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The Vehicles thread- Space Combat, Submersibles, Mako & Hammerhead! (Now with poll by Jentario)


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#26
mattahraw

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Minister of Sound wrote...

I agree with the submersible, it would bring nostalgia for Manaan in KOTOR.

However the best idea, would just be to bring back the Mako, but add customization to it, in a way sort of like the armor system in Mass Effect 2 and have the ability to swap out different weapons before each mission. I liked the way the Mako was integrated into the main missions, and I didn't mind the UNC missions nor the turret "problems".

Or maybe we should just get Falcor the luck dragon from the Neverending Story as a vehicle.


Custom paint jobs/upgrades... awesome idea, adding it to the OP

#27
TheGreenLion

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My two cents, just for fun. I liked the Mako as a plausible vehicle, jump jets and everything. I think what most people are missing is the TERRAIN was pretty much terrible on some planets(KalosCast hinted at that above ^). There could be absolutely nothing wrong with the vehicle itself. Might think on that a bit.



So, knowing that....bring back the Mako as is or maybe fancier if you like, it could use a mounted gun on the turret perhaps. For the Hammerhead, I kinda liked the whole hover thing - way faster than cruising in the Mako. But, it isn't, as most people have said, very sturdy in combat the way I'm sure we thought it might be. It's still not quite an air vehicle but it is much easier to get around in than the Mako was. I think that the guided missles are a bit of a hassle, at least when I shot at something in the Mako I knew where that round was going. Also liked the crazy mining method...good concept maybe with too much movement going on, still cool though. Poor thing does need some heavier protection and perhaps a mini Thanix cannon for a weapon? Shouldn't be too powerful but you would get something similar to the Mako in damage I'm thinking.



I also believe that we must acquire the MARV from C&C 3, and that we should be allowed to shoot anything and everything with it. Don't have to keep the on-board tiberium refinery, we can use that space to put the whole team in there. I guess the only problem would be getting there in a timely manner....maybe Zaeed can tell some war stories on the way.

#28
mattahraw

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http://kotaku.com/55...nto-outer-space

Boy this Halo Reach trailer sure has me wondering what ME's vehicle sections could pull off if they wanted to..

Modifié par mattahraw, 15 juin 2010 - 12:48 .


#29
TheGreenLion

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That reminds me of Freelancer, the space battle part....interesting.

#30
TheShogunOfHarlem

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mattahraw wrote...
*Snip*

Generally I like a lot of the ideas that you presented. Many sound much like the ideas I have and haven't posted here.

My only issues are:

! Personally, I think the Hammerhead was greatly improved from the Mako, but more can be done

The only improvement I saw was in mobility. Much of the changes, personally were a step backwards in Vehicle play. 

Drop the "freeze as you repair" mechanic. It pulls the player out of the moment, requires them to run away and hide, and slows the action down. Either we need a limited number of repairs, perhaps indicated by spare parts, or, very old fashioned, no repairing. You could also have health (or spare part, or even *gasp* Omni Gel) pickups.

The Bolded and underlined section is my primary issue here. Personally, with vehicle play I prefer a slower pace. It's one of those elements of realism that I think works. In a real world combat situation you aren't going to rush into danger with a vehicle. 

Vehicle sections need a little bit more of an arcade feel. Rather than having a small amount of enemies that have health bars, swamp us with many, many enemies that we can swat out of the sky like flies. It makes things more action packed, whereas having to slow down, circle, and dodge 4 geth rocket troopers over and over when we're in a tank feels silly, at best. Basically "Easy enemies everywhere > Less but powerful enemies"

I'm all for more enemies but I think  enemy AI should improve so they are more challenging. I would like to see the AI move for a change. Armatures and Colossi are always static. they never move around to retreat or flank you if their numbers are superior. Ground infantry is stupid. (but no dumber than any other game) It would be nice to see them fall back and regroup, (for an ambush) lay traps for you or just run the hell away when they realize they are fighting an armored vehicle.

As far as rocket troops go, they should still be a threat to a vehicle depending on how powerful their rockets are and what type of armor you have on you vehicle. Especially if they are at close range like in urban combat zone. 

I would love to see an improved version of the Mako's Cannon to make it more of an area weapon, perhaps with limited ammo. I'm thinking the bombs in Star Fox 64, a large explosion that can take out an entire squad of husks, but you want to save it for bosses and when you really need it.

I actually Like the Mako's cannon the way it was. You idea for an area weapon is nice but it would be better suited for a missile launcher or a Howitzer cannon.

Perhaps special tech/biotic powers that certain squadmates can activate from inside vehicles. It'd make selecting squaddies for Vehicle missions meaningful.

A nice touch. I always felt that the squad should be doing something on the vehicle besides giving moral support. I would prefer to see turret guns for squad use. 

My idea:
I would like to see a scout/recon class vehicle and a Main battle Tank as options if there is a choice for what vehicle would be best suited for a mission. I would also like to see the Zoom toggle return so there can be more long range vehicle combat.

Again overall I like your ideas since they coincide with many of mine. I just prefer some more skillful tactical gameplay. ME1 Mako combat required some skill and tactics while ME2 hammerhead combat had virtually none.

#31
mattahraw

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TheShogunOfHarlem wrote...

My idea:
I would like to see a scout/recon class vehicle and a Main battle Tank as options if there is a choice for what vehicle would be best suited for a mission. I would also like to see the Zoom toggle return so there can be more long range vehicle combat.

Again overall I like your ideas since they coincide with many of mine. I just prefer some more skillful tactical gameplay. ME1 Mako combat required some skill and tactics while ME2 hammerhead combat had virtually none.


Nice feedback. I understand you like the tactical gameplay, but less circling around the same enemies repeatedly would do well for me.

I like the idea for a small, fast scout vehicle and a heavily armoured tank. I also really like the idea of having more moving enemies rather than everyone standing static in the same place.

#32
psyman

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I posted this in a Hammerhead thread a few weeks back. Just a rough list of additions I think would be pretty cool and add a bit more depth:

WEAPONS:
- Beam laser: overheats one enemy (best used on heavy targets) with global cooldown period.
- Dual swarm-missile pods (think Mechwarrior): damages shields on targets with global cooldown period.
- Liquid fuel flamethrower on rear: crew controlled?.
- Chaff countermeasure launcher: thwarts enemy heat-seeking missiles.

Plus other enhancements that I think would make the Hammerhead feel more immersive and "real":

- Translucent windscreens with Shepard and crew visible inside, but with textures and model detail reduced
- First-person cockpit view, or at least some shots of the crew inside prepping before a drop with some dialogue.

- Enter/exit hatch animation; I'm thinking something like each squad member quickly grabbing the handrail above the
hatch, lifting themselves off the ground, then sliding in feet first. That, or maybe the hatch opens outwards and deploys
into a mini-ladder, and the crew ducks in. Less than 1.5 seconds per person. Very similar to the cutscene on Tuchanka
were Shep and crew exit the krogan tank, but faster and in reverse.

- Air-speed indicator.
- Altitude indicator.
- Thrust fan RPM indicator.
- Kinetic barrier status.
- Hull integrity [rechargeable] (The way recharge could be explained is that a form of mechanical medigel is dispersed from ports located on the exterior to damaged spots. Maybe a visual representation on the hull during repair?

Modifié par wierzbowski88, 15 juin 2010 - 07:59 .


#33
mattahraw

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wierzbowski88 wrote...

I posted this in a Hammerhead thread a few weeks back. Just a rough list of additions I think would be pretty cool and add a bit more depth:

WEAPONS:
- Beam laser: overheats one enemy (best used on heavy targets) with global cooldown period.
- Dual swarm-missile pods (think Mechwarrior): damages shields on targets with global cooldown period.
- Liquid fuel flamethrower on rear: crew controlled?.
- Chaff countermeasure launcher: thwarts enemy heat-seeking missiles.

Plus other enhancements that I think would make the Hammerhead feel more immersive and "real":

- Translucent windscreens with Shepard and crew visible inside, but with textures and model detail reduced
- First-person cockpit view, or at least some shots of the crew inside prepping before a drop with some dialogue.

- Enter/exit hatch animation; I'm thinking something like each squad member quickly grabbing the handrail above the
hatch, lifting themselves off the ground, then sliding in feet first. That, or maybe the hatch opens outwards and deploys
into a mini-ladder, and the crew ducks in. Less than 1.5 seconds per person. Very similar to the cutscene on Tuchanka
were Shep and crew exit the krogan tank, but faster and in reverse.



I like all these ideas, especially the optional 1st person view. But most of all:

- Air-speed indicator.

- Altitude indicator.

- Thrust fan RPM
indicator.

- Kinetic barrier status.

- Hull integrity
[rechargeable] (The way recharge could be explained is that a form of
mechanical medigel is dispersed from ports located on the exterior to
damaged spots. Maybe a visual representation on the hull during repair?


These things really should be included 1st time round. C'mon, we shouldn't have to ask for a health meter!

Should  be interesting to see how the Hammerhead handles in a few hours when overlord comes out! If anyone has any feedback, post!

#34
mattahraw

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Currently very much enjoying Hammerhead section in overlord. The level is beautiful! Wow

#35
mattahraw

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Just added some feedback re: hammerhead sections of overlord to the original post. Overall A for the vehicle gameplay and A++ for the entire DLC pack. What did everyone else think?

#36
mattahraw

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OK, i just played through Overlord again and just wanted to add some notes.



Basically, I want more! I'm convinced now that, as long as we get some shields and a HUD with a health meter and radar, the Hammerhead is the way to go. Some weapons other than the homing missles would be nice also.



The hammerhead sections of overlord just added so much to the gameplay, I actually think the pack would have been quite boring without that variety. Also the vehicles give you the opportunities to see far more of the vistas and worlds than you can in a 3rd person shooter environment.



I totally want to see what this team can do with a space fighter. I am so excited for it after playing those sections.



Hammerhead platforming FTW.



Definately bring the vehicles back to the main game for ME3!

#37
ATynam

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I really missed the vehicle satges in ME2, while not perfect in ME1 they did lend the game a sense of scale that was sadly lacking in ME2.

I think one of the aspects that could greatly improve the use of a vehicle is to endow it with some of the same customisation options that other characters have. Have a few aspects of the vehicle (for example, power core, armour, weapon, shields) that can be upgraded. If you wanted to take it a step further you could have a power rating for the mass effect core of the vehicle and then give the other upgrades a power rating thus allowing the player to balance out the various aspects for their own play style. Keep the overall power rating down and the speed of the vehicle increases. Allowing for a change in paint scheme wouldn't hurt to improve a sense of ownership with the vehicle.

The vehicle could even be given skills to improve weapon accuracy, targetting and handling in the form of program improvements.

As for enemies.... i did spend a lot of time getting out of the Mako in ME1 just so i could actually hit the enemy so i guess the combat controls could do with tweaking. An aspect partially covered above with the improvement upgrades. You would need a balance of masses of poor enemies to give that sense of gunning down the hordes and then the one on one big boss fights.

The idea of upgrades for the Normandy was a nice idea but i felt it could have been expanded upon, expecially in the acquisition of the upgrades. when dealing with the resources required it would have been nice if it was more of a story element with the need to aquire the upgrade plans then go to a space dock and barter for the upgrade to be fitted. Take the cold cash out of the equation and have a quest based system where Shepard and Co need to take care of rivals for the shipyard or recover stolen parts from pirates.

Hmmm don't think i'd like to see space combat in ME3 though, just the reintroduction of some good old fashioned planet exploration.

#38
mattahraw

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ATynam wrote...

I think one of the aspects that could greatly improve the use of a vehicle is to endow it with some of the same customisation options that other characters have. Have a few aspects of the vehicle (for example, power core, armour, weapon, shields) that can be upgraded. If you wanted to take it a step further you could have a power rating for the mass effect core of the vehicle and then give the other upgrades a power rating thus allowing the player to balance out the various aspects for their own play style. Keep the overall power rating down and the speed of the vehicle increases. Allowing for a change in paint scheme wouldn't hurt to improve a sense of ownership with the vehicle.

The vehicle could even be given skills to improve weapon accuracy, targetting and handling in the form of program improvements.

As for enemies.... i did spend a lot of time getting out of the Mako in ME1 just so i could actually hit the enemy so i guess the combat controls could do with tweaking. An aspect partially covered above with the improvement upgrades. You would need a balance of masses of poor enemies to give that sense of gunning down the hordes and then the one on one big boss fights.

The idea of upgrades for the Normandy was a nice idea but i felt it could have been expanded upon, expecially in the acquisition of the upgrades. when dealing with the resources required it would have been nice if it was more of a story element with the need to aquire the upgrade plans then go to a space dock and barter for the upgrade to be fitted. Take the cold cash out of the equation and have a quest based system where Shepard and Co need to take care of rivals for the shipyard or recover stolen parts from pirates.


A skill tree for your vehicle could be really cool, it'd help all the people complaining about lack of RPG too!

#39
JKoopman

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I for one would love to be able to pilot one of those gunships. Maybe get a mission where you have to infiltrate a base but, because it's protected by anti-ship batteries, you've got to come in low through a canyon in the gunship dodging AA cannons and the like before setting down on a landing pad and heading in.

#40
incinerator950

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I don't have a problem with the Mako, I don't see a need to fix it. I do see a need to fix the Hammerhead's **** poor Armor, and upgrade it's fire power, possibly even able to change out the main gun for a manual-target Cannon. Give it a Machine gun for Infantry, possibly give it shield generators (we have them on Infantry, you can't fit them on an IFV?)

#41
mattahraw

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JKoopman wrote...

I for one would love to be able to pilot one of those gunships. Maybe get a mission where you have to infiltrate a base but, because it's protected by anti-ship batteries, you've got to come in low through a canyon in the gunship dodging AA cannons and the like before setting down on a landing pad and heading in.


Hey that's a cool idea, i'm going to add that to the main post

#42
mattahraw

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incinerator950 wrote...

I don't have a problem with the Mako, I don't see a need to fix it. I do see a need to fix the Hammerhead's **** poor Armor, and upgrade it's fire power, possibly even able to change out the main gun for a manual-target Cannon. Give it a Machine gun for Infantry, possibly give it shield generators (we have them on Infantry, you can't fit them on an IFV?)


I think everyone agrees with you on the hammerhead needing better armour. Every second post in the overlord thread says as much.

#43
Sirandar V2

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The HH is horrible beyond imagination.



1) You can fly full speed into a cliff ... no damage.

2) Hovering over circles is completely un-immersive

3) The planets look like a series of platforms and ramps designed just so the HH can come visit. At least with the Mako you followed roads

4) Combat is sort of OK but not nearly as fun as the Mako. Crushing a colossus under its wheels and getting out an destroying it was a great part of the game.

5) Why make a hovercraft when you have ships with element zero cores that can fly? What is the advantage of hovering? If the HH was well armored you could say that it is too heavy to fly and hovering allows it to fly close to the ground and be heavily armored.



The whole HH was very poorly thought out. The Mako was much much better. All it needed were better discovery quests. The parts where the Mako was intergrated into the main quest were great IMO.





How the HH could be made playable:



1) Redesign the world so they look like worlds and not platforms and introduce collision damage so if you hit a obstacle at high speed you take huge damage. Change the flight model so that the HH isn't always hitting the ground. Air ground collisions cause huge damage.



2) Completely remove the "hover over the spot" mechanic. The HH is vehicle not a magic vacuum cleaner. Allow us to get out and do stuff



3) Give the HH the guns from the Mako (with zoom) and the missiles



4) Change the view so it is much closer to what we would see out the window. The top down view makes it seem like a minigame or part of Super Mario


#44
incinerator950

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mattahraw wrote...

incinerator950 wrote...

I don't have a problem with the Mako, I don't see a need to fix it. I do see a need to fix the Hammerhead's **** poor Armor, and upgrade it's fire power, possibly even able to change out the main gun for a manual-target Cannon. Give it a Machine gun for Infantry, possibly give it shield generators (we have them on Infantry, you can't fit them on an IFV?)


I think everyone agrees with you on the hammerhead needing better armour. Every second post in the overlord thread says as much.


Rather sad actually, The Mako is fine already, the only thing it couldn't do well enough would be leap frogging over lava floors.

#45
mattahraw

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incinerator950 wrote...

mattahraw wrote...

incinerator950 wrote...

I don't have a problem with the Mako, I don't see a need to fix it. I do see a need to fix the Hammerhead's **** poor Armor, and upgrade it's fire power, possibly even able to change out the main gun for a manual-target Cannon. Give it a Machine gun for Infantry, possibly give it shield generators (we have them on Infantry, you can't fit them on an IFV?)


I think everyone agrees with you on the hammerhead needing better armour. Every second post in the overlord thread says as much.


Rather sad actually, The Mako is fine already, the only thing it couldn't do well enough would be leap frogging over lava floors.


I really liked the platforming sections, personally.

#46
Terror_K

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I basically think The Hammerhead needs the following:-



* Shields and better armour. At the moment its like its made of wet tissue paper, and you can go from warning to flames to exploded in about 2 seconds quite easily. The Mako was far sturdier and felt combat capable, while The Hammerhead feels weak and pathetic. It's like the difference between going to war with an M1 Abrams and with a empty refrigerator box.



* A far better HUD. Give us a clear indication of our shields and damage, ala The Mako. On top of that, give us a minimap and/or radar.



* Allow us to save while in it.



* Allow us to freely enter or exit the vehicle, even if this means a delay for the thing to "set down" and "take off" each time. Even if there's some kind of terrain requirement before it allows it. I can see why it would cause some issues on some maps, with crewmembers walking off cliffs and down slopes and not being able to get back. Perhaps have a summon Hammerhead option then, or allow instant return to it wherever it is.



* Independent turret movement. The Mako had it, why not The Hammerhead.



* More than one weapon. Again, The Mako had a badass cannon and a rapid-fire machine gun.



* Give the thing a bit more weight and feel to it. The whole thing feels like your throwing around a weak, hollow plastic model ship hanging off a short piece of string. It just doesn't feel like a combat capable, exploration craft. The Mako at least did. That said... it really ISN'T a combat capable, exploration craft given how weak it actually is, so overall this needs fixed.



Summary: The Hammerhead is more nimble and faster than The Mako, but that's about it. In every other respect the M35 beats it hands down. The Hammerhead needs some strengthening and needs to be made into the kind of craft its apparently supposed to be, as well as being integrated better with regards to its interface, capabilities and player options.

#47
JKoopman

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I think the Hammerhead needs the following:

- A turret-mounted cannon with a 360 degree axis

- A coaxial machine gun

- Six wheels

*cough*

:whistle:

Modifié par JKoopman, 17 juin 2010 - 07:12 .


#48
incinerator950

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JKoopman wrote...

I think the Hammerhead needs the following:

- A turret-mounted cannon with a 360 degree axis

- A coaxial machine gun

- Six wheels

*cough*

:whistle:


Don't forget Jump Jets, and the reputation to have a 99% chance of not getting stuck on a rock, wall, or mountain.

#49
mattahraw

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Terror_K wrote...

I basically think The Hammerhead needs the following:-

* Shields and better armour.


Yes, definately, TICK

* A far better HUD. Give us a clear indication of our shields and damage, ala The Mako. On top of that, give us a minimap and/or radar.


yup

* Allow us to save while in it.


again, tick

* Allow us to freely enter or exit the vehicle


I spose, didn't bother me that much but why not?

* Independent turret movement. The Mako had it, why not The Hammerhead.


As long as it doesn't make the thing annoying to drive, which i reckon is half the reason people hated the mako

* More than one weapon. Again, The Mako had a badass cannon and a rapid-fire machine gun.


More than just two, make a whole lot we can choose from/upgrade/customize!

* Give the thing a bit more weight and feel to it. The whole thing feels like your throwing around a weak, hollow plastic model ship hanging off a short piece of string. It just doesn't feel like a combat capable, exploration craft. The Mako at least did. That said... it really ISN'T a combat capable, exploration craft given how weak it actually is, so overall this needs fixed.

Summary: The Hammerhead is more nimble and faster than The Mako, but that's about it. In every other respect the M35 beats it hands down. The Hammerhead needs some strengthening and needs to be made into the kind of craft its apparently supposed to be, as well as being integrated better with regards to its interface, capabilities and player options.



Overall i agree with you on nearly all your points, nice post! I think most of the forum agrees with you too, seeing as we've had at least 20 hammerhead threads today all saying the same thing.

#50
mattahraw

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JKoopman wrote...

I think the Hammerhead needs the following:

- A turret-mounted cannon with a 360 degree axis

- A coaxial machine gun

- Six wheels

*cough*

:whistle:


On bringing back the Mako: Devs are damned if they do, damned if they don't. Some people want it back, others loooaaathe the thing.