An inventory is only interesting if there is a diversity of items to carry
#26
Posté 13 juin 2011 - 12:28
#27
Posté 13 juin 2011 - 12:52
#28
Posté 13 juin 2011 - 01:17
For me it's mostly a gameplay feature. If it was so easy to embody, it would change whole economic of ME universe. Just imagine if some little band steal Spectre riffle and upload it's scheme to extranet. Every scum in the Galaxy wil be able to produce best riffle for himself, but police won't have it because it's 'secret' technology.Someone With Mass wrote...
An inventory in Mass Effect is pretty redundant, though, since we can replicate the items we want aboard the ship if we have the schematics. No need to go through hundreds of useless items to find one or two that might be good.
#29
Posté 13 juin 2011 - 01:37
Wizz wrote...
For me it's mostly a gameplay feature. If it was so easy to embody, it would change whole economic of ME universe. Just imagine if some little band steal Spectre riffle and upload it's scheme to extranet. Every scum in the Galaxy wil be able to produce best riffle for himself, but police won't have it because it's 'secret' technology.
Bioware have covered themselves with this. Some weapons have Fabrication Right restrictions (E.g. the ML-77 Missile Launcher) which make them hard to impossible to duplicate, especially by two-bit merc organizations in the Terminus. Though the Blue Suns or Eclipse might break it, they probably have the funds to just buy them.
Modifié par A.N.A.N, 13 juin 2011 - 01:37 .
#30
Posté 13 juin 2011 - 01:47
TheKillerAngel wrote...
Basically, the short version of the story is this: An inventory's usefulness is limited by the usefelnuss of the items it can carry.
I suppose casual players might not find much use out of consumables, but a lot of the serious players would love to have items that can say, reduce incoming damage to shields by 50%, reduce recoil/improve accuracy by 50% for 10 seconds, instantly replenish shields by 75%, or deployable hovering gun-drones. I, for one would probably use those like crazy.
Unless consumables become expensive, in which case you run into hoarding.
Getting the balance right on an inventory is challenging, and consumable != inventory.
#31
Posté 13 juin 2011 - 02:04
Right, but how do Fabrication Right restrictions work? And why other weapon doesn't have such protection? Just wondering.A.N.A.N wrote...
Bioware have covered themselves with this. Some weapons have Fabrication Right restrictions (E.g. the ML-77 Missile Launcher) which make them hard to impossible to duplicate, especially by two-bit merc organizations in the Terminus. Though the Blue Suns or Eclipse might break it, they probably have the funds to just buy them.
#32
Guest_Calinstel_*
Posté 13 juin 2011 - 02:06
Guest_Calinstel_*
ME2 went the exact opposite, limiting the player to one of each type of weapon, removing ammo mods and real combat suits.
Neither was perfect but I still much preferred the original way.
#33
Posté 13 juin 2011 - 02:48





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