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Edited by Calendyn: 7/31/2015 1:38:24 AM
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Game Mode: Nightwatch Patrol

[i]The skies over Old Russia are cold. Frost tries in vain to collect on three ships skimming just over the clouds; though a shadow of Golden Age glory, the ships' hull protection systems are robust, pushing away particles with invisible force. The light of the sun pierces through the atmosphere, casting glittering silver sheens through frozen moisture. The ships sway a little here, a little there, more for the sake of fancy than turbulence. They are of differing make: this one, a nimble grey arrowhead; one, a vicious battle-maw; the last, a warship painted in scars; but for all their differences, they all fly in formation with the same guarded freedom. Only a chosen few soar so boldly into the unknown. In unison, the three crafts drop through the white of the cloud line, descending past a ruined wall, a teetering old colony ship keeping a decrepit vigil. Time and rust had claimed whatever splendor it displayed in color and shape, but the spirit of its purpose was indomitable, and however long as the ruin would last, so too would the presence of awe it commanded. They make their rapid and precise descent, each vessel expertly flying mere meters past a rocky outcropping--[i]one!-two!-three![/i]--a roar from each ship punctuated by a flash of light from its belly. Three warriors transmatted to the Old Russian surface, clad in battle-tested plate and cloth richly woven with Light.[/i] ////....//// Eyes up, Guardian! You're in a Nightwatch Patrol. There aren't any beacons to access here: you've got a set of objectives to choose from, and it's your call how to proceed. But beware! The Darkness is out to take your Light; if you fall, your Patrol ends. You won't see the usual suspects in a Nightwatch. Normal enemy spawns are eschewed for roaming patrols of powerful enemies--more health, boosted damage, and leaders with thicker shields. If you want to bring them down, you'll need to link up with your allies in the Tower. But be warned: the more mayhem you unleash in the wilderness, the more of a target you become. Enemy command, aware of your potential to disrupt their designs in the area, will send assassins and champions to put you down. Life is hard, especially when enemies aren't carrying all the ammo you need. No Heavy drops and reduced Special drops demand that you make every shot count. Don't expect to have your whole arsenal available at a whim; enemy forces are jamming access to your ships' transmat systems. If you want your Sparrow, a weapon or armor, an ammo drop--you'll need to find a way to break through. All these hardships have their end, though; should your Light strike through your foes, riches tangible and ethereal are yours to claim. The powerful enemies you face don't drop anything for you to decrypt with Master Rahool... because enemy command is storing treasures in secured locations. If you want to claim plunder and fame, you'll have to execute coordinated assaults against the worst the Darkness has to throw at you. ////....//// [i]Gunfire and arcbolt discharge die off. One Guardian shrugs off a plasma burn as Light knits the wound and biosuit repair protocols knit the fieldwire. The Guardian ambles toward an ally's Ghost hovering in midair, the shell expanded to contain its fallen warrior's essence. It was a rough fight against the Captain and his Servitor, but at least the fireteam survived--in one form or another. A hand stretched out, a will was expressed, and the Ghost lit bright blue as a Guardian returned to the world, ready to face the Dark. "We still need to push into the Grottos to slay that Ogre," said the Titan. "That's a long walk from here, and Fallen comm-screens are blocking Sparrow access. We could hijack a channel relay in the wall to get the transmat first," chimed the Hunter, readying a long rifle. "Reports show a weapons cache on the move near here, some Heavy Ammo would make either objective easier," says the Warlock. [b]CRACK[/b] A streak of energized metal sears into a concrete column nearby, just missing its target Guardian before a volley of shock rounds bombard the fireteam's cover. House Devils wants blood payment for lost ether. "No time for deliberation, we're moving now."[/i] [spoiler]Just a game mode idea I've had in mind for a while. Let me know what you think.[/spoiler] Edit: I super appreciate all the bumps and feedback! Thanks all!

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