There's always new ways to bring stuff into any video game. What would you add to enhance your personal experience?
I'd say let's have a hidden area in patrol. It's a secret area, but once found? Becomes a puzzle of some kind. This puzzle is of importance to the overall plot in the sense it utilizes existing material we all could identify, but nothing more then that. Like a scorch cannon and a target with the scorch mark highlighted above a switch. It isn't something where hidden ghosts can be or a more lore enriching experience. this area is primarily for testing one's skill and fun. Once the puzzle is solved? One of thee things happen (please note this is only one possibility. It could just be solve a very complex puzzle involving timing, shot placement, dodge the danger, ect.and get a reward):
#1. A public event enemy appears. This monster is the guardian of the area and must be calmed, but not eliminated. The reason? Killing it wipes the entire party and destroys the entrance to the area. An explosion takes place if you are confused. This will be "cleared" after one hour of in-game time. This creature though can be subdued via an in-game prompt and allows you to wail on them while subdued. If enough health disappears? You get a "subdued!" prompt indicating to get away as the effect is about to end. The enemy health returns to normal afterwards.
#2. Once the creature has been subdued the first time? Reinforcements are called in and the enemy emits a weird and dark aura. A new symbol, a skull with a health shield behind it, appears and players then know it's health has increased to impossible to kill levels. The reason for this is? Is due to it's servants being present. These enemies seek to kill us as well. However? They can also be subdued. This, if you haven't caught on, would be an in-game popup prompt wherein our light travels into them. If you subdue majority of them? They will fight the main boss for us similar in concept to how Variks fights for the Queen. They are basically our servants since we don't kill them. You could always kill them though, weakening the overall boss, but the fight would be prolonged for a long time due to seeing his minions die in front of him and getting angry over it.
#3. After the main enemy has been subdued by his former allies? He enrages. This enraged mode requires teamwork to overcome similar to our experiences in PoE (complete the objective AND kill the targets) or raids (shoot oracles primarily, but don't get swarmed by enemy fire). This is where the original puzzle comes back to life. If you complete the puzzle? The monster vanishes, same as the servants (who are basically acting as shields at this point), and a chest appears. Random rewards per usual, but this chest also gives you a guaranteed unique ghost shell. This is to show that you: Solo'd the entire thing. Beat it with a fireteam of 2 or beat it with a fireteam of 3. It could also drop a shader, ship or even sparrow with customizable armor and/or speed modifications.
Another reward? Instead of the Ghost Shell? Maybe beating this area unlocks another area for lore purposes, ect.. This would be permanently unlocked and add to the area. Similar to how Venus could be Vex related or the Cabal had a hidden bunker beneath one of the bunkers. This would give patrol hunters something to do: Find the key areas which can be unlocked via specialized public events. You could even have it so only three people may be present at any point in time for the challenge.
I think it is doable. What's your idea? It can be as simple as a new game mode for crucible, maybe a new concept for a raid area, or other ideas. The only limitations for this thread is what you can visualize.
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