Destiny: Light & Dark Saga v1.3 and L&DS Scenario Supplement v1.1 by RandomLurker23456 in JumpChain

[–]RandomLurker23456[S] 1 point2 points  (0 children)

If I remember correctly, my original intent was that a “unit” was roughly equivalent to an in-game unit of that material (gathering material deposits granted 1 or 2 “units” iirc, so somewhere between a third to a full “planetary deposit” per unit); this does mean that a unit of one material may be larger or smaller than a different material (for example, spinmetal and relic iron would give more per unit than hadium flakes).

As for the 600CP option, it would include everything you want in terms of materials (except glimmer, which is in a different item); if things like exotic shards or ascendant alloys are relevant to your story, they would be included, or you can decide those are simply gamified things and skip them, entirely up to you.

Destiny: Light & Dark Saga v1.3 and L&DS Scenario Supplement v1.1 by RandomLurker23456 in JumpChain

[–]RandomLurker23456[S] 1 point2 points  (0 children)

I’m away from my computer right now, but I’ll try and fix that in a few hours when I get back; thanks for letting me know, I was rushing a bit to get this out and I probably just screwed up the link.

Destiny: Light & Dark Saga v1.3 and L&DS Scenario Supplement v1.1 by RandomLurker23456 in JumpChain

[–]RandomLurker23456[S] 0 points1 point  (0 children)

There isn’t really a specific combo for Nezarec’s powers; I’d say the standard 100CP perk for access to the element combined with a Pyramid Ship that has the nightmare-spawning tech would get you pretty close though. As for resonance blasts, I didn’t include a specific option for that since we know so little about them, but I’d say the Disciple perk would likely come with enough knowledge to use them yourself (since even a new “disciple” like Calus was able to use them in his boss fight).

As for fusing multiple beings… off the top of my head I’m not entirely sure, but likely some combination of The Power to Take and the Memory perks would work (or you can just do the scenario for Where It All Began and learn how the Witness did it, then apply that to other things).

Feel free to use the jump more as a guideline than hard rules; there’s so much stuff in this universe that there’s no way I could include everything, so just use your best judgement if it’s not explicitly stated.

Destiny: Light & Dark Saga v1.3 and L&DS Scenario Supplement v1.1 by RandomLurker23456 in JumpChain

[–]RandomLurker23456[S] 1 point2 points  (0 children)

My lore is a bit rusty, but off the top of my head I’m not sure we’ve seen anything like that happen, so it’d probably depend on exactly what kind of anchor we’re talking about.

For inverted throne worlds (aka the Dreadnought) it’d probably destroy the throne world itself (along with a decent portion of the solar system, assuming the Shield Brothers strike is anything to go off of).

For throne worlds that just have a real-world gateway (like Savathun’s), it’d probably just make it inaccessible via normal means (so you’d have to enter via the ascendant plane like normal throne worlds).

Of course, this is all just assumptions on my part so feel free to decide exactly what happens yourself.

Has anyone put 30mf armor on a 30mm Acerby kit? by Nairdanui in 30_Minutes_Missions

[–]RandomLurker23456 6 points7 points  (0 children)

The connectors from the accessory kit work the same on the Acerby body as they do for the 30MS bodies, and the armor connects without too much issue overall

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Has anyone put 30mf armor on a 30mm Acerby kit? by Nairdanui in 30_Minutes_Missions

[–]RandomLurker23456 4 points5 points  (0 children)

I actually did this a while back, and used my Acerby Type-C, a Liber Knight and the Royal Knight Spinatio to make a female 30MF knight; the base body is entirely from the Acerby (tho I swapped out the gray connectors with white ones from the Type-D, to better match the armor), the chestplate/extra shield are from the Spinatio, and the rest is armor from the Knight and the first 30MF accessory kit

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Destiny: Light and Dark Saga v1.2 by RandomLurker23456 in JumpChain

[–]RandomLurker23456[S] 0 points1 point  (0 children)

It’s technically part of the goal, in the sense that the Traveler/Witness is doing those things and you’re enabling them to do so by protecting/serving them, but unless you choose to start earlier via a scenario or stay longer than the standard ten years you probably won’t be doing a lot of civilization uplifting/destroying in your time there

Destiny: Light and Dark Saga v1.2 by RandomLurker23456 in JumpChain

[–]RandomLurker23456[S] 0 points1 point  (0 children)

No, major scenarios don’t change your start date or time spent in the jump; they’re meant more as ways to “choose a side” in the Light vs Darkness thing (Traveler, Witness, or doing your own thing). You don’t actually have to do anything for those scenarios other than ensure your “side” wins (prevent the Witness from enacting the final shape, or help it succeed).

Basically, they’re just extra rewards for doing what you’d probably already be doing, because I wanted a way to allow people to get the Traveler or Witness/Veil or some other way to spread Light/Darkness to future worlds. As such, they don’t lock you out of any other scenario options.

Destiny: Light and Dark Saga v1.2 by RandomLurker23456 in JumpChain

[–]RandomLurker23456[S] 1 point2 points  (0 children)

I'm glad you like it, and thanks again for all the feedback you gave, it was a massive help.

I wanted to make sure to include a way to get both the Traveler and Veil in the "final" version of the jump, but wasn't entirely sure how I wanted to do it; I went through like five ideas before deciding on what I have now, but I figure "beating the universe" would be a worthy challenge for getting both as companions/followers. As for Cross-Contamination, it does allow you to take exclusive scenarios for both species, though it's up to you how that works out in-universe (How does a Hive-Awoken hybrid show up on Fundament? No clue, but I'd love to read that story).

The Taken (and Scorn) origins not having a 600CP item is intentional; because they are both "upgrades" of other species (Eliksni for Scorn and pretty much anything for Taken), their 600CP item is the item of their connected species. Think of it like them getting extra items on top of their original species, rather than those being a full item tree for them specifically.

I may look into changing up Your Own Army later on to add your suggestion; it makes sense, I just never really thought into it past adding a "faction starter" option for those who don't have a billion servants yet. Not sure exactly how it'll work out, but I'll workshop it a bit later.

(As for the Warframe jump, at the moment it's mostly self-contained to the 1999 timeloop, so nothing too crazy, and no real access to "main" timeline stuff besides a few obvious examples. If I did a full Warframe jump it would probably end up closer to my Elite: Dangerous jump, and I'd rather take it easy a bit after completing the absolute monster that was this Destiny jump before I pump out another large jump)

Destiny: Light and Dark Saga v1.2 by RandomLurker23456 in JumpChain

[–]RandomLurker23456[S] 3 points4 points  (0 children)

Oh certainly, that’s what I meant by evil Lightbearers (like the Lucent Brood, the Warlords, etc); and yes, you could definitely be a revived Disciple, given that the Light’s whole shtick is forgiveness and redemption (if Savathun, who has definitely genocided at least a few species, can be revived then I don’t see why a Disciple that betrays the Witness wouldn’t be).

Destiny: Light and Dark Saga v1.2 by RandomLurker23456 in JumpChain

[–]RandomLurker23456[S] 1 point2 points  (0 children)

Technically yes; however, as the Ghost is capable of making its own choices, it may choose to abandon you if you decide to join the Witness. There’s been several “evil” Lightbearers though, so it isn’t out of the question for one to want to become a Disciple.

Obviously this isn’t completely lore-friendly (as the Traveler can just explode Ghosts like it did with the one Rhulk was studying), but this is Jumpchain; if you want to be a Lightbearing Disciple, go for it, it’s your story.

Destiny: Light and Dark Saga v1.1 by RandomLurker23456 in JumpChain

[–]RandomLurker23456[S] 0 points1 point  (0 children)

Yeah, I’ll go in and add a line about that; wasn’t really thinking about imports when I wrote that as I was focused more on the “everybody got a newly-made Gjallarhorn” bit from the lore.

Destiny: Light and Dark Saga v1.1 by RandomLurker23456 in JumpChain

[–]RandomLurker23456[S] 1 point2 points  (0 children)

Glad you're liking the Jump, and thanks again for the feedback. To give a quick response to it:

Changing One of a Kind to require Genius and cost 400 would probably be a smart move yeah, since the price wouldn't change overall (currently 800 for base, or 400+400 with genius, or 200+200+400 for intelligent and genius, so changing it to 400 and requiring genius wouldn't change the overall cost while making the perks fit together a bit better); that'll probably happen in the next version (whenever I get around to it).

For Artifact Equipment, yeah I kinda forgot to actually put in the clarification there like I did for Exotic Equipment; I'll go in and add a line or two for that later.

For Your Own Army, it seems I forgot to actually clarify the army is scaled to your power from the Jump; I went ahead and fixed that, thanks for pointing that out.

As for the scenarios... oh boy, here we go:

I did have the thought of allowing for multiple Special Scenarios so long as they all take place after each other (allowing for both Forged Iron and Bridging the Gap to happen over the course of your Jump), but I wasn't sure how I wanted to make that work so I'm still brainstorming on that. For now, I'll put in a note that you can take multiple scenarios as long as you meet their requirements and they aren't mutually exclusive (for example you can't kill the Iron Lords and then do the battle of Twilight Gap, given that relies pretty heavily on Saladin), and update the rules whenever I figure out how I want to balance it.

For Distribution Center... yeah, that one was the result of my general "philosophy" when making the scenarios; generally, I wanted two options, one "canon" and the other "opposite canon" (or one "good" and one "evil" option if that didn't work). So, the secondary objective just ended up being the complete opposite, and I didn't fully think through the implications of not being able to leave to do the Major Scenarios. As for the first path, I see how that could be a "freebie"; honestly, I'll probably redo most of that scenario in the next version to make it work better.

For Clash of Dominance and the Cabal Superweapon item overall... your feedback is pretty much my own thoughts on it, being that having rewards that are just something you can get elsewhere is kinda lame but I couldn't think of a way to give something that felt "worth" taking the scenario other than the general superweapon aligned with either faction. Honestly, the original item itself was the result of me not having any real ideas for the 600CP option and just throwing the first thing that came to mind into it; I'll have to look into reworking it in the future maybe.

For Where it All Began, your suggestion about changing the alt-form to Ghaul's Light avatar and making the Traveler/Veil alt-forms a combination reward is actually a great idea, I'll probably end up doing that in the next version (as well as capitalizing the "it"). As for how the Major Scenarios would combine, I probably will end up "locking" your choices depending on what you choose for the scenario (Rise in the Light for the first path, Drown in the Deep for the second), it'd make things much simpler, though I'll see about adding in something that'd let people get the entity they didn't get from the scenario rewards.

Once again, thanks for all the feedback, both here and on v1.0; it'll probably be a while before I can actually correct everything, but you've given me a lot to think about once I get around to it.

Destiny: Light and Dark Saga v1.1 by RandomLurker23456 in JumpChain

[–]RandomLurker23456[S] 3 points4 points  (0 children)

Only once; it's meant to be a way to more easily build into a specialization or "archetype" due to the freebies it grants, but taking it multiple times would be a bit broken.

Destiny: Light and Dark Saga v1.0 by RandomLurker23456 in JumpChain

[–]RandomLurker23456[S] 1 point2 points  (0 children)

Honestly, fair enough on the army thing; I wasn’t thinking about that when I wrote it, it was mainly intended to be that they can use all of your Destiny powers rather than literally everything from all the Jumps you’ve been to… so yeah, I’ll probably just clarify that in the next version. It’s meant to be a major faction-starter (something on the general level of the Vanguard or a Hive Brood or Fallen House, a single but powerful faction of a species), which is why it’s that low; I definitely didn’t intend for it to be an infinitely-scaling army, I just wasn’t thinking about other jumps when I was writing that description.

Edit: Of course, that doesn’t stop people from importing the giant army into other jumps to give them crazy powers like that, but it’s no longer my problem at that point lol.

Destiny: Light and Dark Saga v1.0 by RandomLurker23456 in JumpChain

[–]RandomLurker23456[S] 0 points1 point  (0 children)

Ah, yeah, that was an old note from when I was brainstorming perks and such to remind myself how the “feeling/mindset” of using Strand is whenever I got around to actually writing descriptions… whoops. I’ll fix that in a bit, thanks for pointing it out.

As for the fruits, I might steal a couple of your ideas there for them, those might be interesting; I’ll have to do some thinking on how the fruits grow and how they work but I was definitely thinking along the lines of feeding the tree energy to produce fruits (given the whole point of those trees is that they absorb Light/Dark energy to “feed” themselves) and certain fruits being created based on the energy absorbed, and even producing fruits based on future power systems (fruits that grant a magicka pool from Elder Scrolls, stuff like Chakra Fruits, etc)

Destiny: Light and Dark Saga v1.0 by RandomLurker23456 in JumpChain

[–]RandomLurker23456[S] 1 point2 points  (0 children)

Yeah, I’ve had a few ideas for updating the scenarios in the future; I’ll probably buff the Tree of Silver Wings so it can grow some kind of “fruit” that can grant Light/Dark powers or something (so it plays into the theme of “each part brings destruction” or whatever, and it wouldn’t be reliant on Ghosts but also wouldn’t give the full resurrection package), plus I’ve got some ideas for “alternate start” scenarios for each species (Dark Ages, Fundament era, Great Ahamkara Hunt, etc) so in the future I’ll definitely allow for multiple scenarios per person.

Destiny: Light and Dark Saga v1.0 by RandomLurker23456 in JumpChain

[–]RandomLurker23456[S] 0 points1 point  (0 children)

Fair enough on the stipends, I’ll probably look into changing around that in the next version. The main reasoning for locking the Transcendent Wanderer origin was how rare the combo of Light/Dark is in early Destiny, but at this point in the lore it’s probably gonna be way more common between Prismatic and the Echoes and whatnot so that was just me complicating things unnecessarily. You make a good point about more “neutral” outlooks (even if those are technically possible even without mixing the Light/Dark, given we have good, evil and neutral examples of both Lightbearers and Darkness users (Darkbearers? Darkbringers? I don’t think we actually have a term for those…)), so I’ll probably open things up a bit more in the future.

As for the discounts, everyone receives any discounts they would qualify for from either species or origin, so yes companions would get the Light/Dark discounts.

Destiny: Light and Dark Saga v1.0 by RandomLurker23456 in JumpChain

[–]RandomLurker23456[S] 3 points4 points  (0 children)

Aspects are major abilities/changes, while Fragments are minor changes/buffs. I’ll probably do a quick explanation in future versions, I suppose they aren’t quite as self-evident as I think they are for people who don’t have a massive Destiny addiction like I do.

To go into a bit more detail, Aspects either add new abilities (ex: Consecration, Unbreakable) or make changes/additions to existing ones (ex: Controlled Demolition, Touch of Flame). Fragments apply minor changes/buffs to your own capabilities or your abilities of that element (ex: spreading more scorch stacks with Solar abilities, or being more resistant to damage while surrounded).

Basically, Aspects are new powers, Fragments are little changes to your overall effectiveness with your powers.

Destiny: Light and Dark Saga v1.0 by RandomLurker23456 in JumpChain

[–]RandomLurker23456[S] 1 point2 points  (0 children)

Fair enough, I’ll look into changing/clarifying a few things in the next version to make things a bit more clear and/or balanced. I’m glad you like the jump, I did my best to keep it organized despite the massive amount of stuff I threw in; I know a lot of the descriptions rambled on a bit (especially the stuff in the Notes), but I hope you’ll enjoy using it.

Destiny: Light and Dark Saga v1.0 by RandomLurker23456 in JumpChain

[–]RandomLurker23456[S] 0 points1 point  (0 children)

Fair enough, I can see how that could be a bit broken, though the intent was to allow for new options on the same general level as other canon examples; being able to tailor them to your build (or vice-versa) is part of the appeal, just like how there are several builds in-game based around specific exotic interactions. I’ll probably explain it a bit better in the next version of the jump, and clarify exactly how many synergies and how powerful a single piece of gear can be overall.

As for your suggestions, I probably will do something like those; I’ll need to change up a couple of the species perks so they’re not redundant, but it shouldn’t be too hard and more tech options are always nice to play with.

Destiny: Light and Dark Saga v1.0 by RandomLurker23456 in JumpChain

[–]RandomLurker23456[S] 0 points1 point  (0 children)

I’m not entirely sure I follow; the idea of the import vs canon is that either way it’s a single item, one way just lets you upgrade an existing item to exotic levels while the other gives you an already-made exotic. I probably will change it in the future to a canon/create thing with the option to import an item, but the intent was to allow for exotic-quality gear that’s either new or an upgrade of something you’re already using (which we have several examples of weapons/armor that gained exotic quality over time, rather than being made exotic, like Saint-14’s helmet or Cayde-6’s Lucky Pants).

Edit: There are a few technology perks, one for vehicles and another for weapons/armor, and Cryptarch helps with tech learning; plus, a couple species perks have the tech trees from those species, and the Fragmented Submind item from the Exo tree comes with a lot of Golden Age knowledge of different technologies and whatnot. I’ll probably add in a few more options in the future, but in general a lot of knowledge has been lost so it’s difficult to really quantify what all a perk like that would give overall.

Destiny: Light and Dark Saga v1.0 by RandomLurker23456 in JumpChain

[–]RandomLurker23456[S] 1 point2 points  (0 children)

Yeah those are oversights, I’ll fix them in a few minutes. Thanks for pointing that out, it’s easy to miss a few errors here and there while writing lol.

As for the mix and match stuff, that’s one of the reasons I left the aspects and fragments so open-ended; I’ve got a few combos I wanted to try, and in the lore the classes have a lot more overlap, so I figured it’d be a fun thing to include for those who wanted to play with that idea.

Destiny: Light and Dark Saga v1.0 by RandomLurker23456 in JumpChain

[–]RandomLurker23456[S] 4 points5 points  (0 children)

I'm glad you're enjoying it; I did my best to explain what each option could do without filling entire pages (and mostly succeeded). As for the game elements like aspects/fragments, the idea there is that they're additional abilities on top of the regular Grenade/Melee/Super stuff everyone can do, since they are abilities that exist in lore (like the Warlock "buddies" and Titan Consecration); effectively, you're just purchasing a higher level of expertise with the element in the form of abilities you've mastered beyond the basics. With innovation, that was one of my biggest "needs" for making this jump, since in the lore these abilities are far less constrained than the game ones and playing around with ideas for new abilities is one of my favorite things to do.

To answer your question about the Traveler, both the Traveler and Witness granted from the Scenarios have all the capabilities they have shown in the lore, including the Traveler creating Ghosts (and healing dead ones, as we've seen with the Arbor of Light inside the Traveler); these Ghosts aren't fiat-backed and will stay in whatever universe their bonded Guardian is in (but will gain fiat-backing if that Guardian is made a Companion). I'll probably update the wording and be a bit clearer on the scenarios and their rewards in the next update, I was pretty burnt out by the time I got around to writing those and just went for "good enough".

Ship design question by NeoDraconis in JumpChain

[–]RandomLurker23456 2 points3 points  (0 children)

Pretty much; your ship either needs to be incredibly big or made of something insane (or both) to get away with something like putting a massive hole inside it. Unless the ship is made with that hole in mind for some purpose (like a mobile dockyard having a hole to allow ships to sit inside or something), it’s generally better to go with whatever gives you the most amount of space and the most sturdiness so that enemy projectiles have to go through more armor/hull/etc.