These are some rough sketches of how I think the usabilty of ME2 could be maintained while adding more depth and diversity (currently lacking on the long run).
You are welcome to post your elaborate opinion, but please don't do it based on wrong assumptions. The explanations to the pictures are there for a reason.
Character Screen with "Traits"

full version here: http://img192.images...raitsshepsm.jpg
Character Screen for Squad Mates

full version here: http://img843.images...raitsgrunts.jpg
Explanation:
Durability - Increases character health and health regeneration.
Agility - Increases sprint speed, the speed of cover interaction, ability use (not the cooldown), reloading and switching weapons speed. This all refers to the animations speed (not responsiveness), so that for instance high agility will make taking cover, leaving cover and jumping over cover faster.
Imagine beeing able strip down the shields of an enemy and almost instantly change to a pistol, to line up some headshots.
For squad mates it is the same, only that additionally the general movement speed during combat is increased.
It does not change control responsiveness, it only increases the speed at which the animations are performed! Not investing in the trait would not make Shepard slower than in ME2. I only intend a possible improvement and possibly faster more responsive gameplay for experienced shooter players who can handle it, without making it overpowered, or forcing it on all players.
Power Cooldown - guess what it does...
Persuasion - Determines how adept Shepard is at negotiating with or intimidating dialogue partners. Paragon and Renegade options will always be available at the same time to actually allow making choices, aka roleplaying. Who does not invest in the skill enough will have to stick with the standard dialogue options, giving them an actual purpose. Alternatively, Ecael has already made good suggestion for this matter: social.bioware.com/forum/1/topic/105/index/2656020
Accuracy (SQUAD MATES ONLY!!!) - Increases the chance of a squad member to hit an enemy with their ranged weapons. Becomes more important at greater distances, making it essential for snipers.
The actual damage of the weapons is increased through weapon upgrades/mods.
Now please pay attention, there is no stat that changes accuracy for the player (Shepard). I don't intend any change to that over ME2.
To be clear, all these "stats" already exist in Mass Effect 2! The only thing I did was removing the single power that combined all these unrelated character values and split it up into traits. So the players are allowed to specialize on what they prefer, rather than beeing forced to upgrade everything just a small bit at a time. This does NOT mean that Shepard or the squad are weaker than they start in ME2. In fact they would start out just as good.
Choosing weapons and weapon balance

full version here: http://img18.imagesh...ect2weapons.jpg
Goals for weapons:
-fast, intuitive and easy way of comparing weapons without number crunching (could be added though)
-balanced weapons, meaning no weapon is clearly better than the other, but rather fills certain roles better than others
Note that accuracy is not skill based and only refers to the weapons. Weapons in ME2 already have differing accuracy (Locust SMG is much more accurate than the other SMGs). This, among other things, should be visible to the player without inspecting game files, forums or the Mass Effect wiki.
Also, please check out Ecael's inventory/mod/armor suggestions:
social.bioware.com/forum/1/topic/105/index/2917490
and Terror_K's weapon info screen:
img535.imageshack.us/img535/7189/me3idea.png
Modifié par Vena_86, 07 décembre 2010 - 03:57 .




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