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#Deej

Edited by antorico2: 1/14/2016 7:28:27 PM
2

Cabal Raid (20% done! Creative and with replay value!)

Location: ---------, Europa Name: (still thinking of oen) Light Level: (if we go on TTK system) 500 light for Normal, at the end being 510. Hard Mode: 520 light for Normal, 530 at the end. Description: (still thinking of one) There would be 10 phases on the raid, 7 being fights, 3 being plataform/non-combat sections. Phase 1 of 10 You start off outside the walls of The Last City, now in ruins, with Guardians bots and Cabal fighting to reach the Tower and destroy it. Players go under a tunnel to surpass the Cabal guards on the walls. The raiders must make it to the war machine. To enter there are 2 ways: the easiest yet longer one, in which the player must have 2 keys on one of the Cabal commanders on the battlefield. To do this, the player uses a mechanical device which makes them "invisible" to Cabal for some time. (Since the Cabal are not yet sued to the Earth sunlight, so they are more or less blind) The keys can be anywhere on the city, and it can change places. If the player is seen by a Cabal, said player would be detained (If the player detained has the key, the player fails and a restart must be done) until is rescued by another player, the team wipes or the rest finds the 2 keys and enters the War Machine. Inside, the players are now tasked to jump in a ship leaving to -------, Europa where the Emperor awaits. To reach the ship, players must hide in a equipment container that has the To: --------, Europa on it. The player has 3 minutes. Hard Mode changes: pending Challenge Mode changes: pending Possible Rewards: 5 Special Ammo synthesis 5 Heavy Ammo synthesis A tank part (explained at the end what it does) Phase 2 of 10 Due to being quite hard the phase, it got scrapped out. If you still want to read it, click the spoiler [spoiler]The guardians reach inside the emperor fortess. The player stops at a door covered in electrical defenses. Interfering with it will cause a immediate shutdown of the guardian nerves and I don't need to go further of what will happen. So, player decides to divide the team into 3 groups pf 2: Team Alpha to go to the sewers and make it to the other side that connects to the electrical room and shutdown the electrical syste. Team Bravo must defend Team Alpha Team Charlie must tell Team Alpha and Bravo where to go on the sewers Now, the actual engament. On the sewers, there are wastes that screw the "eyes" of the guardians. In other words, radar is off, and is somewhat hard to see if there is a axe to cut you down. Also, because the sewer can go up, down and sideways, player movement is restricked here. Example, jumping can make the player loss their footing and spahs down into the nasty water, making the player vulnerable and to be drag down away from the team, makign an easy death if not careful. If there is a sudden switch and the sewers go down and the guardian crash head-on, he can temporarly lose the weapon until found. If all weapons are lost..... Now, why does Team Bravo must defend Team Alpha? Because Alpha must at the end, conduct the electricty somewhere safe, and that will take 1 minutes. Also, Alpha are given gaunlets which are a advanced Impossible Machines that control that have the power to conduct electricaty (this can be used in any part of the raid) so if at the MININUM 2 player smust be alive on the sewers. If one player is doing the conduct electritciy, it will take 2 minutes. Now, you might still think "And Charlie?" well, remember what I said that A and B have their vision restricted? Charlie fights their way into the control room, and have access to cameras, movement, safe doors and events happening on the sewers. Imagine: A and B are being overrun by Cabal and Psions on A1. Alpah ahs these chocies: A. Open safe door A3 and flood A1, killing Cabal but A and B must hide so the blast and sudden hit doesn't kill them B. for 25 seconds, all doors leading to A1 are close. That way, A and B can think for seconds and counter attack. C. Turn off lights for 1 minute. Players can't see nothing, neither the AI >:) D. A1 turns into a a waterslide, opening all doors on connecting to A1. This will divide the team, and the enemy E. Release robots that were fail attempt to create guardians that kill ANYTHING F. Give a fake surrender order, then Charlie can save Alpha and B. More to be added to the list Charlie can do. Charlie also must inform Alpha and Bravo for traps, enemy movement and their troops Keep in mind the commands to Charlie aren't unlimited, and CAN have bad consequences. Even kill their allies. So be careful After lpha is done, the 4 must retun on a different route alone. Time limit is 3 minutes on return. Any player that doesn't retun is drowned by the AI system to purge anyone down there. Players that also fail this have lower chances of loot (explained later)[/spoiler] Hard Mode changes: Pending Challenge Mode changes: Pending Possible rewards: Raid shield (pending) Tank wheel 1/2/3/4 3 heavy/special ammo synthesis Raid shotgun Phase 3 of 10 Coming soon If you have a idea to be implemented, comment it! I will give credit

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