Before we start, I would like to request a Quartermaster for the Normandy to handle all trading licenses, preferably one experienced with trade organizations:This is Part 2 of Building Consensus.
Part 1
Part 2
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A. LootRevision 1: Looting and Ammo
If we want loot to make sense both in gameplay and story, there should be only 4 types of things to pick up from enemies, assuming the thermal clip system is still in place:
- Ammo
- Credit chits
- Weapon Parts/Armor Scraps
- Biotic/Omni-tool Technology

Not only that, but squadmates should automatically pick up loot if they're closer to it than Shepard is. They have hands too, don't they? This allows for a more "realistic" looting without always forcing you to run around looking for every last thermal clip on the ground. It also encourages the player to stay and fight to get the loot instead of skipping entire missions and dialogues with Tactical Cloak or any similar ability.
The Weapon parts, Armor scraps and other salvaged technology would not automatically go to Cerberus or some other organization to be sold, but can be used at the Research Terminal as a "token" system to build weapon mods, armor mods, ammo mods, or even tools, weapons and armor themselves. More on this in the next section...
For now, I'll suggest two more things:
1. The types of parts that drop depend on the enemy (Vanguard/Adept/Engineer hostiles will drop BioTech more often, Soldiers will drop armor and weapon parts...) That way, the mission you choose to do first can have an effect on your item progression. If you're a biotic, you should choose to do biotic-heavy missions first to have an easier time with the rest of the missions.
2. These scraps, minerals and credits can also be interchangable with the help of a certain scientist salarian.
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If you let Mordin die in the final mission (shame on you!), you don't get the benefit of converting - you'll have to rely solely on what you get on each mission or planet. For those who saved Mordin, there's still a delay on how much or how often you can convert your extra parts or resources. Thus, even as a cameo and not a squadmate, Mordin can be very useful.
B. Thermal Clips
Thermal clips were retconned to balance the gameplay and better distinguish each weapon. However, the way it was written into the story was a bit sketchy since the way guns behaved didn't match the description. How do we account for that in ME3 using both ME1's and ME2's gameplay structure? With these two things:

- 12 - Universal Thermal Clips remaining
- 1 - Shots before overheat (for that specific gun)
- LAST - Status of the weapon you just switched from
- Blue bar - Current "temperature" of gun
- Red Bar - Your last weapon is still cooling from overheat - you did not choose to waste a thermal clip on it.

If you don't want to manually reload every time, that's where this option comes in - Auto Reload will be enabled by default (with a keyboard/controller shortcut to enable or disable), but if you need to conserve thermal clips or wait out the duration, you can toggle it off at any time.
This essentially fuses both systems while staying simplistic, falls in line with the written retcon, and gives the player an added element of strategy - should you use a thermal clip on this weapon, wait, or should you switch to another one?
"Lots of Items, but no real Inventory Screen?"Revision 2: Mods and Upgrades
It's a weird statement, but lots of items can still exist without having to deal with redundant items or constant switching of mods between squadmates.
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The weapon modifications research menu would be something like this:
- --Weapon Modifications--
- Weapon Mod Upgrade (V to VI)
- Combat Optics
- Improved Sighting
- Frictionless Materials
- etc.
Ammo, on the other hand, would be bought from hub worlds (infinite use) and would be equipped by Shepard to be shared with the squad. "Rare" or hard to find schematics can also be purchased from specific merchants, unlocking a very powerful researchable mod. Everything will be configured in the loadout screen before each mission:
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- Weapon Mod Slot
- Armor Mod Slot
- BioTech/Cybernetics Slot
- Item Slot (Ammo Slot for Shepard)
Also, along with getting a weapon training upgrade halfway through the game (ala Disabled Collector Vessel), Shepard can also get an extra weapon, armor, biotech or item slot. This further increases customization for the player, because some will choose a different slot depending on their offensive or defensive playstyle.

Two things Mass Effect seems to disregard are item stats and consumables - one-time use items with a cooldown, requiring you to buy more (in stacks, if necessary) to keep using them. Medi-gel and grenades was similar to this, but you couldn't buy more from stores - you restocked at boxes or terminals in each mission.Revision 3: Consumable Items and Item Stats
A. Consumables
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Licenses allow your Normandy Quartermaster to start selling certain consumables (so you don't have to run back to a hub world to buy them). Grenades are given to squadmates, while Shepard uses heavy weapons. Some grenades can only be used by specific squadmates, like the Warp Grenades shown above. Other examples:
- Red Sand Pouch - Boosts biotic power temporarily
- Stimulant Pack - Increases weapon damage whenever a combat power is active
- Surge Generator - Increases tech damage temporarily
- Medi-gel - Revives Shepard if close to death
- Extra Power Cells - Squadmate can help reload a heavy weapon if needed
Of course, many of these items will have drawbacks - for example, red sand in combat causes a temporarily health loss, stimulant packs prevent all regeneration, while surge generators have a chance of breaking the user's shield. Extra power cells can increase the chances of a heavy weapon backfire for Shepard, like so:
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I always thought heavy weapons were cheap, anyway...
B. Item Stats
A variation of Terror_K's item info picture (link here), this picture illustrates the numbers that should accompany the information on any weapon used:
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Heat dispersion refers to the approximate number of shots before overheat (as in Mass Effect 1). An option to have the screen display codex information is also included, if someone doesn't want to look at the numbers. This reduces screen clutter while also providing valuable information that would normally be found on a forum thread or the Mass Effect Wiki.
I saved the best (or the worst) for last, mainly because a solution to this is dependent on how time-consuming designing squadmates can be. The squadmate armor in Mass Effect 2 is suspiciously low-resolution, but still a lot more detailed and unique from each other compared to anything picked up in the previous game. With 17 possible squadmates for ME3 and probably more to be added, the question I ask is this - would you rather:Revision 4: Weapons and Squad Armor
- Have several choices of armor for each squadmate
or - Have your 2 favorite characters return as squadmates - not cameo roles?
- Combat Armor - includes customizable masks/helmets and the ability to change the palette/color scheme like Shepard's armor
- Casual Appearance - the outfit they wear on the Normandy when not in combat
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No more skin-tight armor!

Criticisms? Suggestions? Comments?
Modifié par Ecael, 19 juin 2010 - 05:00 .





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