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Edited by a Kitty XD: 4/7/2016 10:17:25 PM
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Strike Idea: "Spare Batteries" My last for now, thanks for the kind words, everybody!

Strike Idea: Spare Batteries Commander Zavala has intel that The Cabal have been testing new shielding technology. The Speaker would like to apply this technology to the The Last City’s defenses. Loading Screen Text: Zavala: [quote]Guardian. My sources tell me The Cabal have been working on some sort of shielding technology that’s powered by what we're calling “The Battery.” Normally we’d wait and keep gathering intel, but The Speaker has asked us to retrieve the battery in hopes shielding The City. I realize this… isn’t the most ethical thing we’ve ever done. But as a Titan myself, I can agree that our City could always use more defenses.[/quote] Player spawns at Trenchworks, facing the route to Valley of the Kings. It is currently dusk. Zavala: [quote]This mission is of utmost secrecy. If the Cabal know we are the ones taking their Battery, Siege Dancers will come to Earth themselves and take it back. We cannot afford an all-out war against the Cabal right now, let alone on Earth.[/quote] Player starts towards Valley of the Kings Zavala (continuing): [quote]Avoid the fight, Guardian, stick to the shadows.[/quote] Player arrives at Valley of the Kings, waypoint pointed at Cabal mobile base (Where the Cerberus Vae III Strike ends). Ghost: [quote]Actually, bring me around back.[/quote] Player drives outside to far side of base, where Player is prompted to “Summon Ghost.” Ghost interfaces with electrical box. Ghost: [quote]They may be working on shielding technology, but I bet I can still mess with some electrical equipment![/quote] Base power audibly turns off. Ghost: [quote]There! That oughtta help.[/quote] Base emergency power turns on. Base lighting pulsates between darkness (say, 15% brightness) and a hearty red glow. Ghost: [quote]I mean, kinda.[/quote] Player drives/walks up entrance ramp to base and turns left. Ghost: [quote]Here’s the deal: the emergency power limits which doors open and which doors don’t, so we’ll be strapped for time. I’ll begin rerouting energy to doors as soon as you near them. I’ll just need a few seconds to interface with the system.[/quote] The doors to the right, leading to Cerberus Vae III are closed, but the boxes straight ahead [spoiler] I think there’s a dead ghost hidden here?[/spoiler] are cleared away. NavPoint points here. Ghost (as player nears waypoint): [quote]I’m on it![/quote] Player now must hold area for ~5 seconds, similar to capturing a point in Control. There is no command to Summon Ghost. Now completely away from the outside light, the only sources of light are the pulsating red glow and, if desired, your Ghost. New objective: Find your way to the Battery Player must navigate a dark maze. In order to open a door, Player must hold the Control point in front of it for 3-5 seconds. There are occasionally dead ends and un-openable doors, as well as randomized-location materials chests, but no Cabal. At the end of the maze, there is a long hallway that is somewhat wide. There are multiple clusters of some cabal standing around growling, grunting, discussing. Ghost:[quote] Translating… They’re confused. They know neither the source of their power failure, nor why their battery isn’t helping them. So it [i]is[/i] here![/quote] Zavala: [quote]Remember what I told you, Guardian. Avoid the fight. Wait for the light to go out and sneak by them.[/quote] The Player may now choose to either sneak around the Cabal, avoiding fights, or can choose to open fire on them. If using quiet methods (such as Sidearm or melee), the Player can eliminate clusters without alerting other clusters of Cabal. IF any Cabal are alerted and begin firing: Ghost: [quote]Nooo no no No NO! We’ve been seen![/quote] Zavala: [quote]Damn it. I was hoping it wouldn’t come to this. Guardian… eliminate all Cabal in this room. No witnesses. We cannot jeopardize their knowing we're here.[/quote] Player must eliminate all Cabal in the area, as well as a few reinforcements. More reinforcements coming if your Ghost says the following: Ghost: [quote]That one’s going to set off an alarm![/quote] Waypoint will point out which “one” it is. If tripped, player must deactivate alarm using Control capture again. Cabal will appear continuously in stronger and stronger numbers and ranks until alarm is shut off. [spoiler]If fireteam is full and of decent skill, this could be a decent glimmer farm if numerous yellows continuously appear.[/spoiler] Fight or no, once at the other end of the hall, your Ghost will hack a door open. Stairs will lead the Player up to some dimly lit catwalks over a large open maze below, similar in structure to the dark maze earlier. The catwalks are low in height, and the player must navigate the entire thing crouched. There are random Cabal strewn about in the maze below- each capable of fighting or running to another alarm- but they are only visible by the pulsating red light. If the player falls, walls can be jumped over on the way back to the stairs up, but the top of the walls cannot be jumped off of to get back onto the catwalks. The Player must instead navigate their way back to the beginning by the stairs and try the catwalks again. Navigating to the end of the catwalk maze, the Player proceeds through a vent and becomes able to stand again. A NavPoint leads the player to a door that your Ghost hacks open. This door leads back into the maze below the catwalks. Ghost: [quote]Oop, wrong way.[/quote] Turning around, a Terminal appears next to another door. Ghost: [quote]Hold up! Maybe there’s some research notes I can extract from here, help us out when we retrieve the Battery.[/quote] The Player summons the Ghost to interface with the Terminal. Ghost:[quote] Oh… oh my.. This… Battery. It [i]does[/i] technically power a shield, but it’s not for deflecting bullets or missiles- It’s a repellent, against Taken. Their notes aren’t exactly clear how it works, but something about is dissuades Taken from being around it for extended periods of time.[/quote] Ghost (continuing, shocked):[quote] If we take this… the Cabal will be open to Taken attack… again.[/quote] The door opens and the Player moves into a long, slimmer dark hallway. At the end of the hallway is a luminescent orb, being investigated by three Psions. Ghost: [quote]Gasp! That must be the Battery![/quote] The three Psion immediately notice. Ghost: [quote]Oop. Thaaat’sss on me. Sorry.[/quote] The music picks up. The Boss Titles and health bars appear on the three Psions: Question Seeker, Answer Seeker, and Truth Seeker. Each takes position behind a different set of boxes separating the Player and the Battery. If the Player rushes the Battery with two or more Psions remaining, they will use a wave attack, similar to other Psions. Instead of damage, though, the wave will knock the Player back, doing damage on impact with the back wall. Outside of this attack, these Seeker Psions have the same attacks as normal Psions. During the ensuing battle, the following conversation takes place: Zavala: [quote]This Battery is giving off a familiar sensation…[/quote] Ghost: [quote]It… feels like Light. Similar to the Traveler’s![/quote] Speaker: [quote]That’s because it [u]is[/u] Light, little one.[/quote] Ghost: [quote]The Speaker! You knew?[/quote] Speaker: [quote]We had our hunches. What’s more important right now is that you bring it back to us.[/quote] Ghost: [quote]This isn’t right.[/quote] Speaker: [quote]You must![/quote] Ghost: [quote]They could die![/quote] Zavala:[quote] Sir, I…[/quote] Speaker (cutting him off): [quote]WE could die! THE CITY could die, we are vulnerable, Light![/quote] Zavala (interjecting): [quote]Just! …bring back the Battery, Guardian.[/quote] The Player picks up the Battery, and the music changes tone in addition to Cabal sirens going off. The camera changes to third person and the Player moves similar to controlling the ball in Rift, except the Player cannot throw the Battery. They may only run with it. The button normally used for “Throw Ball” now simply drops the Battery. Ghost: [quote]Let’s go- we need to go![/quote] New Objective: Find the Exit Zavala: [quote]Remember, this is a secret mission! You cannot be seen with the Battery.[/quote] With the Battery in hand, the Player again navigates the maze under the catwalks, jumping is again allowed, but may allow the player to be spotted. The emergency lights are still providing the only visibility, outside of the Battery’s glow. If the Player is spotted by any Cabal, the Cabal will get a waypoint over their heads. The Player must eliminate them to continue, and may do so by either melee with the Battery in hand, or, the player may drop the Battery and regain their own weapons. Ghost: [quote]So much unnecessary death... surely we enough light of our own that we could've spared this?[/quote] The Player treks back throughout the entire level, and back through the first dark maze. There are Cabal this time. The player reaches the front door and is instructed to Summon their Sparrow and Turbo off into the night (in the direction of Trenchworks) The Mission Complete HUD displays while the Player is still driving. Zavala: [quote]I’m sorry Guardian. We weren’t sure- but you must believe me that this is for the best. The Light will be out of the hands of the Darkness, back again near the Traveler. I know that we and the Cabal may share the common enemy of the Taken, but that does not make them our friend. Fulfilling this mission was a tough decision, but it’s one we must make. It is our duty, as Guardians of the Light.[/quote] Aaaand that's it! All three of my ideas have been penned. Thanks for reading, and thanks more for the kind words. See you starside. Keep it clean, -a Kitty XD Jumps to my other strikedeas: [url=https://www.bungie.net/en/Forums/Post/199184577?sort=0&page=0]A Territorial Power Struggle[/url] [url=https://www.bungie.net/en/Forums/Post/199293550?sort=0&page=0]The Inorganic Parasite[/url]

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  • I love this :D

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  • This is more of a Story Mission than a Strike, but I love it nonetheless...

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    • Read all the dialogue in their voices Not on purpose

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      • I was with you up until the 3 Psion bosses. God knows we don't need another Psion boss strike. I don't know of a single person who enjoys fighting the Flayers. (Mostly because they don't drop exotic engrams.)

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        • I APPROVE. MAKE IT HAPPEN.

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        • Good. Very good.

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        • I've had this idea for a while now... Raid name: The Second King Description: a new king has risen...for now... Location- Dreadnought Enemies: Hive "Cultist" Hive Difficulty on Normal: 4.8/10 410 Light Difficulty on Hard: 7.6/10 420 Light Dificulty on Hell: 9.8/10 440 Light Bosses(In Order)+ Fight techniques and Grimiore card earned You start off in the Darkest pits of the Dreadnought, a message will appear on screen saying "The council await your challenge..." The first bosses begin here Xol- (The Grand Council: Xol +15) Eir- (The Grand Council: Eir +15) Ur- (The Grand Council: Ur +15) Yuul- (The Grand Council: Yuul +15) (You will face them all at once, after 1 dies) Normal- Kill adds, shields will go down for 30s have 100K Health each. (Not killing 1 quick will cause another to spawn in 3 minutes) all Hard- Must kill 4 hallowed nights to make their shields go down 165K Health each Hell- Tons of adds, bosses move quicker, 230K health each, 2 of them will spawn at once Challenge- You must keep all 4 alive and kill them all within 3 minutes Drasvik, The Executioner (Drasvik, The Executioner +15) (After killing the Grand council, Drasvik spawns in for revenge of his dead brothers) Normal- Few adds, Drasvik's weapon will be a slow. but 1 shot kill axe. Arc shield 76K HP Hard- Thrall will spawn occasionally, but easy to kill. Drasvik's movement and weapon speed are increased, but Axe will take 2 shots to kill you(No shield) 131K HP Hell- Hallowed Knights spawn in each time 20% of the boss's health is taken down. Weapon and movement speed greatly increased. Axe takes 3 shots to kill you. Drasvik now summons a Taken Captain's blinding ability frequently (Shield switches elements) 243K HP Challenge- Kill Drasvik in under 5 minutes, all adds must die as well After killing Drasvik, he doesn't "die" he laughs and the darkness absorbs his body and drags him beneath the floor, after this, a portal is opened and you are taken to a room called the crypt. Tons of thrall and acolytes are here. Frequent jumpscares from thrall behind corners that pounce on you and will kill you if you don't get them off quickly. After this a jumping puzzle(yay) appears. Only 1 person is allowed on each teleporting rock. It gets harder as you progress. Now you come to this door, you enter. Loud laughter is heard behind it Dakria, Grand Deathsinger (Dakria, Grand Deathsinger +15) Amaka, Grand Deathsinger (Amaka, Grand Deathsinger +15) The 2 sisters, are a duo of elite Deathsingers. They wont attack until you fire at them. Normal- each song lasts for 2:00 Frequent thrall and acolytes spawn in. Song will not kill you if you are far away, or in 1 of the 3 auras that spawn randomly. 54k Hard- Each sister has 67K only 2 auras spawn in. Each sister has 87K HP Hell- Song is now 1:15. Ogres and hallowed enemies now rotated. No auras, each sister has 100K HP Challenge- You must kill each sister while she is singing, but you will fail this if you don't kill her within 3 songs. After killing them, a hole opens up in the ground beneath you, consuming everything that collapsed in it. You now entered "Doroth's Labyrynth". It's basically a maze where cursed thrall and shriekers spawn. After getting out of the maze you meet the monster himself Doroth, The Behemoth (Doroth, the Bohemoth +15) Doroth is a huge ogre(Phogoth sized) who's crit spot rotates randomly Normal- Doroth fires a laser that lasts 10 sec. he is immune to damage while firing his laser(No pun intended) Adds spawn in when he's at 50% 500K HP Hard- Doroth's laser fires to 20s, but takes more damage while in cooldown. Cursed thrall and Knights spawn in at 75% 645K HP, Hallowed enemies spawn randomly under 50% Hell. Doroth randomly fires his lazer that ranges from 10s-60s Wizards and ogres spawn at his last dying breath that will prevent him from dying. Kill them quickly, or he will be completely healed 764K HP Challenge- All players must deal at least 10% of his health to Doroth, Anyone killed during a cooldown sequence will fail the challenge After killing Doroth, Drasvik says "Foolish worms, you dare enter my realm?!, I'm through with you, you killed my father, all my brothers all my sisters now my pets. Come face me then, I vow to drown you in your own blood!" Drasvik then teleports you to his "world" 3 people are teleported to 2 different realms (3 in each world) Drasvik, the Shattered(Only obtained in the Shattered realm) (Drasvik the Shattered +10) Drasvik, the Unbroken(Only obtained in the Unbroken realm) (Drasvik the Unbroken +10) The difficulty is not affected here (You happy?) All 3 modes- Drasvik's axe is exchanged with a large scythe, Cultist Hive will spawn here Each one has 100K HP No challenge here After killing both of the Drasviks, the portals crumble to dust, both spirits combine to create Drasvik, the Worm God Drasvik, the Worm God (Drasvik, Worm God +15) Normal- Drasvik moves slowly, firing a beam of dark energy that tracks, Cultist hive spawn randomly. 435K HP Hard- Drasvik moves more frequently and quicker movements. Dark energy beams last longer and improved tracking. Supreme Hive(Cult Hive Majors) Spawn when Drasvik is at 25. 10. and 5 % HP 598K HP Hell- Drasvik teleports around the map. Spawns a mini oversoul every time a fireteam member is killed. Oversoul is 50% of his current HP. Drasvik has 987K HP (Oversoul takes 3 minutes to wipe a team) No Challenge here either After killing him in this form, Drasvik is enraged saying "Foolish worms, I have many forms, now meet my true self!" You are teleported to an unknown real which is brimmed with supreme ascendant power. 6 plates appear, your fireteam must stand on them to begin the fight. After stepping on them, a ritual forms. All the enemies and bosses you killed turn into a shape, Drasvik is brimmed with dark energy now, he is the size of Oryx(The raid Oryx) Drasvik, the Second King (Drasvik, the second king +30) Drasvik is huge now, he will spawn in Cultist and Normal hive to kill you Normal- Drasvik slams the ground randomly which insta kills you, and an oversoul is spawned. Adds spawn every 30s. 1.7M HP A text will say "Drasvik glares down at "Insert name here" then Drasvik will activate Gaze of Oblivion on that person which will not allow them to use supers, or abilities. To stop this you must attack his eyes, all attack is 10X the normal attack power during the gaze, once it's taken off a buff called "Aura of the Enlightened" then it will be switched to a random person (Note: You will die if you don't transfer release the gaze within 2 minutes: Hard. Drasvik slams more frequently, he will spawn a random oversoul, Majors will replace the non major adds Gaze of oblivion is active more frequently. Eyes will need more damage to switch. 2.6 M HP Hell- Drasvik will rain comets down randomly, at 50%, he will pull out his axe which he will sweep across the ground, killing everything, and anything in it's path. He will spawn oversouls each time Gaze fails. Gaze lasts longer, but damge is reduced from 10X to 7X Challenge- The Gaze of Oblivion is passed on to the person who dealt the most damage to Drasvik, he must be killed by the Gaze's explosion After landing the final blow on Drasvik, his blast with light burning he then emits a blood curdling scream as his body disintegrates into ash and bones, right before he dies, you can see him cut off his head with his own axe telling us that "You have not killed me I ha-" Titan raid gear Helmet- Worm God's Crown Arms- Worm God's Fists Chest- Worm God's Plate Legs- Worm God's Greaves Class item - Mark of the Worm God Artifact- Forbidden Horn Warlock Raid gear Helm- Grand Deathsinger's Vision Arms- Grand Deathsinger's Grips Chest- Grand Deathsinger's Robe Legs- Grand Deathsiger's Striders Class item- Bond of the Sisters Artifact- Crown of Dakria Hunter raid gear Helmet- Eyes of the Behemoth Arms- Claws of the Behemoth Chest- Heart of the Behemoth Legs- Legs of the Behemoth Class item- Shroud of the Behemoth Artifact- Teeth Necklace Normal raid gear has a black and green texture and will get you 410 with a full set Hard gear set will have a taken look to it and will be called "Shattered" set. Will get you to 420 with full armor Hell gear set will have a royal red and black look to it, and will be called the "Unbroken" will get you to 430 Weapons Hand Cannon-Xol's Grasp Scout Rifle- Gaze of Eir Auto Rifle- Wrath of Ur Sniper- Eye of Dakria Shotgun- Fate of Amaka Fusion rifle Fangs of Doroth Machine Gun- Bane of Yuul Rocket Launcher- Worm God's Peril Raid Exotic- Axe of Drasvik (Note: You get the hilt of the axe from him but His Axe's Blade will be shattered into 100 pieces, and you will have to search for them around the Dreadnought, this event will only trigger after killing Drasvik on any difficulty) Normal Emblem- Bones and Worms Hard Emblem- Eye of Oblivion Hell Emblem- (Exotic) End of Evolution Council Challenge Emblem- Code of Arms Sisters Challenge emblem- Her Third eye Doroth Challenge emblem- Cycle of Death Drasvik Challenge emblem- Blood and Bones Normal Shader- Worm Blood(Black and Silver) Hard Shader- King's Blood(Red and Dark Red) Hell Shader- (Exotic) The Empty Soul (Taken Like with Black splotches around the chest) Normal Ghost shell- Oblivion Shell( Brown and Orange) Hard Ghost Shell- Shell of the Soulless (Black and White) Hell Ghost shell- Shell of the Unknown(Gold and Black) Raid Sparrow- S-42 HellBlazer

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          • I read the other two. I'm impressed. Especially with the "ally of the fallen" type mission. I couldn't stop reading till the very end. [spoiler]And also, I like what you did with Cayde-6's "Buck" lines from Halo, haha. [/spoiler]

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          • I enjoyed reading this. [i]But[/i], randoms would probably ruin gameplay by just killing things every time they saw them.

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          • Just one thing. Try to come up with more vague dumbass names having to do with some small part of the strike. That's how bungie does it

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          • I can't do this with randoms they'll shoot everything

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          • Gayyyyyyy

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          • Great work

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          • [b]This.Is.Great.[/b] [spoiler]Seriously[/spoiler]

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            • Wow. It definitely gives a new level of story and character to the game. Please keep up these ideas.

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            • Tldr, but I skimmed the dialogue and I like how it reads. If I was throwing around development money you'd definitely get some. As a side note I'd add a dead ghost with a "dialogue" between Cabal involved in making the battery or the collection of light (concentrated guardians lol).

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              • Interesting, but maybe too many mechanics. I have a feeling a lot of people would back out of it. "Can't run past all the adds.... too much work"...

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                • Edited by WeatherSpark6: 4/8/2016 9:11:43 PM
                  That is a great strike idea but two mazes are the part that I'm unsure about players might get mad if they have to go through two mazes one after the other might make players feel like that is all the strike is but in reality it is a great idea and Bungie should check it out

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                • Strike Idea: Vex Tech Use Vex technology to travel backwards in time by approximately one year and enjoy the best Destiny has to offer. [spoiler]I can't be the only one out there that prefers Year 1 over Year 2[/spoiler]

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                  • I thought this was called spare batteries to signify that in order to beat the raids with my group of firneds my controller will die before i get halfways. Spare batteries needed.

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                  • Nice

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                  • These are just story missions, they're really cool though.

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                  • Leave the guilt part. It show that were actual human and that the mass amount of deaths actual has an effect on our side. Bungie tries way too hard to make this story black and white.

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                  • Msg BwT v IDiaBlo 300+

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                  • Any hunter tethers want to farm omnigul

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                  • Hmmm... I like this, except the part where Zavala expresses pity towards the Cabal. There's no way in the solar system Zavala would be soft towards the killing of the Cabal

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