kstarler wrote...
Honestly Boz, I think we're going to have to agree to disagree on some of your proposals. I haven't played either Witcher game (I bought and started the first one, but there are MAJOR graphical issues, since the game doesn't have a built in Vsync), but the idea of being forced to read codex entries in order to be fully capable of killing an enemy in game sounds incredibly tedious when coupled with the fact that ME is a shooter/RPG hybrid. Maybe it would be interesting to add to DA3, but I'd rather not see something like that in ME.
You're not forced to read codex entries in ME2; if you don't, you'll likely come ill prepared. Reading codex about the planet and its inhabitants will give you a good idea who and what you're facing and you can select (bonus) powers, weapons and squadmates accordingly. Just like in the Witcher 2, reading about something is only useful the first time around - you also don't have to read anything at all, but you'll need to experiment with different abilities to figure out what works well, and what doesn't (like you can in ME2).
ME is a 'tactical' powerbased 3rd person shooter; it only makes sense to encourage players, or at least give em the opportunity to learn a thing or two about the opponents before dealing with em personally. It basically comes down to stuff like "he, we're up against Geth" > "Geth are synthetics" > "Synthetics have shields and are susceptible to anti-shield powers" > "Maybe it's helpful to pick squadmates and weapons which work well versus shields/synthetics."
The idea of only switching ammo on the Normandy is something that I don't like, just as I didn't like being able to only change armor/clothes in the captain's cabin. I know that it is more realistic to do it that way, but I would prefer better gameplay over realism/lore probably 8 out of 10 times, and I think the option to change something like ammunition mods during a mission is a better way to go, if only to avoid having to reload back on the Normandy half-way through a mission because the player forgot to bring along ammo that is good against organics. In that, I think most of us are in agreement. The biggest disagreement I'm seeing is whether to keep them as something that is activated from the power-wheel or make them inventory based.
EDIT: I just want to re-emphasize that I am all for making ammo universal and removing it from class loadouts. I would just rather see it as something that can be changed fluidly, without stopping the action to fiddle with the inventory.
One of the things I really disliked about ME1 was the inventory system. The option to switch ammo and even your armor, on the fly - no animation or delay - is ridiculous. Shep cannot carry 50+ armor sets plus 50+ mods and ammo, even if (s)he could, changing something in the heat of battle is ridiculous. It also completely breaks immersion for me, having to pause every x seconds - just to apply the appropriate ammo - is horrible imo. Every single soldier who ever walked the earth could only pick and modify their equipment before going to battle; during a battle they had to fight - not worry about how they looked or if they brought the 'right' weapon(s)
Planning was, is, and always will be an important factor in warfare. One of the most famous and oldest military manuals clearly states "Know yourself and know your enemy, in a hundred battles you will never be defeated." - Sun Tzu. Those who did study their enemy, knew about their strengths and weaknesses - those who didn't had no clue and got their asses kicked most of the time

Adding the occasional weapon-locker (ala ME2) and/or armor-locker (to change armor) in levels is OK, but preferably not during a fire-fight. You can still swap gear during missions, but only at a few locations. Combat should be about combat, not micro-managing equipment - micro-managing is cool outside of combat, the more stuff available to modify and/or tweak the better - bot not while you're fighting.