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Discuss all things Destiny.
Edited by Gabe: 2/4/2015 4:24:53 AM
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[url=https://www.bungie.net/en/Forum/Post/98401132]Due to its length, this thread has moved. [/url]

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  • Bungie's response "Ya but coding sooooooooo...."

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    • Looks like a delicious baked potato.

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    • Didn't read past sparrow chase lol too long

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      • Bungie could implement different routes through a raid! One that rewards weapons on the lead up to the raid boss and one that drops armour. All routes eventually lead to the same boss encounter.

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        • Bump

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        • Final boss: a giant colossus with surprise surprise by billy talent playing in the background, because who would have imagined that the raid boss would be a giant variant of an enemy

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        • Love it

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        • This is fantastic! Bump bump bump

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        • Love these ideas. Creativity drives innovation!! Keep at it :)

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        • A cabal raid would be hell when you start thinking of overpowered phalanxes and Colossi

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        • Bump

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        • Very cool ideas. However by the sounds of it, I think the titan bubble would reign supreme in this raid as well. There are a few situations in which armor or light/helm of saint-14 would make you invincible and therefore make it not very difficult.

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        • Bungie ^^^^hire this guy or at least use him for consulting

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        • Edited by Squiffles: 2/2/2015 8:28:02 PM
          Nice ideas! I'm not very creative in the grand scheme of things but I really like the idea of the raids in Destiny so I also attempted to create a raid that is remotely playable. Here's my idea for anyone interested. Going to have to split this into two posts because it's so big! I know that in the actual game some parts of this wouldn't make sense but it's just an idea! PART ONE [spoiler] | | THE FALLEN RAID -- Assault On Winter | [b]RAID DESCRIPTION [/b] The House of Winter has finally been found. No other Fallen House hold this much power or respect. The Queen has ordered us to take down Winter and end his reign of terror on the reef. Failure is not an option Guardians, for the Queen's Wrath is just as evil as that of our enemy. [u]1. Track the Ketch [/u] [i]***HARD MODE CHANGES*** There are more Scouts Countdown timer for the Ketch starts at 15 minutes if you are detected[/i] [i]***Vehicle link is disabled during the raid as the Ketch seems to be jamming communications.***[/i] The Guardians have to first locate and board the Winter Ketch before it leaves Earth for good. Starting in a new area on planet earth, the guardians have to navigate a large area filled with rocks, ravines and fallen scouts. These scouts are equipped with the traditional fallen rifles but the scouts themselves have a very high amount of health but do not do a lot of damage. The area you must navigate and has many pathways but you need to reach the dark caverns at the opposite end to progress. Being spotted by one of these scouts triggers a timer that will cause the Ketch to leave after 20 minutes and waves of Dregs and Servitors will appear to push you back whilst the scouts snipe you and the timer counts down. You will know if you have been spotted because the Scout will unleash a loud roar that alerts the rest of the enemies to your presence. Making it into the caverns causes a rockslide that takes 10 seconds to wind up before it prevents access to the previous area and any guardians left behind will be trapped and killed by the enemies. Move up as a team to keep everyone together! Once inside the caverns, it is a simple matter of killing everything in your way and progressing. You will be dealing with Dregs, Vandals, Captains and cloaked melee fallen. The enemies here will have very high shields and all be major-tier enemies. The level design here is very cramped and winding with multiple levels so you need to either push forward as a unit or take control of the varying levels as you progress so that your team can dominate from every angle. If you triggered the timer, you will have to be quick and try to not get pinned down by the snipers and melee fallen because at the end of this section is a wave-based defense section that will take time to complete. If the timer runs out and the Ketch disappears, you are reverted back to the beginning of the raid. [u]2. Extend the bridge[/u] [i]***HARD MODE CHANGES*** Enemies in this section will be major-tier.[/i] [i]***Guardians who died during the first section of the raid will now re-appear at this section.***[/i] Bursting through the caverns and into the light, your team of guardians appears in a large field with white mountains enclosed on every side. Across a large ravine you see the Winter Ketch readying to leave. The ravine cannot be jumped over either on foot or a vehicle. In order to get across you must first defend against waves of Dregs and cloaked melee fallen which appear when your group stands on the bridge extender. Vandals will appear high atop you and fire down upon you whilst the melee fallen attempt to split your team up. The bridge extender needs to have 2 guardians standing on it at all times in order to press it down. If less than 2 guardians are on it, it will not move down. After holding the extender for a total of 2 minutes, part of the bridge will extend and allow access to the other side. At this point, you have 10 seconds before it automatically retracts. During this window, your team must send someone over the bridge to hold the other side and activate the other extender to complete the bridge. The other button can be held with just one person but there will be waves of enemies appearing on both sides of the bridge now so it may be wise to split the team evenly here. [i]***If the entire fireteam attempts to cross the bridge at once, it will automatically retract and cause players to fall to their deaths. The first button MUST have 2 guardians on it to complete the bridge.***[/i] Once your team is divided and the bridge has automatically retracted, the group who stayed behind must deal with Servitors and Captains who will appear together and try to annihilate you. On the other side of the bridge, the guardians must contend with sniper Vandals and cloaked melee fallen in great numbers. The two groups can assist one another freely. After holding both sides of the bridge for a total of 4 minutes, it will complete and allow access. The team who did not cross over must do so now. [u]3. Push back the Fallen defense[/u] [i]***HARD MODE CHANGES*** Cloaked melee fallen will appear with the Devil Walkers.[/i] As you approach the Ketch, two Devil Walkers will drop down from above along with Vandals scurting the high rocks above you. The Devil Walkers will move around and try to box you in. Quickly defeat them to prevent this from happening. Once one of the walkers is down, waves of Fallen Shanks will flood in until the second walker is destroyed. Killing both walkers at the same time will spawn the same amount of Shanks. Contend with these and take down the other walker. Once the second walker is gone and the enemies are mopped up, the Ketch will attempt to take off and so you must quickly gain access via the service hatch. [i]***At this point the internal timer for the Ketch leaving will stop.***[/i] [u]4. Capture the cargo hold[/u] [i]***HARD MODE CHANGES*** Enemies in this section will be major-tier.[/i] ***If you were NOT spotted in the first section of the raid, a chest will spawn in the room just before the cargo hold.*** Inside the large cargo hold, you must deal with two Fallen Barons. They are joined by highly-shielded Captains and pike-riding dregs. You can split the team up -- three go down onto the hold floor whilst the other three stay atop the entrace rafters. Regardless of your choice, the Pikes will deal very high damage and if they are about to be destroyed, will attempt to rush forwards and explode near you. The Pikes will not respawn but killing all of them will trigger waves of highly-shielded Shanks and cloaked melee fallen to appear on the rafters so the team who stayed up there (if anyone did) must be ready. The Barons will teleport around the area and focus fire on either group. When one of the Barons die, the other will become enraged and gain damage bonuses as well as a tougher shield and cloaked melee fallen will appear on the ground level area now as well. When the second Baron drops, the enemies will stop spawning and a door will blow open, allowing access to the bowels of the Ketch. [u]5. Evade the security systems[/u] [i]***HARD MODE CHANGES*** Getting caught spawns two additional cloaked melee fallen. [/i] For the final section before the showdown, the guardians must navigate through the darkest depths of the Ketch. The hallways are thin, tight, winding and dark. There are multiple paths to your objective but the closer you get, the harder and more numerous the scanners become. Visibility is poor but you can just about see where you need to go. Winter has activated the security systems however so your team must be very careful. Small servitors will be embedded into the walls with a scanning area that moves rapidly (similar to the ones you can see aboard the Ketch during the "Scourge of Winter mission) and any guardian that triggers the scanner will be immobilized instantly and unable to do anything until the group reaches the end. For every guardian that triggers a scanner, you will lose that guardian and two cloaked melee fallen will appear in the darkness somewhere. The scanners become much harder to avoid towards the end but if just one of your team reaches the end and destroys the control center power, all trapped guardians will be freed and allowed to catch up with the rest. If ANY guardians were trapped, when the power is disabled, numerous highly-shielded Shanks will appear in the hallways as you try to catch up with the rest, making it very difficult in the long-run. [i]***If no guardians were trapped, a chest will spawn atop the stairs above the control room.***[/i] [/spoiler]

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          • Correction... The cabal don't have a research facility because they just too damn stupid to do anything besides get shot at by my black hammer!

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          • New raid idea we will call it [u][b] Any raid[/b][/u] Part one: [u] The decent[/u] No one really cares about the mechanics because we are going to cheese! Part two: [u] The maze[/u] Once again no info needed on mechanics just cheese, but also two chests! Part three: [u] Deathsinger?[/u] This part is so stupidly simple that it can't be cheesed obviously everyone hates this part expect lots of complaining. Final boss: [u] Deej[/u] You just got passed the hardest part of the raid now it is time for the king of cheese! (pepper jack). This part is filled with tons of cool mechanics but it doesn't matter because if you want to do it legit or don't think pepper jack is the best kind of cheese then GTFO your not welcome in my fireteam.

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            • This is awesome! Maybe Bungie should implement some kind of map creator/forge mode so that people could make stuff like this!

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            • I started something like this a while back. I called it [b]The Prison of Elders[/b] raid, located on [b]Ceres[/b] - the largest asteroid in the asteroid belt. It is also considered to be a dwarf planet. I'll post it when I get home.

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            • Sorry, but this is way too creative, awesome and imaginative for it to be used or in progress. Props to you though :)

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            • It's great but you use your sparrows in encounter 1 but they are linked in encounter 2? Fix that and it'll be great.

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            • This is too cool for Destiny to handle :D

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            • I was thinking that Phobos would be the comet dlc. The cabal launch Phobos at earth to destroy the traveller, and we have to go there to blow it up, kind of like Armageddon actually. The cabal have loaded the comet with troops and defenses to make sure we can't get to its core to lay the nukes, and there would be a strike or a raid to stop it or blow it up.

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              • Gimme rockets mcdickface. Three of them.

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                • Edited by SKASTOGER: 2/2/2015 12:12:35 PM
                  u have no life [spoiler]http://b-ten.com/wp-content/uploads/2014/02/Gamer-2.jpg[/spoiler]

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                  • Edited by Blonded: 2/2/2015 5:48:24 PM
                    A thought about the mirror section. If the platform is mirrored across the center, then whoever's doppelganger you shoot, your own doppelganger will shoot the un-mirrored version of that person. It won't work, you just have to have intelligent AI dark guardians. Your edit regarding the section was even more confusing. Any kind of mirror produces the exact same result flipped (not reversed) so no matter who you shot or where, you would always have a doppelganger shooting the un-mirrored version of someone.

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                    • Pretty awesome ideas, sparrow part is my fav, make sure you add in no more massive gear reset and we can talk....

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