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Colonization - an ME3 Proposal To Improve Side Missions and Exploration


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#1
TelexFerra

TelexFerra
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TL;DR: A colonization metagame in ME3 would be nice.

Hi, I'd like to elaborate on a proposal I made in the What Do You Consider Good Exploration? thread.

ME1 had some beautiful planets and vast planes to traverse with the Mako, but sometimes the exploration felt meaningless. Most times, you would find some mummified Salarians and some mercs. While these planets were beautiful and diverting, many of them lacked diversity and originality.

Bioware swung to the other extreme in ME2. After receiving so many complaints about the Mako, Bioware removed it from Mass Effect 2 and did not replace it with any vehicle. To an alternative to explorable planets, Bioware gave us several smaller missions that can be completed in under three minutes. While these bite sized missions were more diverse than the prefab shoot-em-up bunkers in ME1, they still lacked an overall purpose and were generally unsatisfying.

Through a free DLC package, Bioware released the M44 Hammerhead tank. This tank is the exact polar opposite of ME1's Mako. Whereas ME1's Mako was well protected yet cumbersome to drive, the Hammerhead is a 'paper cup' but extremely maneuverable. As of yet, the Hammerhead is unused as an exploration vehicle. (Shameless plug: You can check my Hammerhead improvement thread: M-44 Hammerhead Research Improvements

I propose an alternative to ME1 and ME2's systems of explorations that I'd like to discuss with you all. What if Shepard had the opportunity to influence the growth of a colony on a newly discovered garden world? At the beginning of the game, Shepard could receive an (optional)  distress call from a colony ship somewhere in the outer rim. Shepard would then go to the system and find that Batarian slavers have shot the colony ship down over an unpopulated garden world. After fighting off the Batarians in the Normandy and on the surface, Shepard would seek out the colonists and be told that they intend to colonize the planet. From here, the colony would serve a few purposes:

1: The colony could serve as a game long 'metagame.' (Anyone who has played ACB knows what I mean) Shepard can spend his/her own credits and resources to help the colony build homes, defense systems, stores, resource collectors etc. These improvements would, in turn, give Shepard a steady income of resources and credits, thereby downplaying the necessity of the dreaded planet scanning minigame. Shepard would also be able to travel to other hub planets and recruit more colonists, thereby increasing the productivity and returns of the colony.

2: The colony could serve as a launching point for missions. Have the eclipse set up a base a few miles from the colony? Take the MAKO or Hammerhead from the Normandy and go check the place out. Have the Geth set up weather stations at the North Pole, go investigate with the Normandy. The planet could be filled with diverse missions that benefit the colony and Shepard. The planet could be explored via a 'planetary map' (Galaxy map, but on a planet ^_^) which would allow for several diverse locations to explore.

3: Shepard needs a rallying point for his allies. In Dragon Age Origins, the PC has his/her camp where all of the factions have their representatives. Shepard could be able to interact with all of the factions that he/she recruits over the course of the game from the colony. Additionally, recruiting certain factions might have benefits for the colony. For example, recruiting the Geth might improve the colony's shield grid.

4: The planet would give Bioware a 'sandbox' for DLC mission packs. New DLC packs could add new areas, missions, buildings etc.

Bioware has already produced some pretty beautiful environments on the current Hammerhead missions.

[img]http://i751.photobucket.com/albums/xx152/TelexFerra/hammerheadpic4.jpg?t=1293758954[img][img]http://i751.photobucket.com/albums/xx152/TelexFerra/hammerheadpic1.jpg?t=1293759002[/img][img]http://i751.photobucket.com/albums/xx152/TelexFerra/hammerheadpic1.jpg?t=1293759002[/img]
[img]http://i751.photobucket.com/albums/xx152/TelexFerra/hammerheadpic5.jpg?t=1293759099[/img]
[img]http://i751.photobucket.com/albums/xx152/TelexFerra/hammerheadpic2.jpg?t=1293759149[/img]
[img]http://i751.photobucket.com/albums/xx152/TelexFerra/hammerhead3.jpg?t=1293759140[/img]

What if all of these beautiful vistas were on the same planet and you didn't need to go through loadings screens to get from one to the other?

This is an idea I just had today and is by no means complete. What do you all think?

Mission Ideas (Feel free to propose your own!)

Mission: Gaia

Triggered By: Completion of Tutorial

Shepard receives a distress call from the colony ship Gaia. Shepard goes to the source of the call in the outer rim to find a colony ship under fire from a Batarian Corsair. The Normandy fights off the Batarian ship and forces it down to the planet. Unable to maintain a stable orbit, the colony ship makes a rough but survivable landing on a large field. Shepard lands the shuttle on the surface and finds that most of the colonists are alive. The colony head tells Shepard that they were planning to colonize the planet anyway, and that that they'll be dis-assembling their ship to build the colony. Several Batarians then land nearby in an escape pod and begin firing on the colonists. Shepard and his/her squad quickly repulse the Batarians, ending the mission.

Reward:
Colony established,
+500 credits per  half hour,
+250 palladium per half hour,
+200 platinum per half hour,
+150 iridium per half hour,
+25 Element Zero per half hour
+ Unlocks Missions: Recruit Colonists, Defend the Colony, Clear the Mines, 

IF Shepard completes two or more  missions before answering the distress call, then Shepard finds the colony ship already crashed. Upon arriving at the site, Shepard still meets the colonists but has to fight off a stronger force of Batarians. Since the colony ship has received heavy damage, the reward will be diminished. The consequences of not responding immediately will be explicitly stated by Shepard's crewmen. (i.e.: Liara: Shepard, we should respond quickly. I don't think there'll be much of a ship left if we don't help them immediately.")

Reward:
Colony established,
+250 credits per  half hour,
+125 palladium per half hour,
+100 platinum per half hour,
+75 iridium per half hour,
+13 Element Zero per half hour
+ Unlocks Missions: Recruit Colonists, Defend the Colony, Clear the Mines, 

Mission: Recruit Colonists
Triggered By: Completion of "Gaia" (NOTE: This mission is a long scale mission)

Shepard must recruit colonists from the rest of the galaxy. Shepard can recruit colonists by liberating slaves, hiring specialists, encouraging colonization via the Shadowbroker/Cerberus network, etc.

Reward:
+50 credits per recruited colonist per half hour
+20 palladium per colonist per half hour
+10 Platinum per colonist per half hour
+5 iridium per colonist per half hour
+1 Element zero per colonist per half hour

Mission: Defend the Colony
Triggered By: Completion of "Gaia" (NOTE: This is a long scale mission.)

Once the colony is established in "Gaia," it will be vulnerable to attacks. Initially, there will be a set probability of an attack after each game mission, say 30%. (This probability can be determined by difficulty level (Insanity players have a higher probability than Casual player))The player can ignore the colony's distress call, bit doing so means a potential loss of colonists and resources. The goal of this mission is to make the colony able to defend itself.

Shepard can build several structures to bolster the colony's defenses.

Walls: 7,000 Credits,
REWARD:
+Reduces attack probability by 5%
+Reduces damage during attacks (if Shepard ignores distress call) by 10%

Ground Defense Turrets: Leave Archangel OR Tali on the surface for 1 hour. (1 hour real time. If you leave them at 1:34 PM, then you can recover them at 2:34 PM whether you're been playing or not.) AND 5,000 Palladium
REWARD:
+Reduces attack probability by 5%
+Reduces damage during attacks by 10%

Shields: Leave Tali OR Legion on the surface for 1 hour. AND 7500 Platinum.
REWARD:
+Reduces attack probability by 7%
+Reduces damage during attacks by 15%

Militia Training: Leave Grunt OR Archangel OR Zaeed on the surface for 1 hour. AND 3000 Credits
REWARD:
+Reduces attack probability by 0.1% per colonist
+Reduces damage during attacks by 0.1% per colonist

Ammo Stockpiles: Leave Thane on the surface for 1  hour. AND 10000 Credits
+Reduces attack probability by 0.1% per colonist
+Reduces damage during attacks by 0.1% per colonist
+Shepard's weapons are all fully reloaded whenever he/she enters the colony
+Shepard can pay 3000 credits per Heavy Weapon Ammo to rearm his/her heavy weapons (1 HWA based on Blackstorm Standard)

Medical Facilities: Leave Mordin on the surface for 1 hour. AND 4000 Credits
REWARD:
-400 Credits per half hour (note MINUS 400)
+Reduces damage during attacks by 0.2% per colonist
+Shepard's medigel is automatically restocked whenever he/she enters the colony

Mission: Clear the Mines
Triggered By Completion of "Gaia"

The colonists were quick to dig a small mine in a nearby mountain using their ship's primary laser. Unfortunately, the mine has been infested with Klixen. Shepard must get in the Hammerhead OR Mako and drive out to the mine site. Inside the mine, Shepard must exterminate several Klixen. Once Shepard has exterminated the Klixen, he/she can return to the colony and finish the mission.

Reward:
+5000 Palladium per half hour
+Unlocks Missions: Scouting Gaia, In the Garden of Klixen, Nomads, Racketeering 

Mission: Scouting Gaia
Triggered By: Completion of "Clear the Mines"

The colony needs to scout potential resource sites on the planet's surface. This mission serves to introduce Shepard to many of the different regions on the surface. Shepard must travel to each of six sites and use the MAKO/Hammerhead's scan feature to set down a marker for the colonists. Shepard must scout out:

A volcanic region rich with Iridium deposits
A grassy plane with flora and fauna
A tundra rich with platinum deposits.
A dense cave system with palladium deposits

A beach with element zero traces. When Shepard arrives, he/she will detect a massive quantity of element zero on the ocean floor. 

Once Shepard has scouted all of the regions, he/she returns to the colony to complete the mission.

Reward:
+2500 Palladium per half hour
+1500 Platinum per half hour
+500 Iridium per half hour
+ 25 Element Zero per half hour
+3500 Credits per half hour
+Normandy Upgrade ENHANCED PROBE LASERS - Increases amount of resources gathered by planet scanning by 10% 
+Unlocks Missions: Poseidon 

Mission: In the Garden of Klixen
Triggered By: Completion of "Clear the Mines"
Concept and Mission Name by: DominusVita

Upon speaking to the colony defense specialist after completing the "Clear the Mines" quest, Shepard will be informed that Klixen attacks have become more severe. While the defender is talking, several Klixen will borough through the ground and begin attacking the colonists within the colony. Shepard and his/her squad must dispatch the Klixen and a Klixen 'Prince' (A mini-boss) After killing the Klixen Prince, Shepard will find a Batarian limb in the Klixen's mouth.

Reward
Increases attack probability by 5%
Automatically triggers "Crash site"
Handheld weapons upgrade +7% damage against organic enemies

Mission: Nomads
Triggered By: Completion of "Clear the Mines"

News of Gaia Colony's success has spread throughout the galaxy. After Shepard has completed ONE main story mission, A small Quarian ship will enter orbit requesting permission to land. The ship will land and its crew will request asylum in the colony because they are all tired of wandering the stars without a home.

After Shepard speaks with the Quarian ship's captain about their motives, two heavily armed Quarian ships will enter orbit and a Quarian General will demand the return of their ship and its crew. Shepard will chose to meet with the General on her ship in orbit.

There will be several ways to resolve the conflict, some paragon and some renegade; each will be discussed below.

Paragon: Convince the Quarian General to respect the crew's wishes to remain on the surface. The General will agree only if the colony tributes a small amount of its resources to the Migrant fleet.

Reward
+1000 Palladium per half hour
+375 Platinum per half hour
+250 Iridium per half hour
+25 Element Zero per half hour
+250 Credits per half hour

Renegade: Tell the Quarian Captain that the Quarian crew will remain with the colony. The General will threaten to attack and Shepard will warn her that such an action would provoke the alliance. The General will back down and agree to leave.

Reward
+1000 Palladium per half hour
+750 Platinum per half hour
+500 Iridium per half hour
+50 Element Zero per half hour
+500 Credits per half hour
+Influence Lost: Quarians
+Reduces attack probability by 5%

Paragon: Shepard returns to the surface and convinces the Quarians to return to the migrant fleet. The Quarians will thank Shepard for his/her hospitality nonetheless and leaves schematics for an enhanced shield system.

Reward
+Reduces attack probability by 7%
+Reduces damage during attacks by 10%
+Normandy Upgrade ENHANCED KINETIC BARRIERS - Increases Normandy Defense

Renegade: Shepard returns to the planet and orders the Quarians to leave. As the Quarians leave, the Quarian general congratulates Shepard on his decisive and soldier mentality. The Quarian General sends a schematic to Shepard for enhanced weapon systems.

Reward
+Influence gained: Quarians
+Reduces attack probability by 7%
+Reduces damage during attacks by 5%
+Normandy Upgrade ENHANCED FORWARD LASERS - Increases Normandy Combat effectiveness

Mission: Poseidon
Triggered by: Completion of "Clear the Mines"

Eldfell-Ashland corporation has taken an interest in the colony's underwater element zero deposits and has set up a large offshore mining platform and refinery. The colony invites Shepard and his/her crew to the platform's first day of operation. After a small opening celebration, an explosion rumbles through the facility. Before anyone knows what's going on, the facility begins sinking into the ocean. The colonists and Shepard begin sealing pressure doors, but the facility is still sinking and flooding.

Shepard has 15 minutes to stop the platform's descent before the entire facility floods. The mission will contain puzzles (hopefully better than the hack and bypass minigames :happy:) and very little combat. Once Shepard reaches the quickly flooding master control room, he/she discovers that there is a major heat buildup in the platform's drill. Shepard must either contain the buildup in the drill, thereby blowing up the element zero deposit and spreading element zero into the colony's water supply or divert the buildup into the platform's refinery systems which would cause an explosion killing a large number fo the colonists on the platform.

Paragon: Shepard contains the buildup in the drill and pollutes the colony's water with element zero.
Renegade: Shepard diverts the buildup to the refinery and kills most of the platform's crew, but ensures that the colony's water supply isn't tainted.

Once the buildup is handled, Shepard still needs to stop the platform from sinking.

IF PARAGON CHOSEN: Shepard realizes that he/she can use the element zero int he water to his/her advanage. A biotic -- enhanced by the presence of element zero -- can reduce the mass of the platform (and therefore its density) to allow it to resurface. The biotic can be Shepard, a squadmate, or a survivor on the platform.

IF RENEGADE CHOSEN: Shepard realizes that the platform is unsalvagable. Shepard and his/her crew find the survivors of the explosion (very few) and they all escape the platform using pressure suits. (If Shepard and both squadmates are biotics then the resurfacing option is available)

Reward (Saved crew and resurfaced platform

+10000 Credits per half hour
+Biotic countdown upgrade
+Biotic damage upgrade
+250 Element zero per half hour
+Triggers Mission: Corporate Espionage

Reward (Killed crew and lost platform)

+3500 Credits per half hour
+ Tech damage upgrade
+2500 palladium per half hour
+2250 Platinum Per half hour
+2000 Iridium per half hour
+13 Element Zero per half hour
+Triggers Mission: Corporate Espionage

Reward (Killed crew and resurfaced platform)

+3500 Credits per half hour
+Tech damage upgrade
+Biotic Countdown upgrade
+Biotic damage upgrade
+2500 palladium per half hour
+2250 Platinum Per half hour
+2000 Iridium per half hour
+13 Element Zero per half hour
+Triggers Mission: Corporate Espionage

Mission: Racketeering
Triggered By: 25% chance of mission triggering after completion of "Clear the Mines"
Adapted from a concept by: Jaksiostw

A Blue Suns ship has landed outside the colony. The colonists move into defensive positions but the Blue Suns commander and his squad approach the walls of the colony without drawn weapons. Shepard and his/her squad get up onto the walls with several snipers and open a dialogue with the commander. The commander snidely offers 'protection' to the colony in exchange for a continual fee of 25,000 credits. (per half hour) 

RENEGADE INTERRUPT: Shepard can grab a sniper rifle from one of the colonists and headshot the Blue Suns commander.

The colony leader will tell Shepard that they cannot afford to pay for Blue Suns 'protection.' Shepard can either politely tell the commander to leave or yell at him to leave, but either option )and the interrupt) will lead to a small battle between the Blue Suns and the colonists. After Shepard and the colonists defeat the Blue Suns, Shepard and his/her squad enter the small Blue Suns ship and find data suggesting that a small ffleet is coming to plunder the colony. The fleet is commanded by Vido Santiago if he escaped during Zaeed's loyalty mission.

If a player has imported an ME2 playthrough with LOTSB, Shepard can call Liara and request that she send some Shadow Broker mercs to help him/her attack the Blue Suns fleet. Otherwise, Shepard and his crew must take the fleet on themselves.

Shepard plans to use the Blue Suns ship as a trojan horse to get him and his ENTIRE SQUAD on board the command ship. (Hey, if they could fit in the Kodiak!) While en route, the squad pours over some schematics of the command ship and come up with a plan to reach CNC from the hangerbay. Shepard decides that most of the team will serve as a diversion while he/she takes a small team to the control room. If Vido is in command of the fleet, Zaeed will demand that Shepard take him. Shepard can refuse, but Zaeed will be mad. :o

If Shepard requested Shadow Broker assistance, he/she will find that the Blue Suns fleet is already under attack by Shadow Broker infiltration ships.

Shepard and his team docks on the command ship and their ruse is quickly scrapped. Shepard and his small team must fight through a Blue Suns army from the hangerbay to CNC while the rest of the squad take control of critical areas in order to aid Shepard's progress. (A team must tkae engineering to unlock some lfits etc.) (If the Shadow Broker agents are boarding the fleet then Shepard will have backup from the Shadow Broker mercs)

Once Shepard reaches the control room he/she must fight Santiago and his elite soldiers. (If Zaeed is present then there will be epic dialogue :happy:) Shepard and squad will then have Vido on his knees.

Paragon: Shepard tells his squad to secure Vido. (If Zaeed is in the squad, Zaeed will automatically shoot Vido)
Renegade: Shepard tells Zaeed that he/she will "wait outside," allowing Zaeed to finish off Vido alone.

As soon as Vido is locked up, Shepard calls in the Normandy to help mop up the remaining Blue Suns ships. (Shepard will use the command ship's weapons to help.)

If Shepard requested Shadow Broker assistance, most of the fleet will be under allied control. If not, Shepard only has control of the command ship.

Shepard flies with the fleet/command ship back to the colony planet and cedes control to the colonists, ending the mission. In either outcome, the colonists only get to keep the command ship. (The Shadow Broker mercenaries request the captured ships as compensation)

Reward:
+Reduces attack probability by 10%
+Reduces damage during attacks by 10%
+Zaeed Loyalty (If you took him with you in your squad)
+Submachine Gun Upgrade
+Influence Gained: Shadow Broker (If you had Shadow Broker assistance)
-Influence Lost: Blue Suns

Mission: Crash Site
Triggered By: Completion of "In The Garden of Klixen"

The colony's medical expert has inspected the Batarian limb and has determined that the Batarian that ti came from was on the ship that initially attacks the colony. Shepard and his/her squad take the Hammerhead out to the crashsite to find the ship infested with Klixen. Shepard and his/her squad fight their way through the ship. Along the way, Shepard will find that the ship had recently picked up supplies - and spores -- from Tuchanka. Once Shepard and his/her squad reach the cargobay, they will find that the bay has been breached on the bottom and leads down into an abyss. Out fo the abyss comes a giant Klixen Alpha. (boss) Shepard and his/her squad must kill the Klixen alpha and return to the colony to end the mission. No logner will these Klixen attack the colonists.

Reward:
+500 Palladium per half hour
+350 Platinum per half hour
+200 Iridium per half hour
+20 Element Zero per half hour
+Heavy Pistol Upgrade

Mission: Corporate Espionage
Triggered By: Completion of "Poseidon"
Adapted from a concept by: RekhX4

After hearing about the contamination of the colony water supply OR the the sucessful salvage of the mining platform, Exogeni has arrived on Gaia to take advantage of the planet's abundant underwater Element Zero deposits. An Exogeni ship lands just outside the colony walls. A rep leaves the ship and speaks to the Colony head and Shepard. She offesr ExoGeni's assistance with mining Gaia's element zero deposits and install surface-to-space missile launchers  in exchange for allowing ExoGeni to operate a small base on the planet and a small cut of the ore/credits. Shepard can accept or reject the offer, but the colony head overrides Shepard if he/she rejects.

The ExoGeni repl asks Shepard to show her colony's main mining operations. After a small drive to a few sites in the Hammerhead, Shepard receives a hail from the Normandy informing him/her that a Turian battleship is approaching the colony. Shepard's squadmates recommend returning to the colony but the ExoGeni rep attempts to downplay the situation. As soon as Shepard returns to the colony, several missiles launch from the colony's new surface-to-space missile launchers. The missiles are on course for the Turian battleship! Shepard rushes to the colony's firing control mainframe to find that the system is being hacked. After a short backtrace puzzle, Shepard finds that the Exogeni employees are hacking the colony's defenses using a backdoor they installed into the surface-to-space missile systems. Shepard determines that he/she can only regain control of the system from the ExoGeni ship. Shepard has seven minues ot shut down the missiles before they hit the Turian battleship!  (10 if Shepard has a tech in his/her squad who can disrupt the hacking attempt)

Shepard will interrogate the rep and find out that she and her employees stole several confidential schematics from the Turian Heirarchy that the Turians want back. Shepard and his/her squad take the rep to the ExoGeni ship where several ExoGeni employees have armed themselves with pistols.

PARAGON: Shepard convinces the ExoGeni employees that he/she won't hurt them if they surrender and release control of the colony's defenses.

RENEGADE: Shepard threatens to kill all of the ExoGeni employees if they don't surrender and release control of the colony's defenses.

RENEGADE INTERRUPT: Shepard shoots the ExoGeni rep for putting the colony at jeopardy. The ExoGeni employees surrender and release control of the colony's defenses.

Shepard shuts down the missiles and averts a battle with a Turian battlecruiser.

PARAGON: Shepard disable's the ExoGeni ship's engines and detains the ExoGeni crew until the Turians can arrest them.

RENEGADE: Shepard asks the ExoGeni employees to make it worth his/her while. The ExoGeni exomployees will leave information to increase mining productivity and 50,000 credits and, in exchange, Shepard allows them to leave the planet before the Turians can come down to arrest them.

Reward: (Detained ExoGeni employees)
+Reduces attack probability by 5%
+Reduces attack damage by 15%
+Influence Gained: Turian Heirarchy

Reward: (Allowed ExoGeni employees to flee)
+Reduces attack probability by 5%
+Reduces attack damage by 15%
+Influence Lost: Turian Heirarchy
+50,000 Credits
+1000 Palladium per half hour
+1000 Platinum per half hour
+1000 Iridium per half hour
+250 Element zero per half hour

Modifié par TelexFerra, 18 mars 2011 - 03:32 .


#2
Dominus

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It's a fresh, well thought-out idea that has some good potential. Saving the galaxy is great and all, but it won't mean much if there's hardly any life left - why not help rebuild?

Adding transitions to side missions through them wouldn't be particularly difficult either, baddies interested in exploiting helpless colonists isn't hard to design.

Modifié par DominusVita, 31 décembre 2010 - 01:42 .


#3
AllenShepard

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I think this has promise.

#4
PsychoWARD23

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This is a truly amazing idea, It would probably take a while to make though.

#5
RekhX4

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Two words.



Hell yes.

#6
PARAGON87

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Awesome, like Rome or Monteriggioni in Assassins Creed 2/Brotherhood. I love this idea.

#7
Dominus

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This is a truly amazing idea, It would probably take a while to make though.

Far from impossible, and it would be a clever way to satisfy the explore fans without having to force players more interested in the story or the shooting-every-thing-that-moves players from having to do that. You've got my support.
8-)_

Modifié par DominusVita, 31 décembre 2010 - 02:14 .


#8
Mr. MannlyMan

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Eh... interesting idea, I'll give you that, but I don't think it would serve ME3 in the way that the fans really want. Shepard ain't a colony administrator, and I doubt he would be interested in helping a small colony develop while massive conflicts are ripping the galaxy apart.




#9
RekhX4

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w00t! This means more exploration and better sidequests... without having to go to more than one planet.



Satisfy the explorers..... and the shooters, since the whole exploration is completely optional. You could use the hammerhead to navigate uncharted areas, land on different regions as you colonize them...

#10
Arken

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PsychoWARD23 wrote...

This is a truly amazing idea, It would probably take a while to make though.

It would be an epic DLC though! That is if Bioware is too far into production to add this idea to the main game.

#11
TelexFerra

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Mr. MannlyMan wrote...

Eh... interesting idea, I'll give you that, but I don't think it would serve ME3 in the way that the fans really want. Shepard ain't a colony administrator, and I doubt he would be interested in helping a small colony develop while massive conflicts are ripping the galaxy apart.


Shepard seemed pretty interested in silencing drug lords and biotic cults while Saren was trying to bring about the return of the Reapers. Shepard also helped sort out his squad's family issues while the Collectors were abducting thousands of humans.

As DominusVita pointed out, this wouldn't be an essential or even required part of the game. It would just represent a sizable amount )but not all) of side missions that could be completed at the player's discretion.

#12
Atmosfear3

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Mr. MannlyMan wrote...

Eh... interesting idea, I'll give you that, but I don't think it would serve ME3 in the way that the fans really want. Shepard ain't a colony administrator, and I doubt he would be interested in helping a small colony develop while massive conflicts are ripping the galaxy apart.


This

While the idea is certainly novel, I don't see how this fits into the grand scheme of the game, especially in ME3 when the situation is literally counting down to doomsday as the reapers make their way into the galaxy. Perhaps as a post-game DLC add-on, though it would get old pretty fast unless BW supports it constantly with new material (read: DLC updates). I'd get pretty tired of visiting the same planet I help to set up shop over and over again.

#13
The Chosen Predator

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VERY interesting and unique idea - all that planet exploration becomes truely useful once your home gets dismantled or any other planet - you help relocate different species into this one planet..all the politics and quest that can come from that would be interesting...to visit and see what they've built and whom lives on a certain planet..perfectly juicy for side quest

#14
Random Thoughts

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This sounds like a great idea! One problem I have with this is if it was optional, what will happen to people who do not rescue the ship? Will the sidequest that would of been availiable on the colony, randomly appear else where?

#15
RekhX4

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The people who do not do the quest simply miss out on content.

#16
Dominus

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Yes, it would be too complicated to try to add different context sensitive moments for each side mission. Gotta help the peons to get to the good stuff 8-)



P.S. to Telex Ferra, edit the topic name, your Improve needs improvement :-p

#17
TelexFerra

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randompersonontheweb wrote...

This sounds like a great idea! One problem I have with this is if it was optional, what will happen to people who do not rescue the ship? Will the sidequest that would of been availiable on the colony, randomly appear else where?


The ship will crash but the colonists will be able to fight the Batarians off on their own. The result would be a smaller colony population with (initially) diminished returns.

DominusVita wrote...

Yes, it would be too complicated to
try to add different context sensitive moments for each side mission.
Gotta help the peons to get to the good stuff 8-)

P.S. to Telex Ferra, edit the topic name, your Improve needs improvement :-p


;)

#18
TelexFerra

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Added a bit with part 4 and corrected some spelling mistakes.

#19
Angel-Shinkiro

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I love this idea so much, I might marry it.



This what I think they should do with exploration/sidequest system.

#20
TelexFerra

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Angel-Shinkiro wrote...

I love this idea so much, I might marry it.

This what I think they should do with exploration/sidequest system.


I'm glad to have the support of the person who inspired me to write this. :)

#21
Eradyn

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I love this idea. Not much else to say about it other than to give a big Two Thumbs Up. ^^

#22
TelexFerra

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Does anyone have any ideas for some missions? I have a few that I'll post tomorrow.

#23
Dominus

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Edit: Ignore this post

Modifié par DominusVita, 31 décembre 2010 - 07:39 .


#24
Destroy Raiden_

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Why would a group who got shot down want to colonize the random planet they got put on? By the way you say it to me sounds like it was recent maybe a few days tops for you to get to them so no colony would be established there. Did they plan to go to that world anyway and conveniently got shot down? While a neat idea I don't like it for the game going to one world repetitively sucks then having to micromanage it wouldn't do much better for me personally.



I would be annoyed, I was annoyed in ACB being stuck in Rome the whole game I enjoyed being able to go to different cities and stay as long as I wanted to or at least until I killed my target. I got annoyed in 2 with everyone having issues on the same worlds at the same time. This confines players to this colony world and while it may provide some perks like unlimited materials I'd rather go mine that myself or bare minimum pay people via SB to do it for me wait x amount of time and my minerals show up with a little notice. I don't think I'd be happy with constantly going to the same world to run around on even if the landscape changes. BW would put all your environmental elements within a small area and it wouldn't make sense for it all to flow in that manner.

#25
TelexFerra

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Destroy Raiden wrote...

Why would a group who got shot down want to colonize the random planet they got put on? By the way you say it to me sounds like it was recent maybe a few days tops for you to get to them so no colony would be established there. Did they plan to go to that world anyway and conveniently got shot down? While a neat idea I don't like it for the game going to one world repetitively sucks then having to micromanage it wouldn't do much better for me personally.

I would be annoyed, I was annoyed in ACB being stuck in Rome the whole game I enjoyed being able to go to different cities and stay as long as I wanted to or at least until I killed my target. I got annoyed in 2 with everyone having issues on the same worlds at the same time. This confines players to this colony world and while it may provide some perks like unlimited materials I'd rather go mine that myself or bare minimum pay people via SB to do it for me wait x amount of time and my minerals show up with a little notice. I don't think I'd be happy with constantly going to the same world to run around on even if the landscape changes. BW would put all your environmental elements within a small area and it wouldn't make sense for it all to flow in that manner.


Answer to first paragraph: Yes

Response to Second:

I'm not proposing that the colony become the entirety of the game or the side missions, far from it actually. If Bioware was to implement this, I wouldn't want it to be anything more than a really nice side mission opposed to something critical to success.

The micromanaging issue is a bit fo a concern. Perhaps you could set the colony to an automatic mode in which you'd only need to supply credits and resources, and buildings would sprout up on their own.