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#feedback

Edited by ImTooHungover: 3/4/2015 7:03:14 PM
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Solving that MUNDANE grind that puts you to sleep

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Bump and LIKE if you agree! Enemy types should have some randomness to levels. You always see the same scripted layout for strikes, missions, patrols, etc. Having a little different enemy count or set-up for areas helps with mundane grinds. It's small but can go a long way. You could give enemies a value and areas a total value that is met by a random accumulation of the enemies but is not surpassed. For instance, area A has Total Value of 20. Knights = 6, Acolytes = 3 and Thrall = 1. Some instances you may have 3 knights and 2 thrall. Others could have some some acolytes and thrall. Others may even have 20 thrall. If an area absolutely requires a certain unit, then have a permanent input of that unit but keep the rest random. ENEMY ABILITIES: Also, expand enemies with abilities and alternate weapons. This with a random touch helps a lot with grinds. Thrall could have dash attacks, ice slashes to slow guardians, so on so forth. A thrall could have a 10% chance of spawning with one of these abilities or something. Bosses could also have multiple abilities that can be randomly chosen for each instance the strike is played. Phogath could have 6 abilities and each instance you play him, he chooses 3 to use. And to make it more interesting, 1 of them could evolve when he gets to half health or something. The thing is, having gameplay that is random (even on the littlest things) can vastly improve the fun factor for a grindy game. It keeps people on their toes a bit more because they never know EXACTLY what they may face and are forced to alter tactics from the norm. And a boss with an ability that evolves at half health but never knowing which one could lead to very interesting gameplay. EDIT: Ideas for boss abilities: Phogath: launches a few globs that act as mines on the maps. If Evolved, they could spawn into enemies after a period of time if not destroyed. His stomp could evolve into a wave that projects in front of him and slows guardians hit. Maybe an ability that puts his chains to use--KRATOS!! lol Valus: He could have an arsenal of different weapons at his disposal. Grenade launchers, flamethrowers, and maybe even a melee weapon with abilities that projects damage in an aoe. Sepiks: Could vacuum designated players into him. Sends shockwaves that could act like concussion grenades. Comment from below: EXAMPLE OF GAMEPLAY: The Devils Lair has a solar burn mod. So you equip solar damage before entering a fight and solar defense (if there were any). You make your way to the Walker boss. You're fighting him and all of sudden a Fallen Captain spawns behind you (near where you entered the fight) along with 4 Vandals and 3 Dregs. The Captain emits an aura that applies Solar damage for all nearby enemy units including the melees and 1 of the dregs has increased base armor and a dashing ability. Your strategy just changed cause now your primary focus will be killing the captain due to the massive damage increase he is giving his units (especially that jacked dreg). Throw this in along with a more diverse kit for the Walker--maybe it can actually "WALK" around the map a bit--and you have a very interesting fight. Every fight would be unique if you had no idea where and what enemy was going to spawn. This extends the longevity of a game ten times with just random spawns and diverse kits and allows for more interesting strategy. You also don't have to create bosses with massive health pools do to increased difficulty of enemies. Lastly, the type of content--weapons, gear, perks, mods, etc--just increased tenfold cause now you need to think about your loadout to counter potential enemies. Imagine if there were weapon modifiers that also positively effected your weapons depending on what planet you were fighting on. Or what enemy you are shooting at. The quality gameplay just explodes and you really don't need a shit load of content but the potential is there when needed. Any ideas, just add to them. Simply brainstorming for fun.
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  • Fully agree that bosses need to be given additional abilities for strikes atleast. I'm an old school wow raider, and thinking about the amount of abilities that trigger on certain phases of boss fights, need some form of these idea's implemented.

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