Okay, first off let me apologize if something like this has been done before. I think a cool idea for ME3 would be to have different paths for power evolution that are quite different and mutually exlusive on the same character. If ME3 extends the level cap to 60 and the current leveling system is used, then more ranks of powers/skills will be necessary. But in order for it to push boundaries (a bit), we need to have a second, additional evolution of powers. Let's say that max rank for powers is extended to 8, double the current max.
Wall of text ahoy!
Here's my idea: each time a power is evolved, you get to pick from two different options. We already have this in ME2, but when we add a second evolution, options get much more interesting. For example, Pull evolves into Heavy Pull or Area Pull. At the second evolution at rank 8, two more choices are presented, depending on which choice you made previously. This means there will be four different "final" versions of a power/skill, all mutually exlusive on the same character.
To continue my previous example, Heavy Pull -> Penetrating Pull or Volatile Pull, Area Pull -> Tidal Pull or Gravitic Pull. I'll explain these a bit more:
Penetrating Pull = Pull now penetrates one layer of defenses whether it's armor, shields, or biotic barrier. This would let you use Pull on most mooks on the higher difficulties, but not bosses. However, this only works on enemies with a layer of health. Enemies with only armor (Scions, Praetorians, Harbinger) would only take damage, but not be pulled.
Volatile Pull = The pulled enemy now deals double (maybe triple) damage in a Warp explosion.
Tidal Pull = The pulled subject(s) take the pull effect with them, affecting unprotected enemies they pass by, pulling them along. This will also damage protected enemies (but not pull them).
Gravitic Pull = The pulled subject(s) group together upon being pulled, allowing easy potshots or an easy setup for a Warp explosion.
This is the essence of my idea, unique evolutions based on prior choices. But since I've come up with a lot of other examples, I'll share them with you. Throw leads to Heavy or Area Throw: Heavy Throw -> Slow Throw or Penetrating Throw, Area Throw -> Crippling Throw or Bludgeoning Throw.
Slow Throw = After the throw effect hits the target, they fly backward (or however you aim it) at a slow speed, allowing Throw to be used for Warp explosions.
Penetrating Throw = See Penetrating Pull above, just with Throw.
Crippling Throw = The affected subjects move more slowly upon getting up (if they get up
Bludgeoning Throw = The affected subjects take much more damage from the initial impact (with your biotics) and also take damage if they hit a wall or other obstruction. Also throws enemies farther.
And just to show that it can work with non-biotics, I'll do Incendiary ammo. Inferno ammo -> Explosive ammo or Vampiric ammo, Squad ammo -> Squad Inferno ammo or Fiery defense
Explosive ammo = Every so many shots (depends on the weapon used) the ammo explodes on impact, dealing concussive damage on top of the normal damage (fire and all). This is highly effective against biotic barriers.
Vampiric ammo (may need a better name) = Every time the enemy takes fire damage, you get some of their health/shields back. Don't ask me to explain this scientifically.
Squad Inferno = The whole squad gets inferno, instead of the usual incendiary.
Fiery Defense (definitely needs a better name) = Gives the squad Miranda type bonuses to damage and rate of fire.
If anyone has any good ideas for possible evolution trees, post them and I'll add them to the OP.
EDIT: Changed the title to be a bit more sensational.
Modifié par wizardryforever, 13 avril 2011 - 09:02 .





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