JavaScript is required to use Bungie.net

#feedback

Edited by PhNx Hellfire: 1/16/2018 10:00:21 AM
1

We need another gametype...

Nearly a decade ago... Halo had a similar issue honestly... watched a few threads pop up about it... so... lets see if Bungie pays attention if a few hundred threads pop up about this: As of right now. Crucible is stagnant. Content review (me only) gives it a flat 3/10 primarily because... it's got zero objective fun actually involved when mayhem isn't involved... have we actually had a new gametype in Destiny 2? Nope (Countdown is not in Quickplay for a reason). So, here's the new gametype (inspiration comes from kill the target D1 patrol as well as D2 Dreadnought entrance area): 4 guardians load in team red, 4 guardians load in team blue. First objective is not to slaughter the other team (you still can if you want though and it will be relevant to do so), but to be on the chosen map with a roaming objective. Yes, read ROAMING objective. One objective source designated red... one designated blue. By simply jumping, touching, or interacting with said source will transfer it to you. This objective cannot be captured by the enemy team and cannot be near either team when they start. To the guardian from each team to get their designated objective source? Gets an accelerated light charge all the way up to the super. Unfortunately it's a gambit super to use. The first objective? Claim the orb, get a super, and move to a designated light capture zone. Each team... has a zone near the other team (yes, two zones... sometimes one single zone depending on later...) in a different King of the Hill gametype. Team R gets their orb. Team B does not. Team R knows where their designated zone is. They begin the next process. Team B gets theirs and is behind, but catches up and manages to kill the designated player with light, but not the entire team because their initial zone was always near the other teams. Keep reading. Once the guardian with the light enters said zone? Your team starts accumulating points at an accelerated rate. Your team kills are worth 1 full point while capturing a zone from the designated player instead of the 1/2 point when not capturing a zone. The MOMENT the player chooses to use the super however? Whether in the zone, near it, ect.? You cannot gain ANY points from the zone. You revert to gain 1/2 point for all kills consistently for the entire match. Supers too. There is no bonus for precision or super kills and that revert kicks in immediately once the super is going through it's initial cast pose. So... stay in the zone, rack the scoreboard, then use the super strategy? Nope. Shutting that idea down right now. Keep reading. The person with the light? Does get a free super at the cost of 1 point/second and if they stay in the zone till it moves (yes, even for if that is for 1 second) and "slams" their super instead into the point which spawns dead center? They get a rift explosion, default 25 points for the slam, "Ruler of A Zone" notification, and a speed buff which lasts for 30 seconds, even after a death. If they use the super outside the zone? No benefits. Inside the zone, but no slam? They simply get 20 points for being in the zone. Nothing more. Which is important. Here is where teamwork will really be needed. If a Ruler of A Zone gets another light source? It again randomly spawns in anywhere on the map. And repeats the same feat (capture zone, still has that super)? The match is now considered equivalent of Heroic. How does that change the map? The two zones completely disappear and become one giant zone for the remainder of the match. The person who gets two feats will now have "Ruler of A Zone" and "Ruler of All Zones" notification. RoaZ players receive a permanent speed buff (reload weapons faster, move faster, ect.) and now have the capability of ending the match. They simply need to get another light, work with their teammates, and capture the next zone. For a 3rd time if they repeat said feat? They now get another notification, "Ruler of Zone Champions" Match is over. That team wins. If they die... or fail to capture said zone... for any reason... match resumes. Time limit is active and that is why points matter. It also matters to have 1 or 2 people with the "Ruler of All Zones" on your team because of the combat capabilities which stay permanently for doing that well with your team. Here's why it's also important for teams to work together: If the person who kills said people with a light source before they can cap it at any time? Now get an orb. Worth that same amount of time the other person had though. 25%-50%-75%-100% super charge depending on how long that player stayed alive and didn't use the super. If they did? They do still transfer an orb... worth 1/2 of what it would have been. So... say it was a simple 25% orb? They use it to end the enemy team and forgo the notification? The orb dropped is only worth 13% to the other players who helped kill said player. Yes, 13% to ALL players who hit that enemy player. And that will keep going, based on who kills who, with points only being towards those particular players. (Kill the light players 10 points; points in zone 1/sec; and 25 points for zone capturing) Kill the player though? Reset the mobile charge. How the match ends? Time expires and scoreboard points or one player receives all three notifications: "Ruler of A Zone", "Ruler of All Zones" and "Ruler of Zone Champions". Once you have received a notification? You keep it. Whether you keep the benefits depends on your status. Any and all of this can be rewritten and modified. It's an open canvas. So... what would you all change about it? Even a tiny segment of "I don't agree with the point system. 1 kill? 1 point. 2 points /second in a zone" is alright. How you would make this idea better.

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

You are not allowed to view this content.
;
preload icon
preload icon
preload icon