AlanC9 wrote...
Terror_K wrote...
To be honest, I do actually prefer the ME2 method of item replication and the more varied weapons. I just didn't feel there was enough (again, what we got after all the DLC should have been about the amount vanilla ME2 had, IMO), that the system was too linear, that it was boring with the weapons always in the same place and that the lack of modding or any proper customisation was severely lacking. That, and the research/upgrade system was shockingly bad (God, I desperately hope that's gone in ME3!).
What was bad about the research/upgrade system?
What was bad about it was that it was linear and did not give any choice in terms of what you were going to research. The only choice that you made was what upgrades at the stores you bought. That, coupled with the fact it was tied to mining made it tedious. Obviously the mod system will help in the customization department.
However, I think it was far superior to the ME1 version. The ME1 inventory cannot work with the way they designed weapons and how the various weapon types worked. First, you have the issue of how ammo works, with different weapons within a weapon type getting a different amount of shots. Since the thermal clip system doesn't work like an actual clip system you have a problem with potentially losing or gaining rounds as you switch weapons, especially considering a switch between the revenant (480) and mattock (64). You also have the balance problem of having the exact weapon for the situation. Long range armored target, let me pull out the Mantis/Widow, long range shielded target: Viper/Incisor. The Soldier is the only class that comes close to having the perfect weapon for the job, but even then there can be some non-ideal situations, and the soldier's whole gameplay is tied around weapon choice and usage.
In ME2 you do have an inventory, it is just contained on the Normandy. Sure you have weapon lockers in the mission, but generally those weapon lockers occurred when you aquired a new weapon. This was to allow you to acquire the weapon without being stuck with the weapon for the rest of the mission. Sure they could have put in an option pop-up to equip the item now or scan the item for later use, but then again you could just as easily put a weapon locker, which you have already created and the player has already learned about, next to the weapon for the same functionality.