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Destiny 2

Discuss all things Destiny 2.
Edited by BLAST: 8/10/2019 5:30:49 PM
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Weapon Model Customization - Just scopes?

TL;DR: Guns in Destiny could be much more customizable if given visual models to specific perks, that way it feels much more like one is changing the weapon rather than pressing a button for more range or other value (i.e. Stocks, Barrel devices, Grips, Magazines, and other perks). A thought occurred earlier in the month: Why do only scope/sight related perks change the model of the guns in Destiny? We have perks that say in their flavor text that it affects the stock, barrel devices, grips, etc... but it only changes the stats, not the model itself. An example is the perk Arrowhead Brake which, implying a barrel device, I would imagine a large tanker style muzzle break akin to that on a Barrett 50. I bring this up because beyond the customization of perks, the guns themselves could become much more modular, expanding to be more than the scope, a shader, and a possible ornament. The easiest way to illustrate this would be to compare two photos of the Basic and Exotic versions of the Khvostov auto rifle from Destiny 1. Different grips, different stocks. List of perks/perk archetypes (according to Light.gg) and possible effects/changes: (*note*: if a weapon does not have a perk affecting certain parts of the weapon, then it will remain at its default model. An obvious statement, just keeping things clear.) Barrel: -change metal shade/texture depending on the 'material (i.e. Hammer Forged) -add muzzle devices when listed as such (i.e. Chambered Compensator, Barrel Shroud, etc...) -EXTEND the barrel for EXTENDED barrel - Not needed, but a slight visual differentiation at the barrel opening for when the rifling changes (i.e. polygonal rifling) Stock: - Being able to see different stocks, like thumb-hole, folding, fixed, or 'adjustable stocks be placed on weapons. An example would be taking the stock from Scathelocke-type auto rifles and placing it on to another weapon like Hazard Of The Cast. Some fitting tweaks would be needed, but it would add a new look/feel to the weapon. This would apply primarily to 'rifle - class weapons due to a majority of the other weapons not having a stock or are in a bull-pup configuration. However, different recoil pads could be used in this case rather than full stocks. Grips: -Visual skin change for each type of grip (i.e. Polymer, Smooth, Textured, etc...). Skins would be affected by shaders. Some of these may be grouped with the stocks due to there being grips and stocks as a single piece. Or could throw on entirely new grip handle if wanted, think Ace of Spades with a older wooden revolver grip, for one example. Magazines: -par for the course, EXTEND the EXTENDED mags. Extensions can be indicted with a colored band on the bottom of the magazine, matching the weapon's base color scheme. Can change with shaders. -Lighter or heavier magazines can have additional weights or magazine grips to either decrease or increase reload time. Lighter mags would be minimalist in nature. -Perks dealing with the rounds that a weapon fires would have an indicator on some bullet counters (Small explosive round icon next to a Suros holo sight for one example) -Bullets given different colors similar to how tracer, incendiary, and armor-piercing bullets are organized in real life, but on the spent brass/steel (whatever material really). Arrows: -Standardize the arrows, then match the arrow model with the perks (i.e. Explosive head does not look like an explosive head on the Arsenic-Bite. Would look much more like that of the No Turning Back's ornament arrow model or The Vow's arrow model) Bowstrings: -Just need a slight visual/texture change to differentiate them. (An obvious difference would be the look of string compared to nylon and similar materials) Other perks: - Flared Magwell: Exactly as it sounds. Flare the Magwells. - Rangefinder: There is an attachment on the Black Armory version of some weapons or the standard Bad News that could easily be used for this perk or a different, but similar small attachment. -Pulse Monitor: The little sine-graph-thing on The Long Goodbye. These, on the whole, are not groundbreaking, but it would help to make the gameplay of Destiny a bit more interesting and less of a button/switch board. Some of these visual changes could be foundry/faction specific (when that becomes relevant again). If we could see this be implemented into Destiny, based on the timeline, I would not believe it to be feasible to put it in Destiny 2, but rather a system that could be seen in Destiny 3. I have no knowledge concerning the method that Bungie constructs these weapons, thus it may be difficult to see any of these changes through. Difficult, but possibly do-able.

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