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Destiny

Discuss all things Destiny.
12/8/2016 2:56:18 AM
2

Concept: Enemy Strike Teams

While on Patrol today I had an idea. Most probably know that when doing the Quarantine mission in the Plaugelands if you kill the Splicer Priest quickly it start a wave defense event elsewhere in the zone. Shiro justifies this by saying things such as "the Splicers don't like their rituals being broken up" implying that the Fallen are attacking you in retribution. Only that hardly seems the case. They just show up somewhere and you go to them. Hardly feels like revenge. ------------------------------------------------------------------------------------------------------------------------------------------------------------------- The idea that came to me was to have enemy Strike Teams spawn in Patrol. Much like the "Mystery Transmission" that will appear after completing several Patrol missions in a row, after completing several missions a group of enemies will spawn in one of the "spawn caves" nearby (if you are not in a public zone when the previous mission is completed the game will wait until you reenter a public zone to spawn the enemies). These enemies, consisting of a major, an elite, and a few grunt types, once spawned will immediately run straight to you ignoring all other threats and attack you relentlessly. They will just continue to chase you until you either leave the zone or kill them. When the entire Strike Team has been killed the player is rewarded somehow. Perhaps with something like the last enemy dropping a guaranteed engram. The idea being that after completing several Patrol missions you show yourself to be a troublemaker and a team of enemies are dispatched with the specific mission to kill [u]you[/u]. Thematically it makes sense but more to the point it's just another thing to try to make Patrol more interesting and less monotonous. There are still some things i'm not sure about. Such as if the player dies should they continue to attack them on respawn or should the enemies just despawn and have the player lose out on the reward. Or how to handle Fireteams that consist of multiple players and could potentially not even be in the same zone. I am of course open to suggestions on these and other issues in refining this idea. TL;DR : A Harpy in the hand is worth two in the Timegate. [spoiler]Start after the line.[/spoiler]

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