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ME3: Cybernetic Implants suggestion (with pictures)


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#1
Vena_86

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Basic Interface

Posted Image

Full link: http://img143.images...plantssmall.jpg

Interface with Implant Selection

Posted Image

Full link: http://img715.images...plantsfulls.jpg

 

Concept       
-The body of the character is separated into 4 categories: Head, Torso, Arms, Legs
     
-Each of those body categories ideally has a maximum number of 4 slots for Cybernetic
Implants (CI).

-Body categories all have their own selection of Implants. A CI that improves sprint
speed cannot be applied to the head, only to the legs section.

-A CI gives a noticeable passive bonus to the character (no activation like
powers).

-Individual
CIs can be applied to the character up to 3 times. The first CI of a type gives
the largest bonus. The bonus of the second CI of the same type is smaller, with
the third one having the smallest impact. Example:

1 “Tendon Stabilizer” Implant improves weapon
stability by 25%. The second “Tendon Stabilizer” will only add further 15%, the
third 10%.

So, having 3 “Tendon Stabilizers” would improve
weapon stability by 50%. Having this CI applied only 2 times will just grant a
40% bonus to weapon stability, as shown in the picture example.

-The whole system is applied to Shepard and squad mates. Squad mates could have less
available slots. It could also be dependent on individual characters, how many
slots they have available (if at all) and what CIs they can install. Having an
CI that toughens muscle tissue would not make much sense on a character like
Legion
        
-The number of available slots is increased through research upgrades. The example
in the pictures would be for a late game Shepard. When the game starts there
would be much less available slots available to reduce confusion/clutter and
for a better sense of progression.

-The strength/bonus of CIs could also be improved through research upgrades

- There should not be more than 6-8 CIs per body section (4-6 is more realistic). Their
bonuses should not overlap and address basic gameplay characteristics for rich
character customization.

- The game will automatically fill empty slots with CIs, with a balanced default setup
(health, cooldown, speed).
A menu option would allow to deactivate this default
setting.

Interface
        
-You simply move from slot to slot with direction keys/buttons or the mouse
       
-When you select a slot (white outline) or double-click on it the CI Selection Wheel
will appear on the right. You scroll through the wheel which shows you all
available CIs for the specific body section of this character until you found
the one you want and accept
    
-When a CI is applied to the character more than once this will be indicated by a
small “2” or a “3” on the icon depending on how often the CI is present.

- A short description on the bottom will explain what the CI does and state the
exact bonus it gives, with the number of identical installed CIs already taken
into account (“2 Implants”).

Some examples for possible CIs (without “scientific” explanation for now and
place-holder names)

- Iris Augmentation (head)
o  Improves general weapon effects against specific body parts of enemies, like headshot
damage, making enemies stumble (legs ) or lose their aim (arms)

- Focus(head)
o  Improves general accuracy. Having this CI installed 3 times will ensure that almost
every shot will hit the exact middle of the crosshair. Not having this CI will
be about equal to what you have in ME2 without upgrades, which is fairly
accurate on its own.

- Nano Regenerator (torso)
o  Shortens the time it takes before a character starts regenerating after taking damage.
Also improves the regeneration speed.

-Fiber Planting (torso)
o Increases Health

-LX(torso)
o  Biotic Implant/Amp that reduces the biotic power cool down

-*Insert Name here* (arms)
o  Increases the speed at which the character switches between weapons (not the response
time!). If you ever felt, that it takes painfully long to switch between
weapons during intense fights, this is the CI for you.

-Kinetic Coil (arms)
o  Improves damage, kinetic force and speed of the standard melee attack. Also, reduces the
melee damage taken from enemies such as husks or varren.

-Force Absorber (legs)
o  Reduces the effects of kinetic forces on the character such as biotic “throw” attacks,
explosions, rockets etc. (no change to received damage!). With this CI
installed 3 times the character will never stumble when being hit by rockets
etc. and always stay under full control.

- *Insert Name here*(legs)
o Increases sprint speed and the speed

Note these are just some examples I can think of from the top of my head. If you have
better or additional ideas for CIs, then feel free to post these.

Q&A

Q1: What is the difference between this and the upgrades you get at the research terminal
in ME2?

A1: The difference is that with a system like this you actually are encouraged to pay
attention to what you are upgrading. In ME2 you could quickly end up blindly
researching everything there is without even reading the description because
there never is a downside, especially once you swim in resources. Once you
actually pay attention and truly customize your characters it makes them more
unique (not every player has the exact same setup). Also, since you have that
kind of control you can really focus on certain aspects of the gameplay and you
will see very obvious differences like “Damn those rockets always make me
stumble when I want to sprint to another cover. I’ll just put two Force
Absorbers on my legs -> problem solved -> satisfaction”

Q2: This looks awfully complicated with all the slots and Implants. I don’t really want
to focus on customization I’m interested in the action only.

A2: What can be seen in the example screenshots would be at a later point in the game.
At the beginning there would be much less CI slots and available CIs. As the
game progresses slots and CIs would be added through upgrades or bought with
credits. The key is to never introduce too much new at once but keep adding
more until the end so that there is always motivation to continue and find more
(progression).

Either way, since slots would be automatically filled with a balanced choice of CIs by
default a player that does not want to do deal with this at all would not even
once have to open up the CI interface for the whole game and end a up with
basically the same experience as in ME2.

Q3: Are there
breast implants?

A3: Yes.

Q4: Would it not be better to have this done for Shepard only to make him/her more
distinct from the squad mates?

A4: In ME2 you would not spend a lot of time with your squad mates, because they are many
and because you barely deal with “building” them (few powers, few weapons, no armor). When you spend time and specially thought (what are their strengths and weaknesses? What role should
they fill in my team?) on your squad mates you will feel a lot more attached to
them on the long run. Also applying this system to the squad would take
customization to a level where it is very unlikely that two players will play
an identical game which is one of the main strengths of the RPG genre. Also once again, you can just deal with Shepard and let the default setting install the CIs for squad mates automatically.

Finally, I want to say that this concept is actually intended as a (much better)
alternative to the “Traits” I suggested a while ago. ->
http://social.biowar...3/index/5351821

Please share your opinions and suggestions. This is intended as feedback for BioWare and
an open discussion on the matter modern customization. Please don’t turn this into
another RPG vs Shooter or ME1 vs ME2 war which would just get this locked (again).

omnomnomnomnomnomnom

 

 

 

Modifié par Vena_86, 20 janvier 2011 - 08:01 .


#2
Suron

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do NOT want.



no anime in my ME kthxbye


#3
Vena_86

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what anime?

#4
xentar

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So, now it's Deus Ex Effect?

#5
padaE

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Whatever, I don't mind it so far it's a plus not a instead.

#6
brokit808

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i personally like this idea. it seems more RPG then the system they have now in ME2

#7
KenLyns

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A little too much micro-management. The whole upgrade system in ME2 was so you don't have to tinker with loadouts individually for each squadmate. The ME1 system gave you a lot of control, but doesn't scale well with 12 squadmates.

#8
Vena_86

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KenLyns wrote...

A little too much micro-management. The whole upgrade system in ME2 was so you don't have to tinker with loadouts individually for each squadmate. The ME1 system gave you a lot of control, but doesn't scale well with 12 squadmates.


Q2

#9
Chuvvy

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Second.

#10
Chuvvy

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xentar wrote...

So, now it's Deus Ex Effect?


Better than Gears of Effect.

#11
Gandalf-the-Fabulous

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You know I actually quite like this idea, however the biggest problem is trying to get it past the xenophobic fanbase.

Suron wrote...

do NOT want.

no anime in my ME kthxbye



#12
adam_grif

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OP will soon learn that if you want to make enemies, try to change something.



I'm always happy to roleplay as a cyborg.

#13
Vena_86

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I'd like to remind people that Mass Effect 2 already had Cybernetic Implants in the form of "Cybernetic Upgrades" at the reasearch terminal. The difference is how they are used (Q&A1).
So I don't really understand this rediculous "anime" claim and where that comes from.
Deus Ex? Yes, but you can also shoot a weapon so I assume it is just as much Castle Wolfenstein. Deus Ex is widely considered one of the best games of all time, why not learn from it just as much as ME has "learned" from Gears of War?

Modifié par Vena_86, 19 janvier 2011 - 01:27 .


#14
Grimjesse127

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adam_grif wrote...

OP will soon learn that if you want to make enemies, try to change something.

I'm always happy to roleplay as a cyborg.


Ironic that it's Dues Ex, huh?

#15
baryonic member

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Attention, this thread deserves more attention.

#16
Uszi

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I don't think it's a bad idea.



But isn't this just another version of N7 armor buffs? Why create a whole new system that does essentially the same thing as an existing system in the game?

#17
Vena_86

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Uszi wrote...

I don't think it's a bad idea.

But isn't this just another version of N7 armor buffs? Why create a whole new system that does essentially the same thing as an existing system in the game?


The armor system links gameplay with visuals (you might like a features but hate the visual design of a piece). That also limits the ammount of armor pieces BioWare can produce in time, hence the very low selection in ME2.
Furthermore, the benefits of the individual pieces are tiny and it is not possible to really enhance a certain aspect by a noticable ammount (which 3 CIs of the same type would certainly do).
If the armor customization would be improved by a great deal (greater selection, noticable benefits/drawbacks) for ME3 with similar possibilities for customization then that would be great ofcourse.

Modifié par Vena_86, 19 janvier 2011 - 01:39 .


#18
adam_grif

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Vena_86 wrote...

I'd like to remind people that Mass Effect 2 already had Cybernetic Implants in the form of "Cybernetic Upgrades" at the reasearch terminal. The difference is how they are used (Q&A1).
So I don't really understand this rediculous "anime" claim and where that comes from.
Deus Ex? Yes, but you can also shoot a weapon so I assume it is just as much Castle Wolfenstein. Deus Ex is widely considered one of the best games of all time, why not learn from it just as much as ME has "learned" from Gears of War?


I'm all for getting more character customization. If some upgrades are mututally exclusive then there should be a surgery upgrade option that costs credits to empty a slot so you can put something else there instead. Kind of like "advanced training" or the character respec option in ME2.

I want to look like a cyborg but I don't want damn red-glowing eyes and facial scars. I want blue glowy eyes and maybe some subtle cyberntic highlights.

:innocent:

#19
Pedro Costa

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adam_grif wrote...

I want to look like a cyborg but I don't want damn red-glowing eyes and facial scars. I want blue glowy eyes and maybe some subtle cyberntic highlights.

That's all fine and dandy, but please show consideration for those of us who don't and already find the current Mass2's cybernetic implants overboard.

#20
adam_grif

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You already find optimal terminal upgrades that give you bonuses "overboard"? Are you one of those people who wants every last bit of RPG stripped out of this game?

#21
Tessir Kaerak

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Looks very interesting. It'll give the completionists out there (including myself) something to obsess over. There can always be a AUTO-UPGRADE button for those who don't care for the minutae.

Also if it's done to Squadmates as well, you can build extremes one way or the other. Like making Grunt super blitzkrieg offensive, while Tali or someone like that can develop into a support role, feeding the squad's shields etc.

I like.
Put it on the list for ME3.

#22
Pedro Costa

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adam_grif wrote...

You already find optimal terminal upgrades that give you bonuses "overboard"? Are you one of those people who wants every last bit of RPG stripped out of this game?

How, pray tell, is not wanting to walk around with a cyborg equal to wanting to see more RPG elements stripped from Mass Effect? I just don't want my character's upgrades to be cybernetic.
Genetic therapy, per example. Or bring back armour mods. Just don't make a freaking robo-shep. Might aswell play as a Geth otherwise.

And next time, try not to read what I didn't write. ;)

#23
Xivai

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Sure have it be a slot based system with two variations. Cybernetic and Gene therapy, and you can only choose one for each slot. Perhaps have a bit of temptation? It's easier to resist the reapers calling if your more cybernetic, but like wise you have a harder time empathizing with humans. All that amazing power, but at what cost? Where as if you go the gene therapy route it might not be as effective, but perhaps more human.



Some nice ideas going around here.

#24
Pedro Costa

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Xivai wrote...

Sure have it be a slot based system with two variations. Cybernetic and Gene therapy, and you can only choose one for each slot. Perhaps have a bit of temptation? It's easier to resist the reapers calling if your more cybernetic, but like wise you have a harder time empathizing with humans. All that amazing power, but at what cost? Where as if you go the gene therapy route it might not be as effective, but perhaps more human.

Now this is a nice idea. Both "camps" would be pleased.

#25
Gleym

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I like this idea. As someone's already said it's far more RPG-styled than ME2's current layout, which is always a good thing. Anyone who complains about micromanagement in the first place has no business playing an RPG for that matter, which is ironically the complaint us ME1 fans always had - that the RPG features were dumbed down for a gaming crowd that has no interest in RPGs in the first place.