Aller au contenu

Photo

Mass Effect 3 controller ideas (360)


  • Veuillez vous connecter pour répondre
Aucune réponse à ce sujet

#1
Orbital Jump

Orbital Jump
  • Members
  • 4 messages
I haven't used this forum before, so please don't crucify me if something's amiss.
Straight to the point, this is how I dream of Mass Effect 3 utilizing the best of all worlds considered- Mass Effect 1, Mass Effect 2, other Bioware games, and even just other games in general.

I have two suggested controller builds, but I believe firmly in full controller customization. (Please?)

Build 1...

Left Trigger: Aim.
Right Trigger: Fire.
Right Bumper: Primary Power, Hold for Power Selection Wheel.
Left Bumper: Roll/Quickstep (Read: Evade), Tap near cover to take firing position.*
*This could be reversed, with HOLD Left Bumper becoming Take Cover. (-Preferences.)

Y Button: Special Power (Example: Power Armor, Sentinel class) Hold for alternative function.
X Button: Tap for Secondary Power, Hold for alternative function.
B Button: Tap for melee, Hold to sprint. (Takedown/Tackle upon contact with enemy.)
A Button: Tap to cycle weapons, Hold to open Select Weapon reflex wheel.

Left Thumbclick: CROUCH. Please, I WANT MY MANHOOD RESTORED.
Right Thumbclick: Radar collapse/Objective. (Hold for Map)
START: ME3 Pause Menu
BACK: Tap for optional function, hold for Holster Weapon.* (-Or Vice-versa.)
Dpad: ME2 Dpad schematic.


Now, Build 2...

Left Trigger: Aim.
Right Trigger: Fire.
Right Bumper: Primary Power, Hold: Alt.
Left Bumper: Sprint, Tap to Take Cover.

Y Button: Special Power, Hold: Alt.
X Button: Secondary Power, Hold: Alt.
B Button: Melee, Hold: Takedown*
A Button: Cycle weapon, Hold for Weapon Select reflex wheel.
*Melee based kill animation. Alternatively, Evade could be implemented as HOLD B.

Start, Back, and Dpad maintained as in Mass Effect 2- with the exception of a HOLD Back variation.
Thumbsticks maintained as suggested in Build 1.

You'll notice that I've made no suggestion for Reload- that is because I believe Mass Effect 1's coolant-based system was superior in both fiction and in controller ergonomics. I believe heat sinks (clips) should be jettisoned after a given amount of times overheated, or after an invisible countdown of many, many rounds.

Clip ejection would not be controllable, it would occur quickly and non-intrusively when the heat sink is destroyed, usually due to several overheats, or because of the use of specialized ammunition.
In example, a sniper might eject its sink after 3 overheats with standard ammunition, 2 with Inferno Rounds, or after just 1 volley with High Explosive ammunition. Cryo Rounds could increase the number of times a sink could overheat, but may not fire more than say... 20 rounds without ejecting for other reasons.

I hope what I have suggested is concise, understandable- but I thank everyone who reads and hope that Bioware is keeping an open mindset to advanced controller ergonomics, and especially, personalization.
Thank you.

Modifié par Orbital Jump, 18 mai 2010 - 02:27 .