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#feedback

Edited by WrittenInEmbers: 4/19/2015 1:49:12 PM
4

New Ghosts, expanded storyline, and variations on missions ideas.

Reaching the endgame in Destiny the player witnesses some major events which can be used to introduce changes to the game to increase variability, and deliver new content while keeping continuous with the storyline. The Traveler is healing and that healing is bringing change. The idea here is give players a chance to acquire a new Ghost, unlock Shells for all Ghosts, and add in new narratives to expand on the storyline. The first part of this idea would be to record new narratives for multiple Ghosts to speak during the missions. I think this would be a great opportunity for a ‘Become Legend’ contest where players can submit recordings to determine who gets to provide the voices of the new Ghosts. The next part puts those new voices into action. After completing the storyline missions and upon visiting the Tower, players witness the Traveler release a burst of Light. When the Light washes over the player they are given the option to acquire a new Ghost, and new Shells for Ghosts are also unlocked. This change would help to introduce new storyline, reduce repetition, and could be used to increase cooperative play. The new Ghosts would have unique lines, and unique intelligence that unlocks new Grimore content. When a player joins into a mission with another player who has a Ghost they have not worked with before, they get to hear that new narration and unlock a new Grimore card, and or, expansion to a card. This ideas ties in strongly with the next which also opens up the possibility of the original Ghost delivering new content as well. The Heart of Darkness having been broken and the Vault of Glass having been shattered, things are starting to unravel for the Vex, and that is having an impact on all of Sol. The defeat the Vex have suffered has caused their manipulations of time to become unstable which creates new versions of missions, and strikes to become available after players complete the storyline missions. The alternate missions would feature modified enemies, events, and new enemy distributions and spawn points. The modified enemies would have variations representing the past, previous, and future versions of their weapons and armor, as well as enemy types utilizing weapons of other enemy types (Dregs using Vandal or Knight rifles). New distributions would change what types and amounts of enemies are present in each area, while new spawn points would change where those enemies come from. Events would add in short changes to the mission with things like rerouting due to environmental changes (buildings collapse, vehicles crash, doors unlock…), target enemy respawns or relocations, or enemy battles (Vex invade the Skywatch). Changes to Strikes could use the same ideas but take them even farther, offering the option to play highly variable Strikes from the Vanguard menu. These strikes would have the possibility of the objective changing from things like a target of opportunity arising, or, the Fireteam being overwhelmed and needing to escape, or hold ground until extraction. This change would be a good opportunity to give players the option to play different level difficulties of the Strikes from the navigation menu of the respective worlds (The Nexus as accessed from Venus would have the option to play at level 14, 22, 26, or 30).

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  • The following description illustrates how these changes could impact a mission. The Player, a level 20 Warlock, returns to the Tower after completing the last story and takes the option to change his Ghost. He receives a Ghost inhabiting a shell which looks like a cluster of red oversized salt crystals, and decides to tackle the level 20 difficulty of the mission ‘Restoration’ on Earth (the 2nd story mission). The mission starts with the Ghost narrating a passage about how the Fallen first took control of the Old Russia area. After spawning and engaging a few of the Fallen, the player witnesses an event occur where a temporal anomaly causes a Fallen Skiff from the present, and one from the past to both shock into atmosphere in the same location. The two Skiffs crash into the entrance of Dock 13, blocking the usual path taken to reach Riksis, while the surviving Fallen rush out to attack. The Fallen from the past have lighter armor which raises their agility and movement speed, but reduces the damage needed to kill them. Past type Vandals have a Shock Rifle which fires two round bursts of nonhoming projectiles that follow a slightly arcing trajectory. The damage from these Shock Rifles is increased, while the firing speed is slightly decreased. After defeating the Fallen, the player is informed by his Ghost that the crash of the Skiffs has opened a passage into tunnels which run under and into Dock 13. The player spots a few Fallen retreating into the tunnels and starts to peruse them, but is interrupted when Vex squads arrive. Fighting his way through a mix of Vex and Fallen present in the tunnels the player eventually arrives in the room where Riksis makes his appearance. The battle with Riksis is changed by the continuous arrival of new Vex squads which the Fallen fight just as fiercely as they fight the player. Completing the mission the player unlocks new Grimore cards, or expansions of previous cards, giving details on the fall of Old Russia, and the past type Fallen and their armaments.

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