Player-defined weapon upgrades in ME3?
#26
Posté 02 février 2011 - 12:44
#27
Posté 02 février 2011 - 12:44
#28
Posté 02 février 2011 - 01:20
#29
Posté 02 février 2011 - 06:51
One of the reasons the mod system was butchered was because people moaned about how easy ME1 was if you installed cooling mods. ( Which still baffles me to be honest, it's a single player game, how would it effect you unless you choose for it to? )
If it was done so that the better the benefit, the worse the side effect, then people would really have to think wether sticking in the upmost sooper-dooper lever of something was worth it.
Stick a sooper-dooper cooling mod in. Fine, but you can't then use certain ammo types, or it lowers the acuracy, or it lowers the rate of fire.
Also, what if each mod had a different shape and each weapon or armour had a funny shaped "mod grid" that they fit into? You could just slot the mods and ammo in like a game of tetris. Make the really good mods have akward shapes so you can't stick in more than 1.
Or how about combinig that with a points limit. Each weapon or armour can hold a certain amount of points worth of mods / ammo and the mods / ammo use up greater amounts of points depending upon how sooper-dooper they are. Once those points are used up, then tough, even if you have mod slots left, you ain't sticking any more in
Or how about make the mods so that once they're installed that's it, you can't take them out without destroying them.
Modifié par Orkboy, 02 février 2011 - 06:52 .
#30
Posté 02 février 2011 - 06:57
Agreed. I have a system designed in my ME3 ideas blog (in my sig) that is essentially what the OP suggests, but does include negatives. So for example, you could add a grenade launcher onto your Assault Rifle, but it's going to increase the weight of the weapon which means it's not as accurate.Orkboy wrote...
As I said in a different thread, I think it would be good if mods cam with pros and cons.
#31
Posté 02 février 2011 - 07:26
#32
Posté 02 février 2011 - 11:24
I guess the aim of this idea was get something like DAO's rune system in a game that has no inventory.
#33
Posté 02 février 2011 - 12:20
So hell yeah I love this idea!
#34
Posté 02 février 2011 - 02:36
Naturally all parts should look different (textures AND models).
#35
Posté 02 février 2011 - 04:10
I only ever customized the armour to make my Shepards look cool.morrie23 wrote...
I think a lot of people would like the return of some degree of customisation in the weapon system. ME2 arguably has a relatively complex (and not strictly necessary) customisation system for Sheps armour, yet it is a popular feature. Adding in more options for the player to tailor the game for themselves is a good thing in my book.
#36
Posté 02 février 2011 - 08:36
uzivatel wrote...
I only ever customized the armour to make my Shepards look cool.
Thats all it's good for!
Imagine the Widow with HE rounds *drools*
#37
Posté 02 février 2011 - 08:54
I like the idea of reasearching modular upgrades for weaponry and then applying them at a workbench before missions (maybe even at gun lockers mid-mission?). It'd also be nice if the weapons looked a little different with each upgrade (eg. accuracy upgrades would put a different looking sight on the weapon).
I have my fingers crossed for this in ME3.
#38
Posté 03 février 2011 - 09:18
Cure the ME1 Frictionless Material debate, by making the Thermal Clip system a mod in its place.
Have the standard weapon default be as it was in ME1, ( which appeases those of us that prefer that system ), but have one of the first mods available in the game be a Thermal Clip conversion.
Installing the Thermal Clip mod into your weapon the first time, would give you a full clip count and could activate a "tag" telling the game to add clip refills to the loot on corpses.
This would then allow those that wish to use the Clip system to do so, without forcing it upon those that don't.
It's benefit would be faster cooling and it's drawback could be that once it's in, it's in for good and can't be swapped out for any reason as to do so would destroy the weapon.
This is a hybrid system that I think would work really well.
#39
Posté 03 février 2011 - 12:59
#40
Posté 03 février 2011 - 01:10
Otherwise, this looks promising. Just not worth it if we have to mine for 5 hours, buy upgrades, and than have do that again after 2 hours of fighting, because you found "Scram Rail IV". Just have "Scram Rail"
#41
Posté 03 février 2011 - 01:17
azerSheppard wrote...
As long as we don't have to mine and get the upgrades ourselves, or that there are 10 levels of each upgrade.
Otherwise, this looks promising. Just not worth it if we have to mine for 5 hours, buy upgrades, and than have do that again after 2 hours of fighting, because you found "Scram Rail IV". Just have "Scram Rail"
Yeah, no mining (at least not ME2 style mining). I would like to see mods purchase-able from shops, if you buy a newer version of a mod your already using, all weapons would be automatically upgrade with the newer versions (no need to go through them all and do it manually). Same would be true if you found/looted a newer version of a mod, the update would be automatically applied to all weapons using that mod. So going from Scram Rail II to III would be painless.
#42
Posté 03 février 2011 - 02:01
morrie23 wrote...
azerSheppard wrote...
As long as we don't have to mine and get the upgrades ourselves, or that there are 10 levels of each upgrade.
Otherwise, this looks promising. Just not worth it if we have to mine for 5 hours, buy upgrades, and than have do that again after 2 hours of fighting, because you found "Scram Rail IV". Just have "Scram Rail"
Yeah, no mining (at least not ME2 style mining). I would like to see mods purchase-able from shops, if you buy a newer version of a mod your already using, all weapons would be automatically upgrade with the newer versions (no need to go through them all and do it manually). Same would be true if you found/looted a newer version of a mod, the update would be automatically applied to all weapons using that mod. So going from Scram Rail II to III would be painless.
As i've said before, at most i'd have 3 levels of mods. Light, medium and heavy. probably equal to ME1s lvl 1, 3 and 5.
I'd possibly have them so that levels 2 and 3 were upgrades for the previous levels and have them a bit more rare to find.
How about this a compromise... ( I'd rather have it that we had to buy everything individually though to be honest.
Mods are actually blueprints for the Normandys replicator.
Some mods are special, only have one level and will fit any weapon regardless of its class. ( For instance the Thermal Clip mod as mentioned in a previous post. )
Level 1 mods will only fit a specific weapon class, but it will fit in any weapon in that class. ( So you'd have Pistol, Sniper, etc versions of the same mods. ) .
Level 1 blueprints are common as muck and you can find them almost anywhere - in loot boxes, on bodies, in shops, etc.
Level 2 and level 3 blueprints would be increasingly harder to find, ( specialist shops, boss loot, mission rewards or charm/intimidate checks. ) But would fit in any weapon that has a mod of the previous level installed regardless of it's class, just like special mods.
Once a blueprint is aquired, it is availiable for everyone in the team and you always have access to them.
Mods are not kept in an inventory system, but are selected, constructed and implanted directly into the weapon at the Normandy armoury replicator or someplace similar. - Maybe at weapon swap points similar to those found in ME2.
Mods need resources to make, on a per weapon basis. You select the mods you want in your weapon, hit apply, it deducts the resources and off you go. However, if the weapon already has its maximum number of mods installed, you have to select which to replace. Replacing mods removes them from the weapon but you do not get back whatever resources it took to install them in the first place. - This would mean you have to really decide if a mod is worth it or not. If you have an expensive level 3 mod installed and you want to replace it, you don't get back a single thing for any of the 3 levels you are loosing.
Example...
You go into a shop and buy level 1 Accuracy mod for pistols and the special Cryo ammo mod. They get downloaded to Shepards Oni-tool.
You then go back to the Normandy and activate the armory replicator.
It beeps and brings up a menu asking whos weapon you want to modify.
You pick Jack.
It then brings up a menu of weapon classes that Jack can use, and asks which class you want to modify.
You pick pistols.
It then brings up menu of pistols that jack can use, it lists how many mod slots they have and which mods ( if any ) are already installed into those slots.
You pick Carnifex.
It then brings up a list of mod slots for that weapon.
You pick slot 2 as slot 1 already has the Thermal Clips mod installed in it.
It then lists all the mods that can go in that slot.
You pick Accuracy. It lists the reasources it will cost.
You click apply, and machine whirls, it deducts the resources and then returns to the mod slot selection menu ready for installing anothe mod into the weapon.
You pick slot 3 and install cryo into it.
You exit the replicator.
Jack now has a nice new modified gun that has better accuracy and Cryo rounds for the next time she leaves the Normandy.
Something like this would require a mod system, but it would add back some of the missing "traditional" RPG game mechanics, but in a more controled, streamlined way.
Modifié par Orkboy, 03 février 2011 - 10:14 .
#43
Posté 03 février 2011 - 10:13
Modifié par Orkboy, 03 février 2011 - 10:13 .
#44
Posté 03 février 2011 - 10:20
#45
Posté 07 février 2011 - 12:13
NirvanaRain wrote...
I'd like to see the return of customisable weapon upgrades but not in that mess of an inventory from ME1
Nor do I, I doubt the devs would reimplement a inventory. If they did bring back customisable weapons, the way you access the customisation would probably via a terminal on the Normandy. They could implement a sort of 'light' inventory, allowing you to switch to different versions your weapons, but again, I don't see them doing this in ME3
Orkboy, what you describe would definitely work and is pretty similar to what I would like to see in ME3. Whether you modify weapons based on the characters as you describe (or as I mentioned, by effectively building different versions of each weapon for later selection in a ME2 style loadout screen), what I'd like to have back is the ability for the player customise their experience more (and add back some of those mystical RPG elements).
Modifié par morrie23, 07 février 2011 - 01:08 .
#46
Posté 07 février 2011 - 12:47
#47
Posté 07 février 2011 - 01:17
#48
Posté 07 février 2011 - 01:26
You can have your fiddling around with vendor trash, modded weapons and crap in DAO leave the rest of us who want to play the actual game and not play the Pimp My Shield mini-game alone.
#49
Posté 07 février 2011 - 04:39
#50
Posté 08 février 2011 - 03:03
Sidney wrote...
Why? Seriously, why? Other than a handful of people's insane need to micromanage everything in the game there's not a really compelling gameplay reason for any of that crap to come back and it sure as holy hades isn't needed for "roleplay" elements.
You can have your fiddling around with vendor trash, modded weapons and crap in DAO leave the rest of us who want to play the actual game and not play the Pimp My Shield mini-game alone.
Why? Because some people like meaningful customisation. There would be relatively little micromanaging with the system being discussed here. There would be no inventory, so if wouldn't interfere with the shooting part of the game (modding would be confined to the Normandy, and you could skip if it offends you so). I'd rather have a 'Pimp My Shield minigame' than a 'mine my planet minigame' .





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