Aller au contenu

Photo

Player-defined weapon upgrades in ME3?


  • Veuillez vous connecter pour répondre
79 réponses à ce sujet

#51
Tyrannosaurus Rex

Tyrannosaurus Rex
  • Members
  • 10 789 messages

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.


Really? Are you serious?

From what I gathered. This is system sounds alot like Call of duty's create-a-class gun customisation (just slightly more advanced). And that's a good thing, because that system isn't terribly complex and can easily add alot of depth and fun into the game.

#52
CannotCompute

CannotCompute
  • Members
  • 1 512 messages
This is one of the best ideas I've read about lately. The weapon workbench seems very easy to use and would surely add a lot to the customization aspect of the game.



The picture you added looks great too. The 'Switch color' (Y) button is the only thing that might be a little redundant, but nevertheless... awesome work.

#53
Trekfanboy

Trekfanboy
  • Members
  • 57 messages
Hey, Bioware team!



If you're reading this, the original poster's idea for customized weapons might just be the BEST fan-generated idea I've ever seen in these forums.

#54
Zulu_DFA

Zulu_DFA
  • Members
  • 8 217 messages

alickar wrote...

Image IPB
and i support this idea..


This^

#55
Zulu_DFA

Zulu_DFA
  • Members
  • 8 217 messages
BTW, the same system should be applied to armor and omni-tools.

#56
ScotOfClanDonald

ScotOfClanDonald
  • Members
  • 92 messages

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.


As bloated as the ME1 inventory system was, you can't say that the mod system wasn't meaningful to the gameplay experience.  My mad cackles as my shotgun filled with High Explosive rounds knocked enemies into next week may have sounded strange to neighbors, but they were indicative of me having a lot of fun with the game, moreso than if I wasn't given a chance to "Pimp My Shotgun".  "Roleplaying elements" isn't even the major reason to include this, it's giving the player more choices and improving player agency and replay value.

I had decided that the OP's idea was basically what I wanted awhile ago, actually.  The slick, simple weapon lockerloadout screen could have sub-screens for each character's mods and special ammo.  "Ammo as powers" never made a lot of sense, since it's just based on the sort of block you shove in your gun.  The mods wouldn't actually be inventory items, they'd just be unlocked things you could select on the list like the guns themselves, and each category would have its own ranks.  I am a fan of benefits and penalties to the various mods; it really makes you feel like you're having a variable experience depending on your specified loadout.

Upon reflection, I don't think we should be able to mod our guns outside of the weapon locker screen.  We can make our choices at the start of the mission and live with them (unless we get lucky and find another locker mid-mission).

I would also like to see the ability to upgrade our melee attack.  In the weapons locker, we could just choose a melee weapon that we'd automatically use when we hit the melee attack button.  Say, a kinetic glove that makes Shepard's punches stronger, or a shock baton that stuns an enemy briefly, something like that.  Nothing too crazy, but Vanguards really need a secondary weapon for close support after a charge.

I would also like it if the special armor sets we get from DLC and the like were actually just considered armor pieces that we could trick out our N7 armor with.  I really liked the look of the Blood Dragon armor, but the inability to customize it at all (especially the helmet always being on) really inhibited me from using it.

So yeah, more customization of Shepard's gear would be great.  I wasn't a fan of the static upgrades in ME2.

#57
Val Seleznyov

Val Seleznyov
  • Members
  • 413 messages
I liked the simplicity of the ammo power system used in Mass Effect 2, though i wouldn't be opposed to the idea of being able to upgrade weapons if the potential upgrades were picked up in a similar fashion to the research projects. i.e you buy one at a store, or loot it from one corpse/hack it from one terminal, and it is available for use multiple times by all squad members.



It should be an addition to the ME2 system, and not a half-revert to the ME1 system.

#58
Praetor Knight

Praetor Knight
  • Members
  • 5 772 messages

Val Seleznyov wrote...

I liked the simplicity of the ammo power system used in Mass Effect 2, though i wouldn't be opposed to the idea of being able to upgrade weapons if the potential upgrades were picked up in a similar fashion to the research projects. i.e you buy one at a store, or loot it from one corpse/hack it from one terminal, and it is available for use multiple times by all squad members.

It should be an addition to the ME2 system, and not a half-revert to the ME1 system.


I agree.

I'd like changes like this to be evolutions on ME2's system. ME1 gets tedious in the mid to late game, and I ended up having tons of omnigel and over 100 items in my inventory.



Orkboy wrote...

Another thing I thought of ages ago that could be done would be...

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.


There does not need to be a system like this, but I can see how it would work though. And if a finite number of shots is a problem for weapons, then I'd prefer a different mechanism to compensate.

My suggestion for lack of "ammo" is to add a universal and finite power that restores your shots in the weapons.

I say finite because it would be limited like Unity is, in how many times it can be spammed, but the power suggestion only adds to combat. Nothing is removed from how one fights in ME2 and you can still pick up Thermal Clips to keep shooting instead of using the power.

Modifié par Praetor Shepard, 08 février 2011 - 07:31 .


#59
yuncas

yuncas
  • Members
  • 781 messages
I definitely like this. Thumbs up.

#60
Zulu_DFA

Zulu_DFA
  • Members
  • 8 217 messages
Inventory is an important element to any RPG, because it adds depth to the universe. Of course, it must be thought out and well implemented, and have some auto-manage functions for those players who can't Hackett.

And I'm not an RPG "purist", "elitist" or any some such. I simply loved ME1 for the things like "Batarian State Arms" and "Haliat Armory". In ME2 they are gone, and the Galaxy feels smaller without them.

Modifié par Zulu_DFA, 12 février 2011 - 05:16 .


#61
rubyreader

rubyreader
  • Members
  • 117 messages

Zulu_DFA wrote...

Inventory is an important element to any RPG, because it adds depth to the universe. Of course, it must be thought out and well implemented, and have some auto-manage functions for those players who can't Hackett.

And I'm not an RPG "purist", "elitist" or any some such. I simply loved ME1 for the things like "Batarian State Arms" and "Haliat Armory". In ME2 they are gone, and the Galaxy feels smaller without them.



Yeah have to agree, hopefully these will return in ME3, maybe the changeover to TC's affected the arms dealers and they need a little more time to get word back from the front on what works, what didn't and what the unfilled weapon niches are (ie where to make more money).

This system is almost exactly what  I would be hoping for. Hope something like it makes it into ME3.

#62
Pwener2313

Pwener2313
  • Members
  • 3 560 messages
CHOOSE COLORS!?



count me in.

#63
KiraTsukasa

KiraTsukasa
  • Members
  • 4 953 messages
I think I like how it is in ME2 as far as weapon mods go. I didn't like picking up a slew of weapon mods and having to return to the Normandy and sort through everyone's lockers and figure out if anything I picked up was better then what I was already using. If I researched added damage, I got added damage for all my weapons of that type. I liked ME1's ammo mods though, I'd rather spend my skill points getting better with my rifle than switching ammo. However, I would prefer unlocking the mod through research with advancing research trees making the type better. Like lvl 1 armor piercing gives 10% bonus vs armor, lvl 2 gives 15%, lvl 3 20%, etc.

Modifié par KiraTsukasa, 14 février 2011 - 12:57 .


#64
chris2365

chris2365
  • Members
  • 2 048 messages
I support this



+1

#65
Stormy-B

Stormy-B
  • Members
  • 516 messages
Count me in OP. These are good ideas.

#66
Anacronian Stryx

Anacronian Stryx
  • Members
  • 3 129 messages
Good idea though i think you should replace accuracy with recoil.

#67
CannotCompute

CannotCompute
  • Members
  • 1 512 messages

Anacronian Stryx wrote...

Good idea though i think you should replace accuracy with recoil.


True. But otherwise, still loving morrie's Workbench idea :)

Would also be cool if we could slap some mods on armor using said Workbench (+shields or +health recovery mods f.e.).

#68
patocerda

patocerda
  • Members
  • 395 messages
Great idea Morrie, taking the best of both games.



Now, let's make them listen :P


#69
Pepper4

Pepper4
  • Members
  • 1 040 messages
DO WANT

#70
camirish1

camirish1
  • Members
  • 139 messages
 

Yes,yes, and yes! This is exacly what I have envisioned. Only thing I would add is keeping some of the passive weapon upgrades to make up for not having weapon talents.

(And I don't want weapon talents...)

Modifié par camirish1, 21 février 2011 - 04:16 .


#71
Vena_86

Vena_86
  • Members
  • 910 messages

KiraTsukasa wrote...

I think I like how it is in ME2 as far as weapon mods go. I didn't like picking up a slew of weapon mods and having to return to the Normandy and sort through everyone's lockers and figure out if anything I picked up was better then what I was already using. If I researched added damage, I got added damage for all my weapons of that type. I liked ME1's ammo mods though, I'd rather spend my skill points getting better with my rifle than switching ammo. However, I would prefer unlocking the mod through research with advancing research trees making the type better. Like lvl 1 armor piercing gives 10% bonus vs armor, lvl 2 gives 15%, lvl 3 20%, etc.


The OP has adressed your concerns. You would upgrade mods in a universal way, by researching the upgrade (ME2 style). The change would automaticly apply to every mod of that type, on every weapon, for every squad mate.

#72
rabidhanar

rabidhanar
  • Members
  • 1 357 messages
very nice ideas OP

Well thought out, great expression of the ideas via pictures, easy to implement (similar to armor as in ME2), not extremely complex, adding replayability (i will ng+ if I can say....stick High Explosive rounds on all my guns), and fixing the upgrade system
(I still have no idea how much damage my gun actually does to each shield type...like how that is added to the pic. I am just sick of not knowing how much actual damage I do without searching through the coding.) Image IPB

+5 internets to you sir! Image IPB

Modifié par rabidhanar, 21 février 2011 - 04:57 .


#73
morrie23

morrie23
  • Members
  • 1 231 messages
Thanks for the kind comments! I truely hope BioWare do put in some sort of weapon mod system. Hopefully, whatever they decide to do with the upgrade system, they implement something that allows the player more input in how they play the game.

#74
Cossack72

Cossack72
  • Members
  • 1 726 messages
Shame it's too late to add this to ME2. I definitely support this for ME3 though.

#75
alkapowow

alkapowow
  • Members
  • 7 messages
This idea is a real nice compromise between the tedious system of ME1 and the overly boring system of ME2.

1 fix that would make this system even better was if all companions didnt have super awesome accuracy and no thermal clip count like they had in ME2 as this would actually implement some of the cons of mods on companions.