To be honest, some of those concepts I since feel could to with work and/or replacing, and some are things I feel would "be nice" but not necessary. There's a lot I'd change based on what we've seen of ME3 thus far too, as well as just new concepts that have come to me since in general. For instance, I never even considered the concept of tweaking the stats within powers that ME3 is introducing. I rather like that concept, and that in itself would probably mean reevaluating some of the concepts in that thread again.
mumatil wrote...
I however would like a more complex look at the cooldown system. If your an adept I believe you should if leveled out right in a certain skill tree be able to use 2 powers before "overheating" their use. Much with the tech class aswell.
I personally don't like the global cooldowns of ME2, and it's disappointing to hear they're coming back for ME3 (although from what I've read this could still change, and some abilities powers will have exceptions and differences).
I personally thought that cooldown types should be global, but not overall. It makes no sense to me that using an ammo power would stop you using other abilities for instance (though ammo powers just
never made sense to me in the first place outside of Warp Ammo). I think biotic abilities should tie to biotic cooldowns, tech ones to a seperate tech cooldown, etc. Or merely bring back individual cooldowns, but adjust them according to the type of power more. As it stands a combat drone or overload switching off pull or shockwave, etc. makes no sense.
The silly thing is, they apparently did this because the individual cooldowns made some players spam their powers all at once at the start of an encounter in ME1, but ME2's cooldowns are so damn short that now you can just spam the same power repeatedly and succeed as a one-trick pony. Spamming is still an issue, but in a different way now. In ME1 I personally didn't spam my powers, but tended to just use them in the moment where it made the most sense to. In ME2 I do just pretty much spam the same attack repeatedly for the most part, because its effective and I can. In their attempt to fix a gameplay problem I didn't succumb to in ME1 they've made me succumb to the same type of issue in ME2. ME2 is, if nothing else, a game of irony in many cases, IMO: so many times I've read that the devs made choice A to be more B, but I've personally found it resulted in less B.
In either case, cooldowns definitely need work. Neither ME1 or ME2's methods worked that well. I think the issue they need to sort out for ME3 is that they need to treat the powers more individually and look at them each seperately rather than just slapping the same values and mechanics on all of them across the board. What works with Power 1 doesn't necessarily work with Power 2, and both prior games have proven that seperate cooldowns treated the same and global cooldowns treated the same don't work. They've created all powers as equal when they aren't essentially.
Modifié par Terror_K, 04 juillet 2011 - 10:07 .