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Destiny

Discuss all things Destiny.
Edited by Gabe: 2/4/2015 4:24:53 AM
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Gabe

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[url=https://www.bungie.net/en/Forum/Post/98401132]Due to its length, this thread has moved. [/url]

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  • Want. Now. Make it a thing

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  • Bump

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  • Brilliant!

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  • I'm working on a DLC idea. This is awesome! I'll post my idea once I'm done

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    • [quote]I think we can all agree that the raids are where Destiny shines. The raids exhibit unique gameplay mechanics that challenge players to work together and to overcome for big the game's best loot. So let's make more. Be creative and be original. Here's my shot. [u][b]Black Iron[/b][/u] Named after the Cabal's black blood (which may or may not contain iron like human blood) and the metallic appearance of most of the raid. This raid is focused on the Cabal and the Vex. It takes place on Phobos, one of Mars's moons. The moon is hollow and the Cabal have used this as an advanced research facility for their armies; Mars's very own Area 51; perhaps even Cabal's own [i]Death Star[/i]. You must infiltrate the facility and weaken the Cabal to hinder their militaristic advancements. [u]1. Goliath Encounter[/u] After landing on Phobos you are immediately greeted by an advanced Goliath tank. While having some visual similarities to the Goliath like the one in the mars strike, it is invincible and cannot be destroyed. It carries a deadly arc hull that kills at a touch. All you can do is get on your sparrow and race ahead as it chases you shooting in your general direction. You weave through the valleys and tunnels of Phobos's porous surface. To end the encounter you must take the correct route which leads to a canyon which your fireteam jumps across on sparrows while the Goliath falls to its doom. You arrive in front of the facility's entrance and begin the Black Iron raid. [u]2. Reactor Encounter[/u] The facility itself is dark yet clean. The floors and walls are dark blue steel. Pipes that carry a black oil pulsates a white light that lead you down the hall into an enormous open room. The shape of the room is that of the inside of a cylinder except with concave curved and smooth walls. The walls are clear, showing more intricate pipes of black oil. In the center is a reactor. To begin the encounter you turn on the reactor, which electrifies the walls showing energy running through the walls and at the same time circular ceiling opens up and cabal forces pour in. After defeating your first wave of Cabal your Sparrows come online and you must charge the reactor by riding on the concave walls via centripetal force. In doing so, the room slowly turns and descends as if it were an elevator. More Cabal forces pour in at the same time but the ceiling gets further and further as you descend. The enemies get stronger the deeper you go. Only 2 sparrows are online at a time and rotate through the guardians so you must keep switching who is charging the reactor. If no one charges the reactor, the reactor overheats, and after a certain time it explodes killing everyone in the fireteam. After fully descending the reactor stops, its ceiling closes preventing Cabal to drop in. It turns pitch black for a moment, then a faint light turns on revealing a single door which opens slowly. [u]3. Exiled Vex Encounter[/u] Your fireteam goes through the door through a small hallway that is dimly lit. Its not long before the hallway turns into a cavern. Stalagmites and stalactites cover these enormous caverns; the galaxies' rarest crystals can be found here, too. When you reach the other end of the caverns you find a large hatch. In doing so, you receive a hindrance: [i]Chill of Phobos[/i]. Your weapons have frozen up and jammed. You are forced to switch to your solar weapons if you want to survive the incoming horde of Exiled Vex. When you reach this hatch a single Vex Goblin shoots at your fireteam. Your fireteam laughs as it is quickly demolished. The hatch opens as a result of the dead Goblin revealing another enormous room of caverns with another closed hatch on the other end. The Vex you had killed then puts itself back together except in doing so, it created another Vex. Your team demolishes this pair to unlock the next room, now with 4 vex at your tail. What was four soon becomes 8, then 16, then 32, 64, 128, and so on. Before long you are overwhelmed by the amount of Vex. Without a way to stop the insanity you reach the 11th room which contains an already opened hatch on the other side that leads to the next area. Your fireteam scrambles onward now ignoring the exponential army of Vex now at your tail. Why are there Vex in a Cabal base? Why did they look different and are exiled? [u]4. Psion Mind Encounter[/u] The countless calculations and beeps of the Vex behind you echo as you escaped a certain death. The last hatch had closed behind you and you are back to a metallic hallway. Much like in the beginning, the hallway is of blue steel and more pipes of black oil pulse a light that leads you forward. Cabal guards patrol the halls but they are quickly dispatched of. You finally enter a large room. The pipes that had been there from the start all lead to this room. They all lead up, like a series of vines reclaiming what was once theirs. It culminated to the center of the ceiling where a large Psion was being fed this black oil, straight to its brain. It hung there dormant. Shooting it will activate its shield and begin the encounter, detaching the walls from the floor and leaving your fireteam into a large floating platform. Falling would be certain death. When the encounter begins Cabal jump up onto the floating platform trying to stop you and your team: the intruders. After defeating a wave, the Psion Mind summons guardians. They are exact replicas of your own guardian, except they appear darker, almost as a silhouette. They will mimic whatever you do. If you move forward it moves back. If you shoot it, it will shoot back at the exact same time. Shooting your own doppelganger will cause it to shoot you which gives you the hindrance: [i]Possessed by the Mind[/i]. During which you cannot control your own guardian, instead it will begin walking toward the edge. Your fireteam must shoot you if you're possessed to break the Mind's control. To not become possessed you must shoot someone else's doppelganger and hope that the your fireteam isn't in the doppelgangers crossfire. When the doppelgangers are gone, you gain the temporary aid: [i]Will of Light[/i] in which you can use to penetrate the shield and damage the Psion mind. After a certain amount of time, the Psion becomes enraged, summoning doppelgangers that are independent of you, firing at you whether or not you fire back. Defeating the Psion Mind will detach it from its pipes, leaking black oil onto the platform, which disintegrates and your fireteam falls deeper into Phobos. **To be Continued** Please bump so more people can read this. I want feedback and your own ideas for encounters! Thanks![/quote] Bump

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    • Bump It'll never happen but I like it man

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      • Bump

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      • Bump [spoiler]question though, couldnt they just ingnore the single Goblin all the way until they get to the final room?[/spoiler]

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        • This is awesome.

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        • Super bump. .....BUNGIE PLEASE HIRE THIS GUY! !!!!!

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        • I like it. Ease off the sparrow stuff a little, but other than that, it's pretty sweet

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          • Bump

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            • Bump

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