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Destiny

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Edited by TheDarkMike24: 7/25/2015 7:50:42 AM
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My Idea for New Sub-class Story Mission

So we're getting new subclasses and that's really cool. Lately, I've been thinking about the way I'd like Bungie to design the story missions surrounding our characters acquiring the new subclasses. There's been a lot of talk from us players about how we want more game mechanics and fewer bullet sponge boss fights, so here is my idea for what I think would be a cool way to craft these subclass story missions. Guardians are told by the Speaker in the Tower that the Cryptarchs have uncovered maps to 3 vaults left behind by famous Guardians of old. Each class has a vault dedicated to the class' specific abilities and tenets. It is here that knowledge of the new subclasses is held, intended for use by Guardians when faced with the Darkness' return. Guardians then follow a series of clues on the map provided by Master Rahool to find their class' vault. All 3 vaults are found in Patrol on Earth. Once you reach the location of the vault, a series of class specific puzzles stand between you and the new subclass. Each vault is a series of 3 rooms with puzzles that can only be solved using class abilities, namely grenades, melees, and supers. Plenty of enemies spawn in so your abilities are consistently charged while challenging you to survive while completing each task. *NOTE* Thinking some of you might want to solve the puzzles yourself, I wrote these by describing the rooms and then leaving a double space before revealing the solution. THE WARLOCK VAULT The Sunsinger's Chamber (1st room) is an empty chamber except for a giant model of the Solar System. Planets revolve around an empty gap in the middle of the model where the Sun would be. Upon fighting off a few waves of enemies, a mount adorned with the Warlock logo extends from the ceiling in this spot. A locked door leading the next room sits waiting on the far side of the chamber. How do you open it? The Sunsinger Warlock would throw a solar grenade onto the mount. This causes the model of the Solar System to animate as the planets rotate around the Sun in a completed circuit, causing the mechanism in the door to unlock. You then enter room #2. The Voidwalker's Chamber (2nd Room) is a circular room. Ahead of you is the door, blocked by a cloud of darkness similar to that seen in the doorways from which enemies spawn. In the center of the room is the symbol of the Nova Bomb. There are also four platforms surrounding this center area. You can glide to the top of each platform from the ground. On each platform is a mount similar to the one in the first room, but these rest on the platforms instead of hanging off the ceiling. Enemies pour in from darkness doorways in the walls. How do you remove the darkness barrier and progress? You throw Vortex grenades onto the mounts, creating a vortex of void light that remains on each mount past the time when the grenade expires. You do this for all 4 platforms. The vortexes chain together to form a circuit of void light. Once you do this, the insignia for the Nova Bomb in the center glows purple. You cast a Nova Bomb into the center, completing the circuit and creating a black hole of void light that sucks the darkness barrier into its center. It dissipates when the path is clear, allowing you to progress to the final room. The Stormcaller's Chamber (final room) contains a statue of the famous Warlock who built the vault and an alter on which sits an Engram filled with lightning. Your character collects the Engram, unlocking the Stormcaller skill tree. You are then teleported back out to the entrance of the vault in Patrol. THE HUNTER VAULT The Bladedancer's Chamber (1st room) is an exercise in stealth and precision. In this room, designed as a labyrinth with low lighting, a physical manifestation of pure darkness pursues the Hunter much like the Alien in Alien: Isolation. And, as in Alien, if it sees you, you die. The lore of the chamber tells a story of how a famous hunter stalked and captured this dark being with the Shadowshot bow's tethering ability and now uses it to test Guardians seeking additional power by seeing how they react to being the hunted. The Bladedancer must use invisibility to outsmart the AI creature and reach the end of the maze. There, you find a platform that is too high for you to reach by jumping. It protrudes from the wall and extends into the main chamber. The door to room 2 sits atop the platform. A series of targets lines each side. How do you reach the door? You have to chain Arcblade strikes on the targets to climb the wall. And just to make it more tense, you must do it before the dark being reaches you. Once you complete this task, you move to room 2. The Gunslinger's Chamber (room 2) is a combat arena. More dark beings captured by the famous Hunter enter the room from openings in the four corners of the chamber. Three unlit lanterns (actual lanterns, not pillar lanterns from Crota's End) hang from the ceiling and emit a slight glow as if smoldering. One hangs ahead of you, the others on either side. You fight three waves of enemies before the room goes completely dark, leaving only the slightly glowing lanterns as a light source. The dark being from the labyrinth enters the room, having pursued you through the vault. It stands between you and the door to the final room and it approaches you menacingly. As before, if it catches you it is instant death. How do you save yourself and progress? You have 10 seconds to accurately land three Golden Gun shots, one on each lantern. This illuminates the room with Solar light and kills the dark being. You are then free to progress. The Nightstalker's Chamber (final room) contains a statue of the famous Hunter who built the vault, as well as an Engram with a vortex of void light swirling inside. Your character claims the Engram and unlocks the Nightstalker skill tree. You are then teleported back outside the vault to Patrol. THE TITAN VAULT The Defender's Chamber (1st room) is a large room filled with platforms of various elevations that rise toward the ceiling. At the top of the room is the door to the 2nd chamber. You can glide to all the platforms but some are blocked off with barriers. Certain barriers are controlled by marked pressure plates. You can stand on one and the barrier to which it is linked will lower. But, when you get off the plate, the barrier returns. How do you progress? You must pop Wards of Dawn on the pressure plates. The bubbles will keep the plate active long enough for you to progress. This occurs multiple times in several combinations of layouts. All the while you must fight enemies. Once you reach the door you see it covered by a void barrier that can only be broken by a Defender grenade or charged melee strike. After breaking the barrier, you proceed to room 2. The Striker's Chamber (2nd room) is a large room with a similar layout to King's Watch's boss fight area. Ahead and on either side of the chamber are generators. In front of each generator is a futuristic-looking set of 4 coils laid out in a square pattern with room in the middle of them. The door to the final room lies in a far corner and is blocked by a wall of arc light. Each of the 3 generators is working, powering the wall of arc light. As enemies pour in from openings in each wall, you must find a way to shut down the barrier keeping you from that oh so anticipated Solar Hammer of badassitude. How do you do it? You must overload the generators by activating a Fist of Havoc in the middle of each of the 3 sets of 4 coils that power the generators that power the barrier. Once completed, you can progress to the final room. The Sunbreaker's Chamber (final room) is a room with a statue of the famous Titan who designed the vault. On an altar is an Engram filled with a small Sun. Your character claims the Engram and unlocks the Sunbreaker skill tree. You are then teleported back outside the vault (not to orbit, but back out to where you entered in Patrol so you can start working on it). Let me know what you all think of this idea! Add to it in the comments with your own ideas!

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