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Ideas for future raid mechanics (Destiny)
There's an interesting thread on reddit brainstorming about raid mechanics, namely splitting the fireteam up to solve a complex problem (similar to the Atheon fight, but more complex)
Just wanted to start a discussion here, to see what interesting ideas folks here have. (instead of complaining about RNG, IB, etc).
Here is my contribution:
What if the teams are split in time (yeah it's been done before, but the vex has time gates, and if it's a vex raid, there should be a time component in there somewhere). The future team is going up against a boss that can only take damage from supers, but there are no adds.
The past team has a room full of adds, but no boss. The past team has a relic. All orbs dropped in the area of effect (AoE) of the relic are "calcified" (there could be a grimoire stating that calcified light is hardened and cannot be consumed for a millennia. Some pre-golden age archaeological digs had uncovered some, but no one knew what they were).
calcified light immediately becomes available to the "future" team, b/c the millennia has passed. (or maybe they have their own relic that breaks them open).
For the past team to refill their own supers, they have to generate orbs outside the AoE, or hopefully have armor that refills their supers with ability kills.
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That....
...sounds like an awesome fun idea!
Just pray you don't have 3 Defenders and they all get "randomly" selected for the SuperBoss. :P
Actually, it would be even more interesting if you could choose not just who, but how many go on each team; imagine 5 Orb-makers and one Super-Dealer, or 2 Orb-makers and 4 Supers... Variety and Imagination are my two favorite life-spices! :D
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Ideas for future raid mechanics
I like the idea of passing orbs to the other fireteam.
How about an encounters where the boss's shield is tied to the guardians shield/life, friendly fire is enabled, and once your whole fireteam's life is in the red the boss's shield/life-link is broken & it can take direct damage from your fireteam?
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Sandstorm
For a Cabal raid, I've imagined a section with a martian sandstorms obscuring view down to a few feet intermittently.
Players would have to maneuver rock to rock as the sand picks up, obscuring them from Cabal patrols. if seen, the patrol would call in artillery strikes on the fire team until they break contact and move back to the start of the level. There would also be the occasional landmine. Players would have to risk moving in the open with stealth, or wait till the sand storm is heavy enough for them to be obscured, but not too bad or they won't be able to see their destination.
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Ocarina of Time has a lot of puzzles they could apply
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