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  1. #1

    New DLC Design

    HI,

    I have never love a game like the division 1 and the division 2. I devoted almost all of my free time to these two games.

    I hope this game can become better and better. So I posted some of my ideas about a new DLC (or one/multiple missions).

    I hope this will be helpful.

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    main concerns of design.


    A. each player should have their own role in the team.

    this is the CORNER STONE OF COOPERATION. everyone has his own job, cannot be replaced easily. now almost everyone is DPS. just shooting different targets. we may need more.

    1. machine gunner, who should use machine gun to other automate weapoon to provide supprisive fire to cover other teammater to revive, more to tactical point, retreat, transite hostage, take c4 etc. it will be better if player can be supprised, with stronger effect. like reduce of damage, slower of movement, reduce of accuracy.

    2. sniper who stay on high point, with silenced sniper rife to clean key targets, out posts, or guide other teams to snike around enemy .

    3. medic, who need to revive not only players, but also hostages or npc during the fight.

    4. point man, yeah, like the one we need in the RAID stage one. they do something more tactically. like they can attract the attention of enemies to one direction, (even more to that direction) while other members can shoot from other directions.

    for simple players. we can reduce the difficulty for simple players. for example, enemies will be easier to be supprised so they can supprise the enemy by himself/herself and the move.

    B. more intresting methods. (like guided missles, guided dragons. which are controlled only at certain points. the missiles are guided manually, from a black-green monitor. other players can use laser (which we already have, or tracer bullets to luminate the target.))

    C. emotion involvement -- players tied to the game and other players.

    1. when player helping each other they will build trust, trust is the begining of bound and further relationship. (that i believe this person is capable and i will play well with this player.)

    2. mission design, for example, when you have to defead a position, you have no idea how long you need to defend it, how many enemies will come, even whether or not reenforcement or support will come (medol of horno 2010 has a similar stage, right before the ah-64d stage. i still remember it now, 10 years later.)


    3. by introduce more npc, fight with player. like Capt Price., we need a token for players. (or fuze or blize in R6)

    D. more tactical-fresh map design.

    not only every time players play the game they will face a new set of enemies, but also use other methods to force the players to switch their tactices, postions etc. (this will be hard maybe. but it will be very intresting if it is done.)
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  2. #2
    back ground story

    1. black tust has suffered a lot of set back. the lost strong hold in DC, lost airport, lost pentagon. david camp etc... also a new failure in the incoming DLC. they need to reinforce themselves and use other factions to help them. they choose LMB, (this is also what happened in the comic book vol 1) (LMB is a very popular of the division 1 generation, basing on my observation). they transport a branch of LMB to some play, could be DC, could be NYC. LMB will regroup their and be deployed for another large scale attack.

    2. SHD and JTF has an asset inside the base. he reported the news and go offline. SHD thought he was compromised and need to rescue him.

    3. they have two objectives.

    1. paratroop into AO.
    1. sneak into the camp before they rescue the asset.
    2. attack LMB and black tusk forces. destroy if possible.
    3. rescue the asset.
    4. extraction

    4. during the assault, they find black tusk has rouge agents on their side and other unexpected reenforcements. like cleaners or new weapons. so now the missions changed to


    1. rescue the asset, and captured JTF and agents from prison. revive them if needed.

    2. disengage from the enemy and move to Extraction Zone

    3. clear extraction zone. call for air extraction.

    4. team A clear AA. team B defend the EZ

    5. team A and team B defend the EZ until assets and people who cannot fight are extracted.

    6. team A and team B move to extract on the last round of chopper. some JTF and agents volunteered to stay to cover their extraction.


    5. advantages of this story.

    it is basically technical operational. no need to develop a lot of new features.

    it can create a new cooperation and feeling players never experience before.

    we can have another story in another DLC to take the position back if this story is popular

    this story makes the SHD and black tusk looks more even. otherwise black tusk need to work really hard to stay in the game if they keep losing combats. XD
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  3. #3
    by the way, i am also trying to write a story with similar plot. Maybe someday I will post it here as well.
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