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originally posted in: What the Open World Needs
9/28/2014 2:44:31 AM
5
[b][u]Outposts[/u][/b]      -[b]massive public event to reclaim outpost[/b] on earth, then the moon, then Venus, mars, etc.      -after public event, update (hotfix) is pushed out [b]adding outpost to the area *permanently[/b]      -outpost is populated with a few [b]quest givers, guards, vehicle bays, maybe a vendor or two[/b] if it made sense      -[b]Quest givers[/b] provide [b]meaningful contextual quest chains[/b] preferably [b]tailor made to the area[/b], that make gradual, [b]visible and noticeable changes to the outposts over time[/b]. Adding new buildings or NPCs along the way.      -[b]Guards[/b] would [b]fend off incoming patrols of enemies[/b], and help out nearby guardians dragging a fight into the outpost.(xp gains are virtually dropped completely if a guard kills something for you, based on %of damage done?)      -use instancing (player pool separation?) to [b]separate players by progress along quest lines[/b] (when major events happen that would change terrain or NPCs, etc.,)      -[b]vehicles[/b] respawn on a timer and or player  buys a vehicle (destroyable pikes and interceptors, etc (?hopefully more to come?)) for a small amount of glimmer.
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