Turin_4 wrote...
I don't need a second opportunity when I've already used the first opportunity, smudboy. The pushing buttons method already works just fine if you accept perfectly valid gameplay conventions.
I am not referring to game play conventions. This is not about game play conventions. This is about understanding how a thing works, and especially, your belief that a ammo power is MORE believable than a weapon mod. Which you've STILL been unable to explain.
You don't get to limit the dialogue in such a way that you automatically win the question, smudboy. That's dishonest. Not when there's another perfectly valid possibility out there, which I'll explain again, in greater detail:
I have no intention of limiting your method of expression. In fact I need you to be expressive on how an ammo power is MORE believable than a weapon mod. I'm asking a
specific question, and you are failing to answer it. But let's see what you've come up with this time.
Is it acceptable that pushing a few buttons on an omnitool allows you to hack incredibly complicated AIs, shock nervous systems, drop shields, etc.? Yes. There's no problem with that, because obviously these highly skilled specialists aren't just pushing a few buttons. They've prepared their tools for combat so that when they 'push a few buttons', they're doing more than just pushing a few buttons but actually executing a complex series of commands.
Considering this is 1) the same thing they do in ME1, 2) nothing to do with weapons, I fail to see the point you're making.
So what are the weapon-specialized characters doing with their ammo powers when they 'push a few buttons'? Are they just, by magic, making ammunition into fire? Obviously not. They're - exactly like Tali - executing a pre-arranged series of commands on their weapons, and when the powers are squad powers, on their squad's weapons.
Okay. Please explain to me how pushing a few things on their weapons -- which are a pre-arranged series of commands -- make them shoot fire bullets, anti-shield bullets, etc.
Because remember, unlike ME1, you can't carry scores of weapons, but only about, what is it, ten or twelve on any given mission or assignment, period, amongst the entire group? You've got a guy - Jacob - who works in an armory with minifacturing capability. What do you think he does in there, just sit-ups?
I'm asking you how a gun is able to fire a bunch of different types of ammunition based on a personal "skill". You pointing to Jacob doesn't tell me what that involves. All you've said so far is "A = A." You are explaining what A is, aside from saying "It's just like AI hacking." I noticed you mentioned Jacob. Please explain to me what Jacob is doing. Aside from situps.
Well, AI hacking is not the same as a weapon mod or of ammo powers.
Show us how smart you are, smudboy. Poke holes in this explanation using this keen analytical mind you've got. You enjoy being criticized, I've criticized your ideas, poked holes in your analysis, showcased why they're lacking. Show where I'm wrong. Don't just refuse - again - to address it, because that just leads me to conclude you can't. I've addressed your complaints, repeatedly.
And yet you still can't answer the question:
How does a thing come from nothing?
or
How does a weapon mod be LESS believable in modifying the ammo type of a GUN by attaching itself to said gun, then an "ammo power" skill allows an individual to simply press a few buttons? We're not talking about a game play mechanic. We're talking about the actual gun.
AI hacking is a skill. I can hack a few systems with a computer. This is essentially what AI hacking involves: taking over the systems of computer (the Geth are computers.) I'm guessing a radio signal of various bandwidths is sent to the Geth platform, that overloads their functions, and voila, we get a hacked Geth platform to fight for us for a few seconds.
Now back to ammo powers. I cannot create matter with a "skill." I cannot suddenly make my Coca-Cola become a Rum and Coke, unless I have Rum handy. It may be a skill to combine the Rum with the Coke to make a nice drink, but I still need the Rum. So, unless EVERY GUN in the UNIVERSE (or in our case, Jacob's workshop) has the feature to allow for 1) Fire, 2) Electromagnetics, 3) Armor piercing, 4) "Shredder", 5) and some kind of Biotic Bullet stuff, then there would be no switch to flip. There is no "skill" involved here. Something cannot come from nothing.
Whereas a weapon mod
modifies the behavior of a gun. There is an entire culture behind weapon mods in ME1: who has the best ones, which are illegal, etc. They do a number of things. And yes, because inventory was removed, ME2 had to come up with something to
fix this. I do not care about this application: the game play element is irrelevant. We're talking about having a THING doing something else to ANOTHER THING. Weapon Mod->Gun = different bullets.
How is that less believable than an ammo power?
I think what you're trying to say is:
1) Jacob made all the guns have all the abilities, a la Judge Dredd. I'm assuming this would have to occur for EVERYONE since there are SQUAD based ammo powers, which implies some kind of network command button that overrides the SKILL of another person who might have an ammo power on that gun. So does that mean someons' "skill" in altering other guns is GREATER, and supersedes someone elses "skill" in telling their gun to be a certain ammo type?
2) These Jacob Abilities would have to then take into account BRAND NEW TECHNOLOGY as peoples loyalty skills become unlocked, since he'd have to modify every single gun manufactured to have those potential 5 features.
This raises several questions:
1) Why can't anyone just press the button to use the ammo powers?
2) Why would anyone want to use
multiple ammo powers, when the Biotic Ammo power is the best?
Now if this is not your answer, please, enlighten me. I'm curious as to how this ammo power of yours works, and is MORE believable than a weapon mod.
Modifié par smudboy, 06 octobre 2010 - 06:28 .