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#feedback

Edited by Muz: 3/23/2015 10:57:53 PM
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Muz
Muz

Suggestion - "The Wall" game mode.

Hey folks, I'm sure there have been a few ideas like this but I thought I'd put my two cents out here, who knows - maybe Bungie will see it and it might inspire some folks. Many people (myself included) would like to see/interact with the City more, and I feel one meaningful way of doing this will be to defend it and it's citizens in a City defense game mode I've titled "The Wall." So, like a Gears of War Horde/Halo Firefight style game mode - you can have ever-increasingly difficult waves of Fallen [i](one House decides to make a radical attack on the city for plunder[/i]) or The Hive [i](Hive seeder lands dangerously close the the City Walls) [Not sure how Cabal would fit into this but I'm sure that we could add them in too, but for lore's sake I will stick with Fallen/Hive)[/i] attack the city in various, random locations on the Wall. Each attack scenario should be randomized to encourage replay value and remove the overall sense of repetitiveness some of the end game is (in my opinion) currently giving. Randomized scenario could include the following: -Different sections of the wall with different structural fortifications, with a unique backdrop. -Randomly positioned defensive turrets (if any) -Random Enemy type (difficulty increases with each wave), and Random battle modifiers (ie Epic, Flashlight ect,) -Random Battle Events as the fight continues, like a Fallen Kell's dropship entering the fray - then the Kell boarding the wall. Or, Walker tanks enter from the rear and destroy a section of the wall, and move in. The fact that these are random means you won't know exactly what type of experience you'll get each time you enter. -Mini-bosses and the like, but not every 10th Wave - whenever! -Mini-games, Save the Citizens that are caught outside the wall, defend the armory, Destroy their generators/gun positions/hero units - whatever! -Ability to call in heavy ordnance from the tower - Call down Battleframes, mark enemies for ship strikes, direct cannon fire, or even push forward and take the fight to the enemy. You could have new Bounties for this specific type of mode - there are the obvious Don't Die, Kill this many, Shoot this many in the face - but you could also have "Save the citizens, Destroy enemy gun positions" I'm sure many Guardians will enjoy the feeling of defending their home against the ever approaching Darkness, and I'm sure it will help create a sense that the city IS actually in danger and under constant threat. I'll try and Photoshop together some artwork and edit it in to support this idea once I get some time to do so. TLDR - Would be cool to have a City Defense mode located on the City Wall that worked like Horde/Firefight but was meaningful to help defend the city and randomized enough to allow for lots of replay value. Thanks for your time Guardians! -Muz out. EDIT: Thanks for all the great comments and suggestions. I wanted to add in a great question from Silenius "Good idea! But what happens when you fail? Is the city taken by the darkness?" What a great question! So I thought about it and this could simply be another instance of the Wall mode, where you re-enter the captured district, fight through the streets and push the enemy back to the breach in the wall. Once there, you and your fire-team need to hold the breach long enough for city engineers to patch the hole and fortify it, while defending those engineers. It would give us a great chance to actually roam the streets of the City we live in - and only speaking for myself here, I'd love to protect the innocent citizens below the Tower in a real way, all for the immersion. EDIT: I wanted to add another cool suggestion from selhime "Sounds really fun I would also like to explore the city after the battle to gear up for the next large battle." This made me think of a cool rewards system and incentive to protect the innocent. If you save Citizens, you could walk down to the staging area behind the wall, or in the street, and have them greet you - and possibly give you an Engram they've been holding on to for saving their life. New Edit 24/03/15: I've written a couple of new Suggestion Posts regarding New Bounties/Strike types which you can find [url=https://www.bungie.net/en/Forum/Post/110907302/0/0]here[/url] and new PvE event types that you can find [url=https://www.bungie.net/en/Forum/Post/110899711/0/0]here[/url] in case you're interested. I've also started work on sketching out my initial ideas for the design of The Wall. Thanks again all, Muz.

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  • #BUMPFORCHANGE

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  • Bump Sound like fun. We never get to visit the city we are fighting so much to protect.

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  • Edited by Nebutronical: 11/7/2015 10:08:07 PM
    It's a good idea, I would like to see this made into a new pvp style mode in the style of war zones from halo - 2 teams and lots of random extra stuff happening too. Not sure how they could fit the tower into your mode though as it would surely have to be a pretty big episode for the lore of the guardians in the battle against the darkness Edit: perhaps this mode could tie into the whole concept of faction warfare and have 3 player controlled sides plus AI. I don't think any game has that setup and could be pretty special - plus challenging. As any one side pulled ahead, they would have 2 other teams ganging up to catch up and defeat them, so would hopefully avoid the awful one sided matches we often get in Destiny.

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  • PoE

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  • That's a great idea it might make it into Destiny 3. I mean it's not like you'll get it in Destiny 2 there still chopped up Vanilla destiny content that will be going towards destiny 2 so maybe it will make it from chopped content from Destiny 2 or 3 or was it alpha? Anyway good idea.

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  • Edited by TautSkydiver0: 11/3/2015 9:43:37 PM
    Yes this would be amazing! I love the idea of mini bosses whenever and not on a fixed round. Would the fireteams be of 3 or of 6 like in a raid? Also, an idea is if the bosses had small mechanics like in the new strikes for the lower round bosses, and raid like mechanics for the bosses in later rounds. This is an example for a later round mini boss with raid like mechanics I just thought of. This would be for a fireteam of 6: Trakôr, Kell of Trappers is the boss you face in this example. He is like the other fallen Kells but he is twice the size. You and your fireteam just finished a round when a fallen ketch flys overhead and a Fallen Kell, Trakôr, Kell of Trappers, jumps out of it. Trakôr at first is immune to all damage. Then 2 Spider Walkers land right next to him and start opening fire on your team. Your team has to get them to expose their brain, but to get the walkers to expose their brains, your team has to shoot their backs, not their legs, and then they expose their brain. Once you have done damage to the brains and they are covered up again, each walker will drop an orb that must get put into the cannon. Two of your teammates must pick up the orb and will be slowed and will get the "Energy Lock-On" debuff where the walkers focus fire the two with the orbs(first the walkers will shoot their small turret gun in the front then will use the plasma thing that fires 4-5 shots at a time until the orb holders get to the cannon or they both die). One of your teammates will have to jump into the cannon and fire it manually. The cannon has 10 shots if your team put in both the orbs, 5 shots if your team put in one, and 0 shots if your team didn't put any in, which means your team needs to repeat the process and not have the orb carriers die. If the person in the cannon misses all of the shots then you have to repeat the process. Once the cannon person hits Trakôr, his immunity shield drops and you can open fire on him but he will randomly abduct 3 teammates and they will be placed on the ketch, while Trakôr regains his immunity shield. The three teammates on the ground have to prevent Trakôr from joining the three in his ketch and killing them, thus causing your team to wipe. Right after Trakôr abducts three of your teammates, the text reads, "Trakôr summons his trappers", and a fleet of Skiffs appear and start dropping off dregs, vandals, and shanks like a normal skiff but they have a black appearance, like how each house has their own color. As well as dropping usual fallen enemies, a "Harpooner Captain" is dropped off as well. The Harpooner Captain is like the scorch captains from the house of wolves but twice the size and looks like the Wolf Archon on Mars. He has a harpoon gun that shoots out and grabs anything it hits and is very powerful but slow to attack. Once he is dead, someone from the bottom three will have to pick it up and with it, shoot Trakôr and if they hit him, it will anchor him to the ground and prevent him from boarding his ketch. Trakôr is anchored for approximately 1 minute and after that, he will break free and the text will read, "Trakôr has broken the bonds.", signaling he needs to be anchored again. Another Harpooner Captain will then come to repeat the process up to three anchors. If the three in the ketch don't finish in less than 3 minutes and the 3 anchors have been broken, Trakôr will enrage, destroying everything, even his ketch and causing you to wipe. The three inside the ketch have to navigate the ketch to find the control room where there are three Servitor bosses waiting. The ketch is a little bigger than Draksis's in the Scourge of Winter story mission and has dead ends. Each Servitor boss is a different color, one is red, one is blue, and one is green. When the three find the control room, they must kill the Servitors as fast as they can to prevent a wipe. Once the Servitors are dead, the ketch will shoot a giant cannon at Trakôr, dealing major damage, reducing him to 2/3 of his total health. The three that were abducted are returned to the rest of their teammates. This was the first of three phases. The second and third are just like the first but with a few differences to make it more difficult. On the second phase, instead of 2 walkers, 3 walkers spawn. You have to do the same thing as usual, but because their are 3 orbs, there are different numbers for putting the orbs into the cannon. The cannon person gets 10 shots for all 3, 6 for 2 of the orbs, 3 shots for only 1 orb, and 0 shots if no orbs are put into the cannon. The rest proceeds as usual until three people are abducted into the ketch. When they get to the Servitor bosses, their will be a panel above the Servitors with flashing colors. It will show the specific pattern that the Servitor bosses must be killed or the entire team wipes. For example, the bar could read blue, green, red, and the Servitors of each color must be killed in that order. Once they are dead, the cannon again shoots at Trakôr, reducing him to 1/3 of his total health. Again, the three on the ketch are returned to the rest of the team. In the third and final phase, 4 walkers spawn and must be downed and have the orb collected again like the other phases. For all 4 orbs, the cannon gets 10 shots, 7 shots for 3 orbs, 5 shots for 2 orbs, 2 shots for 1 orb, and again, 0 shots for no orbs put into the cannon. Once three teammates are abducted, the Servitor bosses must now be killed within 15 seconds of each other. After the first one is killed, the three in the ketch get a debuff called,"Unstable Core" and must kill the others. For example, if you kill the first one, a timer appears in the bottom left of the "abductees" screen with 15 seconds to kill another of the Servitors, and if you did, then the timer gets refreshed for another 15 seconds. If you didn't, then the destroyed Servitor's core detonates, wiping the team. If done correct, the giant cannon will once more shoot down on Trakôr, killing him. Tell me your ideas on this raid like mechanic for a mini boss in "The Wall" horde mode. Thanks for reading and have a good day. I would especially like to hear what Muz says cause this is an idea off of his own idea and I would appreciate the feedback. Bump.

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    • Bump

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    • I'd love this! Competitive multiplayer against endless add waves!

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    • This has bean on the trending for so long

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    • I bump this, but it's place is after the planned DLC, when the focus is off individual factions and we (hopefully) are dealing with the main light v dark story arch.

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    • bump!

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    • This is definitely one of the original ideas I loved after destiny first dropped. Hopefully bungie took it into consideration and is working on it. Who knows... Maybe it'll drop in Bungie's little "free" dlc's or in destiny 2

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    • Amazing! Keep it up! Many of these ideas could be used for various public events. An extreme version of a Warsat essentially where it is about defending so it doesn't get destroyed.

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    • So like PoE except you actually put time into this? Amazing 10/10 -IGN

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      • Maybe adding this to the dreadnought!

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      • "Shoot this many in the face"

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        • Yes sounds awsome

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        • Bungie will so do this... In next 40$ dlc

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        • Hell yeah

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        • Bump

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        • YYYYYAAAAAASSSSSSS

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