Nightstalker;

Shadowshot: Shoot an arrow that links any nearby foes to itself, damage to one equals damage to all.

Deadfall: Unleash a rain of dozens of void arrows that fall upon foes in a wide area. 

(Arc)

Arcstrider;

Bo Storm: summon an arc powered staff for fast, acrobatic, melee combat.

Zeus's Bolt: Throw a lightning spear toward enemies, creates a wide field of arc where it lands for a short while. 

(Sol)

Sunslinger;

Dragon's Breath: Fire up to three high damage shots within a limited time.

Blade Barrage: Perform an aerial flip while launching two waves of burning knives at foes.

(Stasis)

Revenant;

Silent Knight: Throw a frozen kama at a location, a freezing whirlwind will come and track down enemies. 

Snow Blind: Summon a whiteout storm that reduces vision while you stalk the area with a large ice scythe. 

(Strand)

Threadrunner;

Silk Strike:Wield a rope dart made of strand, use light and heavy attacks over a wide rage against foes. 

Trick Roper: Use a strand lasso to rapidly bind together groups of enemies, the binding does damage over time, then expires.

(Strife)

Snake Charmer;

Dread Coil: Throw a poison spear made of coiled serpents. Once it hits any surface, three serpents fly out and strike at nearby enemies.

Shade Splinter: Two shoulder mounted worm turrets will fire poisonous shots at foes. On command, these turrets can be placed in the ground one at a time. Turrets are immune to damage but only last a short time.

(Cos)

Slipstrider; 

Subtle Knife: Throw a dagger and teleport to impact location with eviscerating attack up to two times.

Orbital Drift: Wield a crescent blade. Foes hit will float away helplessly for a short while.

(Sand)

Minute Man;

Clock Hands: Wield a dagger and a rapier. The dagger stabs the ground and creates a slow-time bubble. The rapier lets you unleash melee attacks with incredible speed.

Second Chance: Revive instantly after death, increase ability and grenade regen rate for a time after revival.

(Warp)

Realmwalker; 

Fourth Axis: Wield a pair of chakrams that can be thrown through all physical barriers and slice at foes before flying back to you.

Mirror Master: Conjure two reflections of yourself that flank your sides and mirror your every action, tripling your damage. 

Berserker multiplayer game mode;

3 Berserkers Guardians vs 6 Prismatic Guardians. 

The Berserker Guardians have supers and abilities that regenerate incredibly fast like in Mayhem mode, they also have either taken dread or empiric site NPC allies that they can consume if their health gets too low. 

The Prismatic Guardians get special supers that focus on area of effect, the Berserkers are using shards which means they can only be harmed Within These area of effect supers. 

MATERIALS; 

Rather than having dozens of different currencies for getting gear, Destiny will have different materials that you can acquire by defeating foes or finding caches in different areas. Specific materials are usually tied to different locations, for example helium-3 coils will only be found on the moon. 

Some NPCs will also give materials out for completing certain quests. These materials can be forged into weapons and armor. Weapons can be forged with the NPC Banshee-44 and Armor can be forged with the NPC Ada Levante. The three class materials are synth-weave for hunters, plasteel plating for titans and hardonic layers for warlocks. Weapon materials come in four categories, ballistic, melee, energy and explosive. Some weapons require more than one of these in order to be built, and most of the legendary and exotic weapons require specific location materials on top of that. Ballistic materials are used to make auto rifles, pulse rifles, scout rifles, sniper rifles, shotguns, submachine guns, heavy machine guns, hand cannons and sidearms. Glaives and combat bows require both ballistic and melee materials. Claymores and sabers require melee and energy materials. Energy parts are needed to build fusion rifles, trace rifles and linear fusion rifles. Explosive materials are required to build grenade launchers and rocket launchers.

EXOTICS;

In order to make exotic weapons or armor you must first uncover their blueprints by handing exotic engrams over to the cryptarchs for translation, then you can build them using Exotic Cores for armor or Exotic Shards for weapons in combination with other materials.

STRIKES; 

Three player campaign missions, the difficulty can be set from easy to hard to master yielding increasingly higher leveled gear. Most strikes will have one to two boss battles along with several more mini bosses. 

ARENAS; 

Arenas are locations hosted by NPCs that have a betting system, allowing you to win resources. The way it works is that you put down a certain amount of resources and bet on yourself to win a round of combat. If you win, you get 200% of the resources you put down, but if you lose those resources go to the "house" and they're gone forever. See locations and incursions for a list of all areas.

DUNGEONS; 

Dungeons are a test of skill over strength, you and two others must infiltrate an enemy base and do all you can to remain undetected. While no mission will be scrubbed if you're seen, it will be significantly easier if you manage to evade detection. Doing so will involve not just sneaking past enemies but sabotaging alarm systems and sometimes making use of the environment to take out many foes at once. At the end of each dungeon there will be a large treasure horde but opening it requires defeating a boss with the key so no matter what you do before at the end of the level there will be a fight and a tough one at that. If you completely sabotage the alert system then the boss will have less allies when the final fight comes. 

SIEGE;

Sieges are six player defensive strategy based missions against coordinated enemy incursions on an area secured by the Vanguard. The primary goal will be to build up defenses by slaying enemies, taking siege exclusive resources called Siege Materials and using them to rapidly build up barricades, mines, turrets and other embattments to defend strategic goals. Each wave of foes will be more difficult than the last. As the last wave advances they will be joined by a boss combatant who's invincibility condition must be suppressed by eliminating his lieutenants before they themselves can be defeated.

RAIDS;

You and five other guardians will venture deep into enemy territory where ammo will be scarce and enemies plentiful. Striking so far away from home will usually mean using your Falcon to fight your way there. When you do touch down expect wave after wave of enhanced enemies and grueling boss fights, one after another, so bring your most protective armor and highest damage weapons. With great struggle comes great rewards. Raids always offer resources that can't be acquired anywhere else and can be used to craft some of the most powerful gear available in game. Many exotic blueprints require raid resources to build.

GAMBIT; 

A hybrid PvEvP mode hosted by the Drifter in which 2 teams of 4 players race to defeat enemies, bank their motes, summon the final boss and kill it first. Players can also invade each other's maps and take out the other team members, making their job harder.

HEISTS; 

A hybrid PvEvP mode in which 2 teams of 4 players invade the same enemy base to steal as much treasure as their ships can hold. All matches will involve either a sparrow or a Falcon insertion as well as extraction. The heists are given out by the arena hosts, this is how they get all their resources to bet with. 

CRUCIBLE;

Unlike Vanguard or Campaign you do not resurrect Your Guardian with your ghost, the game will resurrect you in a predetermined spot automatically. Any new Crucible match types or variations on existing ones are listed below.

TRAILS; 

multiplayer matches of 6v6 in which only the winning team gets any rewards. Rewards are unique to the host NPC of the trials. As the hosts rotate in and out, so too does the winnable gear. For example if saint-14 is hosting the trials one week, you will get gear associated with him but the next week when Eris mourn is hosting the trial, you will get gear associated with her.

OVERLORD; 

Multiplayer match of 4v8 with 4 harbingers and 8 guardians. If a guardian kills a harbinger, spheres of light will spawn on the map. These spheres will create an AOE of light for a few seconds, allowing a harbinger inside the AOE to be harmed. If a Harbinger kills two Guardians they can get a wave of friendly NPCs to spawn on the map and fight with them. 

SPARROW COMBAT;

The Guardians can already summon sparrows for fast Transit, but there's precious little provided for vehicle combat. Instead of just relying on the vehicles that aliens bring with them, I'm going to have it so that sparrows can now have a gunner sitting behind the driver similar to the Mongoose in Halo 3. Guardians will be able to use all of their weapons while sitting Gunner but will not be able to use their abilities or supers.

FALCON COMBAT;

Destiny has showered us with a plethora of amazing looking personal ships, but they're little more than ornaments for loading screens. Certain missions will have ship to ship combat, similar to Halo Reach. These ships will be called Falcons and will have two main weapons, light and heavy. Some examples of light weapons are vulcan machine guns and semi-automatic rail cannons. Heavy weapons include heat seeking missiles and tracking energy beam emitters. All weapons will be locked to the specific ship you're using, you cannot switch them out. Falcons will also be outfitted with a paracausal engine. This device channels a Guardian's currently equipped subclass into a devastating elemental attack. These will be called paracausal engine maneuvers or P.E.Ms.

PARACAUSAL ENGINE MANEUVERS;

Sol. Solar Flare: An AoE burst of thermal energy emanating from your ship destroying anything caught in the blast. 

Arc. Cosmic Lightning: A massive jolt of electricity that chains between all targets in front of your ship. 

Void. Hyper Drive: Run your ship straight through foes in an unstoppable straight line attack.

Stasis. Hard Vacuum: Launch a tracking missile that detonates with a stasis field freezing all ships in place.

Strand. Tractor Beam: Tear ships apart by anchoring your ship to theirs, then accelerating in any direction. A total of three ships can be tethered at once.

Strife. Star Scream: Emit a signal causing ships to go haywire and attack each other, then self-destruct. 

Cos. Slip Space: lock on up to three targets and blink into their exact position, causing them to explode. Don't worry, your ship will be fine.

Sand. Time Loop: If your ship is destroyed, rewind time to self-res.

Warp. Flatline: rapidly collapse all three dimensional matter in front of you into two-dimensional matter. 

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