The first idea for [b]The 10-Year Plan Ahead[/b] is an original idea which would greatly effect player interaction in the open world. For now, I am calling it [b]Player Bounties[/b]. Player Bounties would primarily cater to PvP players, but would also allow for more player interaction between PvE players within the open world. Player Bounties are exactly what they sound like: A bounty on another Guardian's head. Completing one of these bounties would simply consist of eliminating another player currently in your game. Here's how it would work:
- As soon as a player obtains the bounty, PvP would be enabled between the two players, and level advantages would be disabled.
- You would obtain the bounty from specific beacons from the environment, like the patrol missions we have now, although these beacons would be colored differently to show that they are from a different provider.
- As soon as you receive the bounty, the opposing player would be notified with the text " YOU ARE BEING HUNTED".
- As soon as you receive the bounty, you are notified with the text " YOU ARE NOW HUNTING -Name-".
- As soon as you receive the bounty, your ghost will state where your target was last seen. Example: " Our target was last seen in the Shattered Coast".
- The objective for the hunter would be: You must eliminate your target without dying AT ALL in under 10 minutes. This includes death from enemy AI.
- The objective for the hunted would be: You must either eliminate your hitman, or avoid death by their hands in under the time limit.
- The opposing player's name will not appear over their head unless targeted, and if the hunted player is targeted by the hunter they will be highlighted for the hunter for a full 60 seconds.
- In order for the hunter to track down their target they must enter the region specified by their ghost, and then bring up their ghost to enter Predator Vision. While in Predator Vision the hunter can clearly see their target's previous footsteps/Sparrow Traces. The hunter can also use their ghost to scan the area for their target. If the target is close enough, they will be highlighted for a brief 5 seconds.
- The hunted player can only use their ghost to scan to see if their hunter is in the zone or not.
- Upon completing a Player Bounty, the player will receive a package from an "Unknown Benefactor" at the postmaster. This package will contain 1000 glimmer and either a rare or legendary engram. However, completing a Player Bounty will cost the player 25 rep for their current faction/the Vanguard.
- A maximum of 5 Player Bounties can be completed per day, if a player completes more than that they will not be able to earn rep for any faction/the Vanguard for a full 24 hours.
- If the hunted player successfully survives the opposing player, they will receive 25 rep to their current faction/the Vanguard, and a Mote of Light.
Thanks so much for listening! If you have any thoughts or anything to comment on about this feel free to leave them in the comments below. Be sure to check out the original list as well which is going to continue evolving. Any feedback would be greatly appreciated!
Full List: https://www.bungie.net/en/Forum/Post/117056629
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If I was being hunted, I could easily hide out for 10 minutes. It would have to lock you into a region for the duration of the 10 minutes in which if you are idle for more than 10 seconds then you flash on the hunters radar. Hunter: maybe be able to scan areas within 50-100 meters. Can look through rocks/walls while ads. Have a bounty you pick up from the bounty robo, and have it randomly select Hunter or hunted. Now you have to enter into a matchmaking pool (similar to strikes) to pair you up with a random person with the opposing bounty. Regions and worlds could switch multiple times a week to allow different areas to hunt in. I.e. Monday - Earth: Forgotten shores. Tuesday - Moon; Hellmouth. Wednesday - Earth:The Divide, etc.