Hello and welcome! Today I’m gonna discuss a idea that some people (myself included) had to make Destiny an RTS. Obviously some of this stuff wouldn’t be considered Canon, but eh, it’s fun to dream.
In this case I will be using the style of Halo Wars to create this. Halo wars does exceptionally well of blending the FPS and RTS genres. So, without further a do, let’s begin.
Faction one: Fallen
Main base:
-Tier 0: Outpost
-Tier 1: Scavengers Nest.
-Tier 2: Scavengers Hold
-Tier 3: Scavengers Fortress
Infantry: Main Infantry Building: Pirate’s Den
-Core Infantry: Captain Squad. Upgrades add more dregs to the squad and allows the squad to do a small teleport. Good all around damage.
-Scout vehicle: Pike. Upgrades allow pikes to capture points (if this were Halo Wars)
-Anti Infantry/Building: Marauder Squad. Melee based infantry. Upgrades allow for more units in the squad and for increased damage to vehicles
-Anti Infantry: Vandal Sniper. Upgrades allow for faster shooting and better damage against Infantry.
-Anti-Vehicle: Heavy Shanks. Upgrade allows heavy shanks to do consistent damage, and adds smaller shanks for constant healing.
-Support: Servitor: Heals and shields units. Upgrades allow for better healing and better shielding.
Vehicles: Main Building: Scrapper Pile
-Core Vehicle: Heavy Pike. Upgrades allow pikes the ability to ram enemy ground units and increase health.
-Anti Air: Scorch Vessel. Think of it like a mini Walker, but only with four legs instead of six, and two giant rocket tubes on the top instead of the giant cannon. Upgrades allow for increased mobility.
-Anti-Ground: Walker Tank. Large and clumsy, but very durable. Upgrades allow for increased mobility and armor. These are the frontline of the fallen.
Air: Main Base: Scavenged Coop
-Core Air: Broadsword. Common air unit. Large groups can be incredibly deadly to vehicles and other air.
-Support Air: Skiff. Loads Infantry into it , allowing for extra firepower. Upgrades allow for infantry to heal the skiff when fully loaded
-Ultra Air: Pilot Servitor. Large Servitor, capable of warping enemies to different locations. Large amounts of damage to vehicles, air less so.
Research Building: Archon Forge
-Common research Options: Upgrade Infantry, vehicles, Air, etc.
-Super Unit: Mega Walker. A even larger version of the Walker. About twice the size of one. Deals insanely high burst damage to all unit types except buildings.
Leaders:
Sarvik, Unbreakable Kell
“Once a dreg of House Winter, he knew the importance of loyalty. After his House exiled him, he held no regrets. But after continuous rejects from other houses, he ended up on Mars. For 15 years he would learn from watching the Cabal, and returned to become a leader to the Fallen after using extremely effective Strategies at Western Tharsis against guardians. Yet he keeps his lower arms docked, saying that strength alone does not make a leader, and that strategy might be all he needs. Using defensive tactics while being incredibly aggressive give him the title of “Unbreakable”. Special powers upgrade his infantry and vehicles while allowing for increased orbital bombardment and inspiration in troops.”
-Hero Unit: Archon Priest. Special ability heals nearby allies and debuffs enemies. Upgrades allow for Archon to use scorch cannons.
Taltuliks
“Known for bombarding his enemies from orbit and the sky, he specializes in increased air efficiency, and allowing for increased capacity when using air units. Known only as the “Blue Baron” to his fallen foes and even comrades, he now is intent on serving the fallen for his own survival, otherwise Sarvik will put him out for good. But, these two try to maintain a relatively healthy trust.”
-Hero Unit: Baron’s Skiff. Large Skiff with more weapons, and is able to hold more infantry and one vehicle. Is basically a giant ass gunship.
Bandulo-55
“The 55th version of a Servitor line, given a sort of emotion after being built. Feeling both pain and guilt, he decided to rebuild Servitors as the machine gods they used to be. His powers allow for new and upgraded Servitors and shank units and decreases the time needed for researching.”
-Hero Unit: Bandulo-55. Large Servitor that can put enemies into stasis for a short period of time.
Rhandel, the Perfected
“Flesh was weak. Flesh was a burden. SIVA was life. SIVA was truth. SIVA was...perfection. And Rhandel desired perfection. He controls the battlefield with an assortment of drop pods containing SIVA, protecting Allies and himself. His cybernetic enhancements allow for upgrades to infantry.”
-Hero Unit: Rhandel the Perfected. Large vandal type character, special ability summons large SIVA turrets. Passive ability has a SIVA swarm around him, lowering enemy defenses. Upgrades increased the radius of this effect.
Yapclick, Sanctioned Scavenger
“Who needs all the guns in a battlefield when you know you’ll inevitably bleed the enemy dry of their resources? This dreg now turned commander, allows for faster supply harvesting, can gain supplies and power from fallen enemies, and specialized upgrades to basic supply harvesters. He is a good team player with all the money he makes!”
-Hero Unit: Scavenger Baron. Large marauder based hero. When attacking enemy units, you gain supplies and power from the units. Amount is based on what was spent on said unit.
Faction 2: Cabal
Main Base:
-Tier 0: Outpost
-Tier 1: Listening Post
-Tier 2: Forward Base
-Tier 3: Firebase (Random Cabal name here)
Infantry: main building: Barracks
-Core Infantry: Legionary Squad. Good all around squad. Upgrades allow for jet pack mobility.
-Scout Vehicle: Agrimensor. Lightweight, with small damage. Think of it like a smaller interceptor.
-Anti Vehicle/Infantry: Centurion. Large area of effect damage. Upgrades add shields. Very poor damage against air and buildings
-Anti Building/Anti Infantry: Incendiary Squad: Upgrades allow for increased burn damage and decreases damage taken
-Anti Infantry: Psion Snipers. Small, quick, and powerful. Upgrade allows for more psionic abilities to disrupt vehicles
-Anti Vehicle: Phalanxes. Large shield unit. Carries heavy Anti vehicle weapons, but upgrade allows for them to be incredibly resistant to all Infantry
-Ultra Infantry: Colossus. Very good damage against all types except air. Upgrades allow for rocket attacks to slow enemies and increase chaingun damage.
Vehicles: Main Building: Steel Smelter
-Core Vehicle: Interceptor. Small, but agile with moderate damage. Upgrades add a second interceptor.
-Anti Air: Thumbler: Fires multiple kinetic and solar based rockets to air units.
-Support Vehicle: Signifier. Heals nearby friendly units and grants a significant armor boost. But you can only build three, so manage them carefully.
-Artillery Unit: Ballistarius. Long range shelling unit. Excellent at keeping enemies from pushing, but is not effective at closer ranges.
-Anti-Ground: Goliath Tank. Large but slow vehicle. Very effective against other vehicles and infantry. But, is very weak against air units. Upgrades allow for easier air defense
Air: Main Building: Launchpad
-Core Air: Thresher. Large but powerful and surprisingly agile. Effective against infantry, other air, and buildings.
-Support Air: Harvester. Can deploy specialized infantry, and load basic infantry. Costs quite a lot of supplies though.
Research Building: Headquarters
-Common research upgrades
-Super Unit: Siege Tank. Large mobile base, trains infantry. Very high damage against enemy units. Weak against air.
Leaders:
Valus Gorvik, the Betrayer
“Gorvik was originally a very popular Primus during the time of the Ghaul’s reign. But after a defeat at on Mars by both Fallen and Vex, he was demoted to the rank to Valus. But make no mistake, he is still every bit as deadly as he was before. His specialties lie in reinforcing his vehicles and buildings, making them almost impervious to normal weapons fire.”
-Hero Unit: Cabal Valus. Commander of the Cabal. Upgrades allow for the commander to inspire his Troops, increasing their damage.
Talsah’hun, Psion Scryer
“Despite being considered a slave to his superiors, most Cabal will follow Tal’s leadership, due to his uncanny ability to scan the enemy from afar, and act on that information. His powers allow for areas of the map to be revealed, and even slow the production rates of troops, Supplies, and Power all while staying at his own base. Doing so requires a hefty sacrifice of power though.”
-Hero Unit: Psion Flayers. You can train a maximum of three. While physically weaker than other hero’s, their special abilities recharge twice as quickly, and are twice as effective than other hero’s. Special powers depend on what Element the flayer is. Solar will burn a large area, causing massive damage. Arc will shield allies, and Void will Tether enemy units.
Primus G’Thun
“G’Thun has seen many wars, seen many battles. He is the oldest warrior of the Cabal, and refuses to die to old age. He’d rather die fighting for his empire, the only thing he has left. He may be old, but he isn’t senile. His powers allow for troops to become inspired, increasing their damage, and heal his allies effectively. G’Thun is a wise choice for any team.”
-Hero Unit: Medic Tank. Large Hero Unit that can continuously heal ally units. Upgrades allow for an aura of armor increase
And that’s it so far. I’m currently working on the Hive and Vex, but wondering if I should add the Taken as well.
Let me know if this is cool.
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Summarize it in four words.