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#feedback

Edited by ImTooHungover: 8/1/2015 2:14:15 AM
4

PvP Game Modes and Ideas-----POST IDEAS HERE. #CommunityWishList

I know we all would like more PvE content, but there's plenty of posts on that. So post your PvP ideas below and I will periodically update the list with top choices. ALSO, plz critique current ideas. [b]Sparrow Races[/b] -[i]Enough said....[/i] [b]Capture The Flag[/b] This one is straight forward. -each team has a flag. First to set number wins. [b]Iron Crucible Strike[/b] (work in progress title) [i]3v3 or 6v6 Attack and Defend mode with a progression mechanic and possible story elements. Uses Strikes as inspiration.[/i] -one team is attacking and the other is defending. -3 to 5 areas (all connected by a door of some sort) and each area offers an objective and are connected and objectives could be made in some random fashion. -The final area is a Boss fight that the attacking team must kill and defending team must defend. -if attacking team wins in areas prior to Boss fight, it makes the boss easier. if defending team wins, it makes their boss stronger. If in some cases there is draw, the boss stays the same. ----These changes to the boss could be stat changes (Health, Damage, Rate of Fire, etc), or actual physical changes--gains a shield or physical armor protecting critical points that must be destroyed first. -the boss could be 1 of 2 things: An AI unit or a unit the players take control of--Like maybe Skolas or a Walker. -lastly, throw in some AI units to make the battle feel bigger and offer additional objectives---like Attacking team must kill a certain amount of units in specified time. -attacking team has a fairly low respawn time (say 10 seconds) while defending team is quite a bit longer (say 30 seconds). Times can vary based on objectives Revives are still enabled. Will be a longer mode, but very fun and unique. IB Strikes could use already designed Strike areas. [b]Boss Takeover[/b] -a 3v3, 6v6, or 9v9 (if existed) deathmatch. -win an objective to gain control of some large vehicle or weapon such as a Walker or Skolas. ----objectives could vary during match. Bosses WILL NOT be bullet sponges. But still very tough as to offer a clear advantage. May have a limited time of use. --First team to reach score wins. [b]VIP Skirmish[/b] -a 3v3 or 6v6 Attack and Defend mode -each team has a VIP boss they must defend/attack -side quests will offer bonuses to allied boss or weaken the enemy boss. -Possible bonuses: ----drop a heavy vehicle such as an interceptor or even bring in reinforcements like 3 elites to support allies ----Boost damage or armor of allied Boss; or weaken Enemy's damage or armor ----Slow enemy boss's movement speed drastically. -goal= killing other boss -You can either use actual bosses from Strikes and Missions, or just oversized Elites (which is pretty much bosses to begin with lol). [b]King of the Hill[/b] -3v3, 6v6, 9v9 (if an option) -Old school mode, hold the center point till you reach the score limit or time runs out. [b]Assault:[/b] --(by Xur Mixalot) [i]An all-out experience of warfare. 12v12 matches with large, expansive maps, team-designated bases, and an array of new weaponry. Long, drawn out battles end at 20,000 points.[/i] Details: Assault matches have bases that provide protection for their team, a broad spectrum of buffs and bonuses picked up from re spawning nodes, such as bonus health recovery, bonus agility, bonus armor, and bonus damage. Bases come with tactically-placed turrets and mortars, put on high vantage points for overwatch and suppressing fire. Multi-person transport units provide a slow-but-steady advancement tool, soaking up damage while passengers lay down cover fire. Another unique feature, Assault maps come with the Crucible's only prototype air support, the Kestrels. Kestrels are highly advanced combat helicopters capable of carrying one pilot, and up to two passengers that can shoot out of the openings on the sides. Weapons on the Kestrel include a rotary gun, and an ability with a cooldown: Dropping a payload of numerous small bombs that disperse before detonating, leaving a radius that discharges bursts of Solar energy in regular intervals.

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