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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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