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Destiny

Discuss all things Destiny.
Edited by UberFonzie: 9/28/2015 5:51:20 PM
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You have $40 to make a new DLC

You are now the king of Bungie. Lead developer of everything, with total control. And you are tasked with developing a DLC for 40 dollars. Pick any number of additions from the list below, and keep your cost at or under $40. Spending all of your money on the DLC is not a smart idea. The more money you don't spend, the more money you make. So, pick some of the gameplay additions below to use in your DLC, along with a brief description of what it is. [spoiler]For example, if you buy a new Strike to add to your DLC, elaborate on the strike. Something along the lines of "New strike on the Moon, where you fight into a domed city and kill the Fallen Ultra Walker that is residing there."[/spoiler] So, here are the prices: [b]Mission:[/b]50 cents [b]Strike:[/b] $2 [b]Raid:[/b] $5 [b]POE mission:[/b] $3 [b]Playable Area:[/b] $8 [b]Social Space:[/b] $3 [b]New Subclasses:[/b] $5 [b]New Class:[/b] $15 [b]New Race:[/b] $4 [b]New Vendor:[/b] $4 [b]New Enemy Type:[/b] 5$ [b]Exotic Weapon:[/b] $1 [b]Exotic Weapon (with quest):[/b] $2 [b]Exotic Armor:[/b] 50 Cents [b]New Weapon Type:[/b] $5 [b]New Crucible Gamemode:[/b] $2 [b]New Crucible Map:[/b] $1 Oh, and here's an example DLC: [spoiler] [b]The House of Dust[/b] [i]The House of Dust has revived itself. The newest Fallen House, formed only briefly after the Dark Age, the House of Dust believes that the only way to defeat the Traveller is to obliterate Earth. Stop them from activating the Panama Protocal using the long dead Alexander Warmind. [/i] [b]Two New Playable Areas (16$)[/b] Fight the House of Dust and the Hive in the swamps of Old Boston. From the mossy skylines of the inner city to the crashed Hive dropships in the wetlands outside to the sewers underneath, nowhere is safe from the House of Dust's grasp. And don't forget about taking down the House of Dust's massive Ketch and hunting down the Cabal command in the ice fields of Europa. Cabal and Fallen are fighting for the entrance to the massive vault of the Warmind Alexander, with the Cabal hiding out in the frozen mountains outside. [b]7 New Missions (3.50$)[/b] Track down the House of Dust's Archon, Tekliks, who is hiding out in the ruins of Old Boston. However, after finally finding him, you'll be too late, only to have Tekliks escape in his Ketch, hidden completely underwater. After a brief fight onboard the Ketch over Europa, get to the heart of the Warmind Alexander's vault and stop Tekliks from activating the Panama Protocol, a last ditch protocol designed to detonate every nuclear weapon on Earth to kill off the Fallen and Hive. [b]3 New Strikes (4$)[/b] [u]The Ice Giant[/u] Hunt down the Cabal Colossus on Europa, a massive four legged tank thrice the size of a usual Cabal tank. Drop down on an ice field, and climb a heavily defended frozen mountain up to the Colossus. Survive aerial fire from a Dropship on your Sparrows in the crevasses of an ice field and defeat a powerful, although stationary, Cabal AI to take down the Collossus' shields. The fight itself actually [i]doesn't[/i] involve shooting it's legs, it actually centers around getting someone inside the tank itself to deactivate its infinite shields. [u]Eye of the Storm[/u] Sneak deep into the skyline of Old Boston during a strong lighting storm which cuts off Fallen communications. Be wary of structural collapses in the buildings and lighting strikes taking down you shields. Disarm a high ranking Captain and interrogate him to find the location of Lyeiox, a Fallen warmaster. Be careful, however, because if you take too long fighting him, the building that you're on will collapse and kill both your fireteam and him. [u]Panama Protocol[/u] A raid difficulty level 43 strike, kill Tekliks in a climactic fight inside the heart of the Warmind Alexander. However, you won't start there. Environmental hazards and House of Dust command are ever present dangers in the underground caverns of Europa. Time is not on your side, you need to get to the heart of the vault before Tekliks does. However, before you meet Tekliks, Alexander awakens and attempts to purge his vault of any and all intruders, Fallen or Guardian. With the reluctant help of Rasputin, shut down the crazed mind of Alexander. Finally, defeat Tekliks in the three part fight, taking down his shields permanently in a flooded cavern, bringing him to 25% health at the door to Alexander's heart, and killing him at the core of the moon. This strike has exclusive Warmind themed armor and weapon sets, along with an exclusive exotic Hand Cannon. [b]Six Exotic Armors and Three Weapons(6$)[/b] [u]Star Hunter[/u] [i]All stars die. However, the star never goes dark until centuries after it's death. Be sure that the light remains. [/i] A square shaped Warlock helmet with several vertical glowing stripes on the face of the helmet. Grants Self Revive for Sunsingers. [u]Body of the Ahamkara[/u] [i]Your prey is everywhere, bearer mine. Be as omnipresent as the darkness. [/i] Warlock Chestpiece that appears as a plain, burlap-ish cloak with a rib cage around it and a spine on the back. Melee kills grant weak overshields and faster movement when charged. [u]TACPAD MK.3[/u] [i]Some Guardians like to integrate their Ghost into their armor. Doing this provides many perks, granted you can stand listening to your Ghost all day.[/i] Hunter Gauntlets with a large, blue glowing rectangular touchpad strapped to their left wrist. The rightshoulder has a sensor array on it. Grants faster revives and revival, along with marking all materials and chests on the map. When you pull out your ghost in gameplay, you pull up your left arm to look at the touchpad rather than having your ghost appearing on your hand. [u]Martian Cowboy[/u] [i]They call me gunslinger for a reason.[/i] Regular looking Chestplate with a large dirty burlap scarf. Grants much faster rate of fire with all weapons. [u]Grips of Punching[/u] [i]/SUBROUTINE/#[face-punch]/ACTIVE[/i] Bulky Titan gauntlets with several tubes running along the arm down to the fists from the large shoulder pads. Non-fatal punches throw enemies back. The effect doesn't activate on bosses and non mobile enemies. [u]The Architect [/u] [i]Who says Titans can't build walls just as well as they can defend them?[/i] Regular Titan Helmet with a large, round goggles on the face. Ward of Dawn charges significantly faster, at the cost of Grenades and Melee charging slower. [u]Steel Bible[/u] [i]Live by it.[/i] Double Barreled sawn-off shotgun in the primary slot. Several marks are on the barrel. The [u]Divine Intervention[/u] perk allows bullets to occasionally miss the wielder when at extremely low health. [u]Stealth Tactics[/u] [i]Although "Shoot Everything" is a tactic proven useful in battle, sometimes stealth is necessary. [/i] A sidearm with a large suppressor. The gun has a extremely low impact but a large clip, visibly extending beyond the bottom of the grip of the gun. Kills don't alarm enemies, and the player's gunshots aren't audible in he Crucible. This is paired with the player not appearing on radar in the Crucible. [u]The Protocol[/u] [i]Total destruction doesn't always mean self destruction.[/i] A Hand Cannon shaped to look like it's made out of parts of a Warmind. It quickly charges before firing, like a fusion rifle with a very high charge rate. Shots over penetrate and bounce on surfaces. Occasionally drops in the Panama Protocol strike. [b]Three new Crucible Maps, and a new Gamemode[/b] [u]Subroutine[/u] A Small, enclosed map inside the depths of Alexander's vault. Electric fences pop up occasionally, blocking off areas. [u]Decay[/u] Very large combined arms map in a portion of Old Boston. Tight passageways in the buildings along the street, and long sight lines with low cover along the streets. There's verticality along the upper levels of buildings, making sniping a greater threat. [u]Flooded[/u] Medium sized map inside a Ketch, hidden underneath the wetlands of Old Boston. Corners everywhere and short sight lines. [u]Taken[/u] 12 person Gamemode, with everyone to one team. At the start of a match, two Guardians are are 'Taken.' They lose use of their guns, and are restricted to melee. Their grenade switches to a grenade that disables guns and creates a ring that deals damage to those inside it, and a ranged throwing harpoon that pulls their target towards them, with two shots. Their super becomes a Nova Bomb that blinds targets nearby and stuns those in the blast radius. Anyone killed by a 'Taken' becomes Taken when they revive. Supers, grenades, and melee recharge much faster. One match is played with three 5 minute rounds. The winning team is either the best 6 Taken or any survivors. Total: $36.50 Saved: $3.50 [/spoiler] So, you've got 40 dollars and the limits of your imagination. Make it good. [EDIT] That Halo Dude gets two enemy types for free, because I completely forgot to add that and didn't cost money at the time. [EDIT] In the case that you're European, read the below: [spoiler]speak American [/spoiler]
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  • Edited by Susano'o: 10/12/2015 12:01:24 AM
    [b]2 Playable Areas $16[/b] [spoiler]Cabal Warship Fleet A fleet of 30 Cabal ships where you can use Harvesters to jump from one ship to the other (read below). Vex Cortex A new area looking like the Black Garden only it is on Venus. Filled with traps and mazes. Lots of random time gates that can lead to anywhere in the map.[/spoiler] [b]New Social Space $3[/b] [spoiler]Cabal Command Center After assaulting one of the Warships the City managed to seize control on one of the Command Centers onboard and is using it as an active hub. Bigger than any other social space. Easily 2x bigger than the tower itself.[/spoiler] [b]8 New Missions $4[/b] [spoiler][b][u]A Signal Intercepted[/u][/b] The Vanguard had intercepted an unidentified Cabal transmission to outside of the solar system. You need to find out who sent it and stop them. This takes place on Mars inside a Land Tank. You need to take out the team that sent the transmission. By the time you make your way through the tank and take out the team Ghost informs you that there are multiple slip drives (forgot the name for those things). It goes to a cutscene of you and Ghost looking up to the sky and seeing a lot of Cabal ships dropping out of space (or whatever it's called). [b][u]An Emperor's Wishes[/u][/b] You manage to fly into one of the ships that is in the fleet via Harvester. You start off where the social space is clearing out Cabal and stuff. A couple tanks and stuff later you to get to the Armory and you face off against a Cabal that has miniguna attached to his arms (sort of like Valus Ma'aul and his slam arm). Completing this mission unlocks the social space and a cutscene of Tower forces securing the area and your Guardian talking with Zavala about what to do next. [b][u]System Shutdown[/u][/b] Now in control of one of the Cabal ships, all remaining Cabal on the captured ship evacuated to nearby ships. So now you are in charge of setting off a kill code for all fleet weapons systems. In this mission you are given control over a Cabal Harvester. Using the Harvester you must navigate to the ship in charge of weapons systems on ships. You destroy the turrets on that specific warship and manage to crash land into the ships hanger bay. You must take out the Cabal in there and then make your way to the ships computer mainframe. You destroy it, disabling the fleets weapons systems. [b][u]Leaderless[/u][/b] The longest mission of the Cabal campaign. You are charged with taking out key commanding officers among the many ships in the fleet. You get to use a Harvester in this mission. Flying from ship to ship taking out leaders like a key Cabal engineer who is the lead engineer in building more Harvesters. Or two sets of Psion Flayers that can do some pretty impressive stuff. Completing the Cabal Campaign unlocks the Patrol for this area, allowing you to use the Harvester to travel from ship to ship and fun public events that should bring quite the challenge to Guardians. [b][u]Vex Void[/u][/b] Now onto the Vex Campaign. Cayde and Ikora have decided that you need to check out the Vault of Glass following some strange signals from the lowest levels of it. They think that it is Praedyth again. As you make your way through you start to fight some new faction of Vex that haven't been seen before. You see that the signal is coming from the deepest part of the Vault of Glass. You end up making it to where you fought Atheon. In that back area where he spawns you see that there are now those jump things that teleport away after a second or two. At the end you see a timegate. After going through it you enter an area that looks a lot like the Black Garden except that it doesn't look like the one from your timeline. [b][u]Lonely Garden[/u][/b] You automatically start this mission after you finish the one above. Ghost tells you that you need to find a way to contact the Vanguard and that he might know what to do. There are no markers on this quest and you need to find your own way around the maze-like area. If you manage to make your way through the maze you come across a conflux that will allow you to establish contact with the Vanguard. You must defend ghost while he tries to hack through the conflux (and you actually have to defend him, he has a health bar and if he takes too much damage you will have to reestablish connection. Once you finish this part a Hydra that has a shield like the Templar and a relic will spawn. Killing him will end the mission. Once you complete this you are greeted with a cutscene with the Exo Stranger (she will be the one who guides you through this dlc.) [b][u]It had to be Snakes[/u][/b] You start this mission in the Maze again and you are told that there is a way out of here but you need to defeat the guardian of this place in order to do so. As you make your way (again) through the Maze you are met with those barriers that are in the Echo Chamber strike. Once you make your way through those the ground starts to quake as you come to the center of the Maze. A giant snake-like Vex construct comes out of the ground and you have to try to kill it. As you damage it it flees and dives into the ground. This is where the mission ends. [b][u]Escape[/u][/b] You start in the center of the Maze again where you fought the snake thing. You have to jump into the hole that the Vex creature left behind and follow it to where the exit is. After the tunnel section you end up in a dark room and there is a single timegate there. You jump through because, well, you got no other choice. On the other side you come out where that timegate is located underneath the entrance to the Vault of Glass and there are skiffs in the air flying away and some are getting blown out of the sky by that Vex thing. Using the layout of the outside of the Vault you need to charge three sync plates and once that happens you gain a buff that allows you to attack the Vex and damage it (kind of like that Atheon buff you get). After defeating it and watching the big thing blow up and stuff, it permanently changes how the outside of the Vault looks, like concrete everywhere and parts broken and other stuff.[/spoiler] [b]3 Strikes $6[/b] [spoiler][b][u]Into The Vault[/u][/b] [i]The Fallen have broken into the Vault again. This time they have gotten to the very heart of the Vex Collective. They mean to awaken a dark Vex war machine and use it against all who appose them. You are going to stop them. -Ikora Rey[/i] You start off in front of the Vault after the fight with the Vex construct. As you make your way to the big cavern that the Templar area is in there are skiffs in the area that are shooting you, you need to shoot them. Or you can take the other way to the Templar and you will find some Fallen snipers. Once you get to the place where you can snipe the Templar there are multiple spots where you can deploy a turret and there is also heavy and special ammo. You are gonna have to fight against a whole lot of skiffs and Vex snipers (who are now working with the Fallen because they are under their control. You can tell by the blue eyes instead of red eyes). After about a solid 5-10 minutes of shooting you get to finally jump down and there are more Fallen and Vex waiting for you. Fighting them will open up the gate behind where the Templar spawns. Here there are Gorgons [u]and[/u] Hobgoblins. Be sure to take out any Hobgobs you can because these Gorgons can't hear you. Afterwards, jumping puzzle as usual. At the Atheon room is where the boss is located at. He looks like a Minotaur that has two really long arms and that have a full auto laser cannon on each. He is immune to all damage and you need to go into the respective timegate and grab a relic that is located in each one and use it against the shielding that is protecting his arms, if you shoot the arms off after each relic grab he should become available to defeat. Shooting him in the face will be the best way to kill him afterwards. [b][u]Tower Defense[/u][/b] [i]Guardian, the Hive on Earth have began an assault on the City walls. We need you to fend them off until we can get reinforcements to your position! The fate of the entire City and it's people rests in your hands. -Zavala[/i] You start off near the wall that protects the city and there are wave upon wave of Hive making their way towards the walls, in place of your heavy you are given a target locator, which lets you call in air strikes on the incoming waves. After you hold off the Thrall there are about two waves of Knights and Acolytes that are coming after you. Destroying them will lead to the final and hardest part, fending off 5 giant Ogres that are huge bullet sponges. They also have shields, which you need to destroy by calling in an air strike on them to damage them and then you need to damage them enough to where the shields don't come back on. If you win you are rewarded nicely, if not there is a short cutscene of the Hive breaking through the wall and people dying and all that fun stuff (basically meaning don't lose). [b][u]Joyous Compliance[/u][/b] [i]Now that we have prevented the Cabal reinforcements from arriving on Mars, which nice job by the way, we need to make sure that they don't let word get back to their Empire that they just got wiped out by a small force of Guardians. There is a high ranking official on board the ship Joyous Compliance, he is protected by several well armed Flayers and Centurions. Get in there and make them regret coming here. -Cadye-6[/i] You spawn in a hull breach on the ship Joyous Compliance. There is no gravity so you get to jump nice and high and when you kill the strike team that is sent to kill you you get to watch there corpses float off into space. As you make your way onto the ship you are given the chance to cause some explosions that will also cause hull breaches, but beware that this may or may not assist you in the final boss fight.[/spoiler]

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    • Edited by Gogmazios: 9/29/2015 1:47:13 PM
      House of Worms After the defeat of Oryx, the Hive command is in severe disorder. Some Hive join with former members of the House of Wolves. Together these enemies form a Fallen/Hive alliance, now known as the House of Worms. They find guidance from a new Worm-God and become hosts for its progeny. Both Variks and Eris take notice of this, and both are very concerned. By this time Variks has started the reconstruction of the House of Judgment. Variks and Eris coordinate an investigation and Variks tasks his Fallen in assisting the Guardians. However, Eris notices something strange about the new Worm-God. $8: one new playable area, Io, Jupiter's volcanic moon. $4: one new playable race, the Fallen. $6.50: new subclasses based around a new damage type, Plague(poison/corrosion/body) along with a quest for each. $5.50 11 new missions. $6: three new strikes. $5: one new raid. I will probably edit this post later.

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      • Blowing my whole 40 on a exotic weapon pack. 40 new exotics added to the game. No pay, no play with these new guns and gear.

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        • will i be given health insurance and a retirement plan? if not you can shove the DLC into your summoning pit

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        • Edited by DangerMouseRoFl: 9/30/2015 2:31:00 AM
          Might vs Magic --------------------------- After Skolas was defeated in the Prison of Elders, the Fallen themselves got stronger. After Oryx was slain on his own turf, the Fallen got smarter. While the Guardians celebrated, the Fallen...they changed. They have taken to different means of conquest, and now that two of the galaxy's most formidable rulers have, well, fallen, new territories have been set up for grabs. Let's hope you're ready for another fight. --------------------------- Two new enemy types (Mystic Fallen and Mechanized Fallen) = $8/$8 [spoiler]The Fallen, after the end of Skolas and Oryx, went into hiding for a brief amount of time. They plotted, constructed, learnt. And now they're ready to strike. The first to ready themselves was the House of Essence, Fallen who have manage to tap directly into the natural elements so that they can become stronger. However, because of this, they have now become atronarchs of Void, Solar and Arc, with powers that only Guardians have experienced. - Mystic Dregs are powered by the Void and can fade in and out of reality on command, evading damage. They also throw smoke bombs, hiding themselves from sight. - Mystic Vandals can power themselves with Arc lightning, sending a torrent of lightning out of their hands at an enemy. They also throw a grenade which calls a storm upon their enemies. - Mystic Captains draw upon the Solar energies to self revive themselves once to half health upon death. They also throw grenades that burn in a radius, igniting their enemies. - Mystic Servitors absorb Void energies to give their allies either an overshield, temporary invincibility or a boost to their weapons. They also launch grenades that shoot spikes of Void energy towards their enemies. - Mystic Skiffs launch missiles that send shockwaves towards their targets. They also drop bombs that blind nearby enemies. - Mystic Shanks charge up one large shot, dealing devastating damage to it enemies. They also launch grenades that explode near their enemies. Where the House of Essence was charging themselves with power, the House of Gears was using a different kind of power. They have gone to multiple different planets to salvage Golden Age technology, making themselves highly mechanized, far beyond any other House. - Mechanized Dregs have mechanical arms which electrocute enemies when hit. They also have modified Shock Pistols which deal explosive Arc damage on their targets. - Mechanized Vandals have jetpacks which enable them to zoom around the skies while they fire. They also have augmented Wire Rifles that penetrate light cover. - Mechanized Captains have missile packs which shoot a volley of missiles at a target. They also have upgraded Shrapnel Launchers which ricochet off of walls and ignite their enemies. - Mechanized Servitors turn into battle mechs that can be piloted by other allies. They have shoulder mounted machine guns, rocket pods and a large laser that overpenetrates targets. They also heal nearby enemies and give them a speed boost in both firing and attacking. - Mechanized Skiffs can drop from the air and turn into Spider Tanks, raining pain upon those who oppose it. It has two cannons instead of one, and it's Arc projectiles track their targets. The Tank can transform back into a Skiff at any time and fly off. - Mechanized Shanks have retractable legs which allow them to attach themselves to walls and even other allies to act as turrets. They also have a modified turret which can stun their enemies, reducing movement speed and ability recharge.[/spoiler] Twelve new story missions = $6/$14 [spoiler]Delve into the secrets of the Fallen to put an end to their schemes in these action packed story missions. Travel to Old Russia and discover The Workshop, the old tank factory where the House of Gears resides, and fly to the Ishtar Sink to find the source of the House of Essence's power in The Deposit, a mythical cave with a wellspring of elemental energy.[/spoiler] One action packed Raid that will bend your mind = $5/$19 [spoiler]Choose your path in this exciting new Raid which will leave you questioning every move. The Essence's Kell, Yisariks the Mighty, and the Gears' Kell, Pheniks-Vaal the Fixer, have teamed up to eradicate the presence of Guardians in the Solar System. Travel to the Black Garden's deepest parts to end their reign of terror. --------------------------- Mind and Matter - Once you spawn with your team, there are two terminals on the wall. Each one has a different symbol on it. These terminals symbolise which Kell you wish to kill. If you activate the right hand side terminal, you will have to go on a series of disappearing platforms to the first area called The Bank, where you must kill Hixix Prime, a Servitor with attitude. He does what a Mystic Servitor does, except he is constantly shielded unless you use the Etherium Sceptre to drop it, causing your team to gain increased damage. Once it is done for, you travel to the Spine, where you ascend a tower to confront The Peacemaker, a heavily fortified Mystic Skiff. This is destroyed by powering up the Etherium Sceptre and infusing it into a turret powerful enough to bring the Skiff to the ground. After a few more puzzles, you confront Yisariks the Mighty. If you end up taking the left terminal, you face Zvaliks Prime, who needs the Voidlight Orb to teach him a lesson. You then travel to the Spine once more to defeat the Warmonger, a Mechanized Skiff which transforms into a Spider Tank halfway through the encounter. Using the Voidlight Orb, you infuse it into the Nova Collider, which tears the atoms of the Warmonger apart. After that, kill Pheniks-Vaal the Fixer and claim your loot. NOTE: If you choose the left side on Normal, you will get the right side's loot, and vice versa. If you choose the left side on Hard, you will get the left side's loot, and vice versa. You can only get the helmets from the Hard version though.[/spoiler] Two new Strikes = $4/$29 [spoiler]- The Thousandth Arm; travel to Mars to confront Senthiks the Gear and prevent him from creating the Thousandth Arm, a weapon that crushes all that oppose it. - Chaos Enigma; travel to Venus to extinguish the flames of Pythkor the Lightbreaker, who wishes to charge himself with enough Solar energy to melt Earth and every Guardian on it. Harness the power of the Chaos Enigma, a small box full of dark power, to put out the fire for good.[/spoiler] 4 powerful exotic weapons = $3/$32 [spoiler]Exotic Handcannon Name: Karmageddon Type: Void Description: "I try to live with the idea that karma is a very real thing. So I put out what I think they deserve." - Dregden Yor Exotic Perk: Ouroboros Critical kills charge your Super, non-critical kills charge your grenade and assisted kills charge your melee. There is a chance of obtaining this by killing Yisariks the Mighty on Hard difficulty. Exotic Scout Rifle Name: Energized Anarchy Type: Kinetic Description: "Total collapse in it's purest form." Exotic Perk: Chaos Damage Each round fired from this weapon is a different damage type. Rounds fired that share an element with your subclass deal 2x damage. There is a chance of obtaining this by killing Pheniks-Vaal the Fixer on Hard difficulty Exotic Rocket Launcher Name: Serves Them Right Type: Void Description: "Servitors are looked up to by Fallen as machine gods, so I made this out of them to show who the real god is" - Amanda Holliday Exotic Perk: Machinations of Spite Hold R1/RB to charge up a shot which deals bonus damage equal to your life total, but consumes two ammo at a time. Secret Perk: Deals extra damage to Servitors and Servitor kills charge a large portion of your Super. Exotic Machine Gun Name: Autumn Requiem Type: Solar Description: "And as the marvel with ten thousand arms fell, so did each leaf on each tree, until the forest was as barren as the husk before it". Exotic Perk: Melancholia This weapon gains an increased rate of fire the lower your health gets. Kills while critically wounded return ammo back to the magazine and heal a portion of your health.[/spoiler] Couldn't fit it all so I commented the rest to this post.

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          • More Hive stuff. Like 4 more strikes involving hive, another raid where there's orxys father, granpappy so and so all pissed off you killed his kin and are on his lawn or some such. Another patrol full of hive enemies. Preorder gets some vanguard/hive weapons and armour. Maybe akin to crotas end stuff. Make it common and useless the moment you turn on the dlc.

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          • Bumperino.

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          • 6 raids and a bunch of exotics :)

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          • Bump

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          • We at bungie know how much you all enjoy crucible. That is why we have buffed the thorn by 150% damage added. Now, the DLC. Here it is Fall Of Djinn We have added 40 new crucible maps Enjoy.

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          • Someone reply for later please? I have an idea that I'm too busy at the moment to write.

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            • DLC for a game this big cost millions of dollars to make.

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            • You have better ideas than most of bungies employees

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            • 8 raids lol

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            • Edited by VenustheMurder: 9/28/2015 11:16:30 PM
              Playable Area (1): $8 Missions (6): $3 Strikes (2): $4 Raid (1): $3 POE Mission (1): $3 New Element (1): Free (undefined) Level Cap: Free (undefined) Vendor (1): Free (undefined) Subclasses (1): 5$ (I am assuming the five dollars extends to three subclasses and not just one since it's subclasses...not subclass) Exotic Weapon (3): $3 Exotic Weapon w/ Quest (3): $6 Exotic Armor (6): $3 Crucible Maps (2): $2 Total: $40 Save: $0 (BWAHAHAHA!) [b]Constantine[/b] The Vex has finally come to Earth and unleashed their most powerful platforms to date - the Constantine Hierarchy. Devoted to taking back the Earth, the Constantine Hierarchy has begun to alter the fabric of time by altering both the past and the future. The Guardians, humanity, and Earth stand poised on the edge of ruin unless they can alter the past and protect their future. [b]New Playable Areas (4$)[/b] [spoiler]The Terminal Nexus: Explore the very confines of the Vex time-traveling warp gates through The Terminal. While small in nature, The Terminal can transport players to not only areas within the Solar System such as the Cosmodrome, The Ishatar Sink, and Dreadnought with the current time frame but into other unexplored areas that were important both in history and future. Fight against the Hierarchy in the Golden Age New York, visit the Vex cities in Maat Mons in Venus, visit the tragic ruins of the Last City in the Terminate Age, and participate in the Battle of Twilight Gap. The following areas that can be explored are as follows: New York (Golden Age), Tokyo Ruins (Dark Age), The Last City (Terminate Age), London (Collapse), Mumbai Push (City Age), Twilight Gap (City Age), Maat Mons, Venus (Prehistoric Age), Palace of Nine, Europa (Terminate Age), Caloris Basin, Mercury (Dark Age), Celestial Proximity (City Age). London is only available in the "For God and Country Strike" and is accessible afterwards. The Celestial Proximity is open only once the Constantine Treachery Raid has begun. It is open in Patrol after starting the Raid but all of it is unable to accessed. The Terminal Nexus can only be accessed once the 3rd Story Mission is completed which opens up the new playable area. Patrol Missions can be accessed from the three Patrol Beacons in the Terminal Nexus. The size of the Terminal Nexus is roughly the size of The Steppes in Old Russia. Some areas are larger than others but most usually consist of one or two areas within locations such as Old Russia, Venus, and the Dreadnought. [/spoiler] [b]6 New Missions ($3)[/b] [spoiler]Discover the origin of the Constantine Hierarchy on Earth and it's connection to the long thought dead Warmind, Constantine. Taking advantage of Hierarchy technology, gain access into the Terminal Nexus and make contact with the Nine on Europa to investigate the connection between the two. Fight the Constantine Hierarchy and investigate clues on Constantine while trying to mend history by traveling through the various eras. Discover the treachery of Constantine and seek to right the wrongs it has committed throughout time and space.[/spoiler] [b]2 New Strikes ($4)[/b] [u]The Hive Revolution[/u] [spoiler]With the fall of Oryx, both the Hive and Taken have devolved into madness with separate factions raging war between themselves and each other. This has endangered the balance of the solar system and threatens the safety of the Last City. Travel either to the Dreadnought or to the Moon to defeat either of the the factions leaders. The Guardians choice on which leader to slay alters the power-struggle between the two.[/spoiler] [u]For God and Country[/u] [spoiler]Use the power of the Constantine Hierarchy to travel back to London and save it from destruction from the House of Devils. Help the fleeing citizens find safety and destroy oncoming attacks by the House of Wolves. Watch out for collapsing buildings and use your power to protect the populace. Finally, once the Guardian has saved as many people as possible, travel to Big Ben where the Devil's ketch is kept and gain access to challenge the Kell, Solkis. [/spoiler] [b]New Raid ($3)[/b] [u]Constantine Treachery[/u] [spoiler]Venture deep into the depths of the Celestial Proximity to unlock its secrets and challenge Constantine once and for all. The station houses ancient Golden Age technology as well as time rifts that will challenge the very will of the Guardians. The conquest to destroy Constantine will even take the Fire Team to the heart of the sun in order to right the wrongs the Warmind has committed. [/spoiler] [b]POE Mission[/b] [spoiler]The Terminus Offensive is ran by the new vendor character: Azazel, Guardian Vex. He can be found at the Tower and can grant players a Terminus Key to activate the offensive at the Terminal Nexus. Using the key requires the player to go from era to era; completing a set objective in a limited time. They are 6 eras in total and requires 8 minutes to get through each one. Completing each objective under 8 minutes results in the a boss character being summoned to Terminal Nexus; drawn in from time itself. Some these bosses includes Virixas of the Fallen, Primus Val-run of the Cabal, and other enemies from the past and future. Defeating the boss character rewards the fireteam with weapons, armor, and items.[/spoiler] [b]New Element (undefined)[/b] [u]Cyro[/u] [spoiler]After completing the 2nd mission, the Guardians discover a new element: Cyro. This elemental damage type is related to ice and has a chance of freeze opponents in their tracks and potentially shattering them when completely frozen. Green shields are weak to Solar damage and Cyro is strong against blue shields. The new subclasses are unlocked at level 41.[/spoiler] [b]New Subclasses ($5)[/b] Three new subclasses are available for the Hunter, Titan, and Warlock that reflect the new elemental type: Cyro. [u]Hunter: Shadowfrost[/u] [spoiler]"Forged in the frozen wastelands where darkness and ice reigns." A new subclass that focuses on stopping opponents dead in their tracks while remaining unseen. [b]Grenades:[/b] Blind Grenade (causes blindness in opponents), Frost Grenade (freezes the opponent in their tracks), Atrophy Grenade (causes the opponent to slow down in reaction time) [b]Melee[/b]: Ice Pick (throw an ice pick into the opponent which has a chance of freezing them) [b]Super[/b]: Hidden Haunt (Becomes invisible and creates a visible duplicate made out of ice which attacks players. Firing on opponents renders the Hunter visible for a moment of time.[/spoiler] [u]Titan: Glacier[/u] [spoiler]"An unstoppable monument of ice, rock, and will." A new subclass that focuses on using the terrain to augment the fireteam's Strength. [b]Grenades[/b]: Pulverize Grenade (causes a large detonation blast due to earth infused with the grenade), Blizzard Grenade (when released, it causes a whirlwind of snow and ice to spin in a quick rotation), and Snowball Grenade (when detonated, it causes a flash of ice. When detonated on an opponent, it wraps them into a snowball in which the Guardian can then shoot or attack). [b]Melee[/b]: Snow Echo (thrust an arm forward. Opponents nearby have a chance of being frozen). [b]Super[/b]: Frozen Earth (Freezes the opponent down to the ground which causes extra damage done by the fireteam).[/spoiler] [u]Warlock: Polarmancer[/u] [spoiler]"Draw forth ice form the cosmos to freeze and shatter foes." A new subclass that focuses on creating ice and using it to great effect. [b]Grenades[/b]: Chain Grenade (when attached to an opponent, it will cause ice to chain to a nearby opponent.), Snowflake Grenade (causes snowflakes to be detonated which causes lasting damage), and Shatterheart Grenade (causes movement and damage to be halved upon detonation). [b]Melee[/b]: Snowstorm (releases a blast of winter that can freeze opponents) [b]Super:[/b] Winter is Coming (Freezes opponents within a general area and then causes a large ice rock to smash onto the ground; shattering it.[/spoiler]

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              • Edited by Srg Pepperz: 9/29/2015 7:39:23 AM
                X1 Raid $10 (twice the size as normal) X1 playable area $8 X1 social space $3 X4 exotic armour each $6 X5 exotic weapons $5 X3 exotic weapons with quests $6 X12 story missions $6 X3 strikes $6 Story 1 - mission will start by entering the tower (as normal, not labelled as a mission ) however you are attacked and must fight off a fallen invasion of earth. During this mission sections of the tower are damaged opening them up (the new social space). Social space - this will include some of the underbelly of the tower with one section leading down to ground level. Your ship will also be open and you can enter and view a small selection of armour/weapons/collectables etc that you have chosen to display. This is viewable in orbit and you can access you vault from it. Story cont. - fallen succeed in their mission to acquire technology from tower. Remaining missions split over two campaigns that can be played parralel to each other. First 5 missions are on earth and the moon and are centred around fighting off the fallen invasion. Strike 1 will be on earth and centre around fighting off the fallen from the tower. The remaining 6 missions and two strikes will be on a new planet and patrol area. This will be mercury. The story and strokes will centre around the fallen using the stolen technology to open the new raid. New raid - this will be twice as long as previous raids (not a complaint, im just greedy!). Mercury has a old gaurdian outpost which will act as the first part of the raid. You must fight fallen to acquire technology back and utilise It to open a quarantined vault on mercury. This has been sealed by a missing fireteam of gaurdians. Once open you realise this is a taken stronghold and the fireteam has been killed and 'taken'. Part of the raid involves matching two raid teams together in a PvP section where u must complete a platform section and team deathmatch against each other. (Both teams believe they are gaurdians, but appear to each other a fallen gaurdians) Exotics and raid weapons should be centred around vintage gaurdian technology. (That was fun! Thanks for the topic. Just killed an hour on a long journey)

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              • 2 Raids: $10 2 Playable areas: $16 4 Exotic weapon quests: $8 3 Strikes: $6 Total: $40 Profit: just over charge everyone who doesn't live in America

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              • 8 raids :)

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              • Edited by roopzilla769OO: 9/29/2015 12:23:25 AM
                Two playable areas Twelve story missions 4 strikes 3 crucible 3 exotic guns 3 exotic armors 2 raids. (I'll continuously edit this.) Title: ... Story: Osiris was taken by a vex assault on mercury long ago by a group of vex called "The Disciples of Flame." Osiris' companions were killed. Nevermind I had typed out a long intricate story before my phone died. I give up.

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                • Edited by Juno: 10/3/2015 6:12:12 AM
                  Bump for later please [b][i][u]ONLY ONE PERSON PLEASE[/u][/i][/b] Edit 1: YOU GUYS AREN'T VERY GOOD WITH DIRECTIONS Edit 2: SRSLY U GUYZ Are you guys for realsies? Edit 3: Guys seriously I have almost [b][i][u]MORE REPLIES THAN THE ACTUAL OP[/u][/i][/b] COMMENT ON HIS THING PLEASE Edit 4: I JUST WANTED A BUMP I DIDNT WANT IT TO BE LIKE THIS Edit 5: I came back and I had 120 replies [b][i][u]ONE HUNDRED[/u][/i][/b] [b][i][u]TWENTY[/u][/i][/b] [u][i][b]REPLIES[/b][/i][/u] Wow guys JUST LET THIS REPLY DIE

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                  • The War of Earth The Cabal have hopped from Mars and move in to attack the last city. The main goal is to push back the Cabal and retake the city. The whole focus is expanding existing content. Content: New area: The Last City 8 New Class: Raider 15 8 missions 4 Weapon type: Bows/Crossbows 5 Raid 5 3 Exotic Bows There would be misc content that expands on current existing exotics remaking them and making the new max light 375.

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                  • This post is epic. Bumping for later, for sure.

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                  • Bump for later. Nice post.

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                  • 40 exotic weapons

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                  • Instructions not clear got dîck stuck in toaster

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