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This thread is inspired by another: view original post

Edited by GhilKlinWar: 10/26/2014 4:58:40 PM
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Activities Expanded (PVE patrols, Bounties, Strikes, Events, and Raids)

The final topic in the series will present some new ideas for activities for future content. Some of these could be implemented much more quickly than others and as with all the topics it is the idea, not the details that are meaningful. [i]It has been a pleasure to bring these to all of you and I thank each one of you that have voted for, liked or commented – either publicly or privately. Perhaps one day we will see some of these show up in the game, or perhaps one of Bungie’s staff will pop in and comment on them and add their own thoughts. [/i] Currently the game has only a few basic types of activities – story, patrol, bounty, strike, raid & event. I will not address story mode directly, but some of the following might be adapted to use in them. . Patrols & Bounties are kind of the same thing, just dependent on where you acquire the mission so the following could be possible in either location. These are mini-missions that are performed in the open world and can be done either solo or with a fireteam. [b]Stealth Mission[/b]: You are given a target destination and have to go there to (pick one) plant an explosive, secure data from a device, locate a target, get information on the enemies strength and composition. This mission’s parameters require that once you are near the target area you cannot be detected. You can accomplish the goal by sneaking past the sentries and guards, eliminating enemies by one-shot headshots (great place in the game to introduce silencers for weapons) or physical attacks while they are separated and hidden from other guards or a combination of the two. If detected the mission fails and you are returned to the spawn or starting point just outside the activation area. [b]Rescue Mission[/b]: You must rendezvous with an NPC and escort them to a safe zone. The safe zone should be intersected by patrols searching for you and the NPC which must either be fought or stealthily passed. If the NPC dies you fail the mission. [b]Timely Intervention[/b]: You must follow a series of waypoints and arrive at the destination ahead of one or more groups of opponents (enemy units) also attempting to reach it in order to (pick one) dismantle a device they want to use, prepare an ambush, retrieve something they are looking for, or to kill a target before it can be warned of your approach. The enemy would use intersecting paths and possibly even vehicles in an effort to reach the target before you, as you both race across a path of four to five checkpoints. At each checkpoint the first to arrive has the advantage of setting an ambush (leaving one of the fireteam behind) to slow the other unit’s progress. [b]Piece of the Pie:[/b] This mission (each part is a variation of one of the standard missions) that provides a clue or an item that is the beginning of something bigger than it seems, each time it is accomplished it leads to an even larger or harder mission somewhere else as the pieces are tracked down and acquired culminating into access to a special strike or event. This mission can take several weeks to get, require six or more subsequent missions to be performed to complete all the segments making for an instance that has a much longer evolvement, across many locations and worlds as well as multiple engagements. [b]The Hostage Trader[/b]: This is a rescue mission with an added bonus of the hostage being a vender. Once the mission is completed the vender becomes available to the fireteam and provides vanity items, trade of materials (bought and sold) or some other special items. [b]Munitions Delivery[/b]: The player must capture special munitions from an enemy occupied location, and then deliver them to another location somewhere else in the game. This mission might even take the player to two (or more) different worlds to complete it and place them into several combat zones along the way – it ends with a larger scale battle when and where the munitions are delivered. Strikes and Events are likewise in the same category of size and scope so we have grouped these together as well, again the following could be applied to either with small changes or a good back-story. I am also going to incorporate or repeat some of the material from the other posts here to tie all of this together and to present events that were not detailed in the particular topic due to space limits. [b]The First Ghost[/b]: This strike/event retraces the steps of the very first guardian. It would be a dark and ghost-lit passage (using the flashlight as your only light for much of the mission) into the deepest depths of the moon, while following a trail of clues (your ghost would advance the story and indicate subsequent waypoints along the way) left by the first ghost, and culminating at the place where the first guardian was defeated – a monstrous and deadly foe would be awoken upon arrival. Defeating the foe will allow time to transfer data from the first ghost’s programming and would unlock one of the templates for customization of the player’s own ghost. Each time it is played the RNG would offer another of the templates from the list. [b]Advanced Blueprints:[/b] This strike/event takes you inside an enemy headquarters to download valuable data on the construction of a dropship or two-man vehicle. You’d have to use a combination of stealth movement, misdirection (for once your ghost can alert the enemy in a useful way) and combat to reach the databank and then (yeah we have to have this part as Bungie just seems to love it) hold off a surge of opponents as you hack the system and pick up the information. Unlike the other events, in this one you will also have to GET OUT – no simple task done, beam me up Scottie exits. How you got in would determine how hard getting out would be. The blueprints would combine with salvage from other items (ships and sparrows) as well as a few more missions to get the missing and higher tech pieces (you did not think a dropship or a cool vehicle was going to be this easy did you?) to complete the construction. [b]PVE/PvP Raid[/b] – this one was originally outlined in the Factions Expanded topic but for the sack of tying this all together, and broadening the original idea by adding Clans as an option over Factions, the idea is repeated below, the intention being to blend the two modes into one competitive Raid or Event. [b]The Hook:[/b] A Cabal mothership has been located near the reef and the factions (or possibly even clans) each want to acquire both the prestige of taking possession of it, as well as reaping from it the equipment that it holds before it can leave the system or one of the other factions gain control of valuable information or equipment. Each Faction/Clan’s representative issues a challenge to its members to reach the mothership and take occupancy of several locations within it. They warn their members that they ship will be occupied and defended by the Cabal, and that other factions/clans will be seeking to acquire similar if not the same goals so conflict may occur during the expedition. This event blends both the Raid type game play along with a PvP encounter and random goals for each side, so that it appeals to a broader audience and provides a chance to bring players that would not normally play a PvP match into something new, never the same and exciting. In the deployment phase each group is given a set of goals (bounty-like) that it must complete in the event, no two groups would have the same set of missions during an event and a fog of war (unknown goals) would result. [b]The Raid/Event:[/b] Groups composed of six members are sent to the ship and have to perform the following tasks (or something similar). Simultaneously another group of six guardians from one of the other factions/clans will also be launching and arriving at an alternate beachhead on the ship. There is a chance that up to three different factions/clans might be contained within the event at the same time (6x6x6) each with their own unique goals (though many will be the same) and each hoping to be the ones that complete theirs before the others. Encounters with the other teams will result in a PvP firefight as blockades are formed to slow the other team, rooms or access points are held until vital data or rare materials can be acquired, & eventually control of the ship must be held by a single group. [b][i]Note: The complete details of this event are in the [b]Factions Expanded[/b] Topic below - space won't allow me to repeat it all here.[/i][/b] Considering that each team has different goals while they are there, and that the goals change upon each replay, and that PvP occurs based on both random encounter within the ship as well as potentially being a part of a set of faction orders, the event opens up all types of applications for strategy, tactics and teamwork that changes each time the event is played out. This means that the event burnout and grinding is reduced dramatically and players will want chances to get back into it just for the experience of a different set of encounters. To retain balance the event would have stages similar to the raid; based upon the player's level. Unlike VoG the starting level would be lower -perhaps 24th - to utilize the ability to coax new and fresh players into the PvP aspect of the game. This would also control level biased domination during the event and provide the exclusion that many people desire. The cabal agents aboard the ship would likewise be leveled appropriate so that the PVE side of this event also feels balanced and remains challenging. [b]GKW's Expanded Series[/b] [url=http://www.bungie.net/en/Forum/Post/72178812/0/0/1][b]Factions Expanded[/b][/url] [url=http://www.bungie.net/en/Forum/Post/73318026/0/0][b]Races and Classes Expanded[/b][/url] [url=http://www.bungie.net/en/Forum/Post/74023598/0/0][b]Ghosts Expanded[/b][/url] [url=http://www.bungie.net/en/Forum/Post/74947949][b]Clans Expanded[/b][/url]

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  • I love these ideas, and if they do put them in the game I just hope that they make the NPC's that you rescue actually smart. Pike they would take cover from enemy fire and always stay behind you. Perhaps call out warnings. That would be cool.

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  • Looking for two LVL 30+ to run vanguard ROC strikes. (I have the Bad Juju bounty)

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  • Bump

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  • bungie hire this dude immediately. great ideas, fully support

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  • Like always great job, here is my opinion about the ideas [b]Stealth[/b], i see this as a hard to put in game, is very diferent of the idea of the game (not saying that is a bad idea :P i like stealth games) [b]Rescue[/b], Perfect, you will not be only worried only with your own life but with some other became a berserker will not be a solution as I see a lot of times. [b]Timely[/b], good idea, problaby will not be my favorite event, but i will like to spend a lot of time on this ^^ [b]Piece..[/b], i didnt get it very well looks like a DLC expension, when you do missions, and open a strike and a raid after that [b]Hostage[/b], i liked this one, and he can bring back the trade of farming elements (as spin, helio, etc) for Vanguard and crucible marks [b]Munition[/b], i liked this idea a lot, but have only 1 problem, the loading time still taking a long time, would be boring enter and going to other places for a mission, only if it worthy [b]The First Ghost[/b], nice idea for a mission in a future DLC or maybe side missions to get yours "expanded Ghosts" would be perfect [b]BluePrints[/b] nice side mission for a item ^^ [b]The Hook[/b] i will read more to try to understand better this idea :P ,but makes me remember about world wars in some MMORPGs, when 2 diferent guilds figh wach other for territory [b]Raid[/b], if someone played FFXIV will not about the raid there, there is several groups each one have to do something in the raid to go together until the last boss, i would change this last pvp moment for a big bad ass boss that will need the 3 teams to take it down, maybe 1 team against mobs other agains less boss and 1 against the great one to make it work, if the 3 focus on the big one, the lesser bosses and the mobs will get all the guardians Nice work, #Deej bring the ideas to the team

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  • Bump

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  • Edited by Tutor: 2/1/2015 5:22:26 PM
    ....... .

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    • OPTIONAL MATCHMAKING for the raids and nightfall

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      • Bump

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      • Mmmmmmmmmmmmmmm. Delicious ideas. The forums have better ideas than the devs.

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      • Bumping this one. Great ideas.

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        • Love all these ideas.

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        • Love it BUMP

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        • Are you sure you didn't work for Bungie at some point and got squeezed out and all your ideas followed? Love.....it.

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          • I like the boss appearance event...lots of good ideas. Bump

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          • These posts need to stay active. Bungie NEEDS to see these ideas. On the topic of integrating PvE with PvP, I've had an idea buzzing in my head about a chance for massive waves of enemies to interrupt a crucible match and try to reclaim their old territory, forcing everyone to cooperate and wipe them out. Something like that would probably piss off a lot of people though...

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          • Edited by GhilKlinWar: 11/10/2014 7:22:02 PM
            The original idea for this comes from [b]Farashto [/b]and is located at the link below. This would come to us as a new Public Event, and would raise the bar on their difficulty once it was introduced. [b]Titan Appearances[/b]: Each world would get a new Public Event that returns the titan/boss from that world back into the fray. The players would face the likes of Phogoth as he bursts out from a crevice in the moon's surface to run rampant across the area, or watch with dread as Primus Sha’aull launches out of a carrier ship and drops onto the surface of mars, blazing away at the Guardians in that zone. Each of the world bosses would have a unique entrance into their zone, and each would provide (due to the new terrain) a chance to develop new strategies to face an old foe. Since these events would be much harder than the standard ones, the stars awarded would be based on the amount of damage done to them, likewise, the number of stars could also provide for a different exit scene based on the battles results. If the titan can be completely defeated the event should award the guardians in the same way as the first three star daily event does - or perhaps a random loot that includes strange coins, or legendary gear even. Here is the topic the idea originated from for anyone that wants to comment directly to it. [url]http://www.bungie.net/en/Forum/Post/77937167/0/0/1[/url]

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          • Please check out [b][i]Clans Expanded (Communication, Headquarters, Vehicle, Dropship, Activities, Assets)[/i][/b] http://www.bungie.net/en/Forum/Post/75172093/0/0/1

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            • Love this

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              • bump

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              • Great post..... I have a similiar post about exotic bounties and how to make them better. I use alot of the different modes to blend them into the bounty, same as you use here to make for one example of more diverse bounties. This could be applied to create specific mission types like the ones you made with different specific parameters or to be mixed. Keep up the good work.

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              • BUMP!! All of these topics are top class! Bungie would be stupid not to implement some of there

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              • Its a shame all this will probably go into the sequel and you'll be stuck paying for another game that's still missing very general features.

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                • Oh God! It's too much I cant handle this excitement...stealth missions, Rescue missions.... Also we should be able to save caravans that are under attack since we know that there are villages of nomads in the wild that move from place to place.

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