The change was necessary, I think. They needed to start from scratch so they could look at it from another perspective. I believe that with ME2's system they discovered the base for a truly stunning inventory system for ME3. Perfection is just a few tweaks away:
- More weapons. Each category having 3-5 weapons seems fair. And make each a different option with different strengths/drawbacks. They seemed to have been trying for that, but it just doesn't work in some instances. The Katana shotgun, for instance, has no redeeming qualities compared to the other shotguns. They all outstrip it entirely.
- More armor pieces. A lot more. There simply aren't enough, even with the added DLC options, to sate an RPGer's lust for "phat loot."
- Better armor pieces, too. These need to have a larger impact on the game than making Shepard look cool. Buff the buffs, as it were. Anything less than a 10% boost to most values is nigh unto worthless. The Strength Boost Pads and the Aegis Pack's armor pieces are good examples. If a piece of armor only provides one buff, it should be significant, or it should provide multiple lesser buffs.
- Each armor piece should have some defensive stats. Some pieces could have raw damage reduction, others should boost Shield/Barrier, and some pieces should provide damage reduction solely for Shield/Barriers, similar to the Shield Hardening research in ME2. Each armor piece could have a modest bonus to one of these stats in addition to its main buff, and some pieces could simply have a larger defensive buff as their only bonuses for players who want to focus on taking less damage.
- More weapon and armor research, but make the old ones much more powerful. To balance this, make research something that needs to be "equipped," with only a limited number of slots (we'll say three, for the sake of argument) in which to equip them. Each damage upgrade (20%, 35%, 50%, let's say) could take up a slot, forcing you to spend all your slots if you want that juicy 50% damage boost. Other options would have to be made just as tantalizing, however, like perhaps a spread decrease for shotguns, or a fire rate increase for assault rifles.
- Alternatively, research could remain largely the same, to replicate a growth in raw damage output without giving us a billion weapons, but add equippable mods as well.
- Companions should have modular armor like Shepard's, both mechanically and in apppearance. Every piece Shepard finds should be a new piece for the entire squad. Failing that, just make sure they're all wearing something sealed and protective while in a mission zone.
- Omni-tools and amps could come back in some form. They should be similar to guns in that we only ever find a particular unit once. There would probably only need to be about three of each, one for cooldown, one for duration, and one for damage/newtons. These would provide bonuses in addition to tech/biotic research.
[*]We need some way to access our inventory, even if only in a limited way, from the menu of the game. At the very least, we should be able to change weapon mods mid-mission.
[*]A button that toggles whether or not our helmet is visible. You still get the statistical benefit of the helmet without the potential embarassment of splashing batarian liquor all over said helmet.
Modifié par Schneidend, 30 décembre 2010 - 10:11 .





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