Terror_K wrote...
That wasn't aimed at any and everybody who disagrees with me, just those who really think ME2 did everything better and that oversimplification is a-okay. It's aimed at those who don't want to bring back depth and really are just happy with Mass Effect being "Gears of War with Dialogue" and who don't really want the genre to move forward and innovate as they claim and are actually happy with things as they are now, and perhaps even want it simpler. If you fit into this category, then anything I say will be wasted on you.
I wonder if that means me. My whole point is that the streamlining didn'tshave off any significant "depth". (Streamlining doesn't mean to dumb down. I should have some golden plaques made).
Anyways for something a little more constructive,
iakus wrote...
Is modding, be it for weapons, ammunition, or armor, an inherently bad thing? I'm not talking about how ME 1 did it, but the general concept?
If you can honestly say "yes", then why? To difficult to balance? Clutters up menus too much? No good way to
implement? Deep-seated hatred of all things inventory? Let's hear it.
Ifyou could answer "no" to that. How would you introduce it to ME 3? Purchase only? Loot drops? Randomly encountered? Researched? Removable or fixed once applied?
For the purpose of this exercise, let's pretend that ME 2 is not the be-all, end-all in inventory management.
Ok, I'll bite. Let's work together for a change. (Whoa, scary. I know). I've said that I really do want more customization.
It's a bit problematic solving this problem without using ME1 or ME2 as a framework. Modding is part of a greater system, if you change that, then the impact is going to be felt in other areas of the game (UI, combat, character progression, class balance, etc). I'll try to break it down as best as I can:
Armors. In terms of customization alone ME2 system was great, the only problem was the very limited choice of pieces and that you could only do it for Shep. This what somewhat solved by posterior DLC.
My idea: Keep Shep's system the same, add more variety, eliminate the full suits of armor. Make squadmates to have only 2 looks: a casual/combat one, anda deep space one. but add slots to apply upgrades to them like ME1 armors had (+X to shields, +% biotic duration, etc).
These upgrades should only be applied on the Normandy, at the start of a mission, or onsafe zones. The idea here is to keep looting to a minimum and not interrupt the action. This also requires an UI that makes it easy to
swap and exchange mods between members when necessary.
Weapons/Ammo.This is a bit trickier. Ammo powers worked well in my opinion because it brought an element of strategy to classes and squadmates by not being a "mods for everyone" situation, the fact that you can evolve the powers
in 2 different ways also adds depth, much more than ME1 had in this particular department. It also has the advantage of being easily switched on and off during combat.
My Idea: Each weapon gets 1 upgrade slot, you can choose to augment the weapon (+damage,+ammo capacity, etc). OR enable a special ammo mod (incendiary,cryo, etc). This could be presented in 2 ways a) each weapon gets a separate slot

every char gets a single slot and that affects every weapon he carries.
I think of option

because even with the simplified model of "squadmates only carry two guns" is still way too
contrived to mantain each weapon separately.
In the case you chose to install an ammo power, you see it as a skill, and can turn it on and off as needed.
And, so that soldiers don't get screwed by the change, new class skill: soldiers are allowed to have 2 weapon upgrade slots.
In terms of aquisition of these mods, I prefer if they were only quest rewards, or bought in stores.
edit: fixing formatting...
Modifié par cachx, 12 novembre 2010 - 02:00 .