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Destiny

Discuss all things Destiny.
2/12/2015 8:36:43 PM
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Multiplanet Raid: The Last Warmind.

One of the cool things each week is that the raid adds another layer to the story. But it is always confined to a single planet and a single area. What if it weren't? Imagine a raid broken up into sections maybe 2 or 3 sections on different planets. So i therefore present my idea for a raid: The Last Warmind You start out on the moon, investigating the houseless fallen, when there is suddenly a massive attack by the house of devils from Earth. Then give the team some options, they can either navigate the trenches and run like hell to safety, or they can destroy the big ticket items (walkers/captains/archons) to clear a path to safety. Once there you are given a new objective: find a way off the moon without your ships getting shot down. The air is full of houseless and Devil ketches, so flying out would be suicide. Solution: open up a crevice and unleash a horde of hive to overwhelm the fallen and give you a ticket out. To do this you are introduced to the Laser designator. It acts like the sword or relic. It looks like a giant battering ram that you can use to smash or melee enemies with. When you charge, and fire its "laser" the ketch ships overhead interrupt it as a call for air support and fire at what you aim at, in this case the weak sections in the crust of the moon. The encounter ends with a cutscene showing thousands of hive rushing the field, the ketches turning their fire towards the new threat and the players ship narrowly escaping. Section 1 end. Section 2: SKIPPABLE CUTSCENE (i swear bungie, if you can't skip i swear) message from someone in the tower (preferably the vanguard) telling you something is driving the fallen off of earth. "Go to their stronghold and investigate." Their stronghold is in ruins. And the safest landing point is on the otherside of a field of wrecked ketches. Sparrow navigate the maze before the auto-turrets and auto-cannons still on the ships track and kill you. Occasionally you hit roadblocks here you have to get out of your sparrows and hijack the auto-cannons to destroy them. This should take a little while, with multiple checkpoints and perhaps some cool chests. Ideas i had for activities in the wreckage involved finding a way to break a ketch in half to build a birdge over a canyon, hacking a ship to destroy the doors to the stronghold, fun stuff like that. Upon reaching the end you enter stronghold hanger. Ghost hacks in and realizes all this damage was done by Rasputin controlling old satellites and hacking in to fallen ships and gear. At which point he steals your ghost. Boss: You gotta destroy the signal amplifiers around the room that allow him to hack your ghost, problem is they're shield and the only way to unshield them is to stun your ghost... who is also shielded by an impervious shield. Look! There's a fallen laser designator, and you've blown up the hangar door which means that broken ketch out there can fire its cannon in. One person runs around charging it up and targets the ghost/area near the ghost. When the ship fires, it overwhelms and breaks the ghost shield. At which point you shoot the MOVING AND DODGING ghost and kill him. This begins a section known as "The madness" (cause killing your ghost tends to drive a guardian mad). So you've got about 35 seconds to do as much damage as possible to the generators. If you do not revive your ghost in those 35 seconds you are lost to the darkness, when you do the process starts over again. The lower the combined health on them the more dangerous the ghost is while charging the designator. He, as an extension of Rasputin, controls the auto-turrets in the base and the seemingly endless horde of servitors and shanks that stream out to face you. Of course your teamwork is flawless and the fireteam prevails, as you revive your ghost for the last time you see an image of the the Traveler, the city, and then a nuclear explosion... what IS Rasputin planning? And should you have stopped him?

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