JayhartRIC wrote...
I can't comment specifically on the Chorban cutscene, but I know there were a lot of times where my characters would switch weapons during cutscenes, like when you first encounter the rachni. It sucks cause after the cutscene the characters would still have that weapon out, which may be untrained and still have the beginner weapon in that slot with no upgrades.
Well, there is a custom animation problem. Thinking of the scene on Therum, when you run up against the armature and all the hoppers, Shep autoequipps the assault rifle, and carries it sort of up and across her chest as she advances into the clearing. You'd hold a shotgun or sniper the same way, but a two-handed pistol grip would look different, and obviously they didn't want to make a second, conditional animation.
The solution, though, is something they already do elsewhere. You make a cinematic out of strings of animations linked together. For instance, every single scene where Shep talks, you've got the skeletal animation for whatever motions Shep's body is making, plus the facial animations to lipsync the dialog. But those facial animations are contingent on Shep's gender - there are two different sets, and which one of them is called depends on whether the motions need to line up with Meer's VO or Hale's.
So what they need to do is have a group of animations - "aim" (they've already got this one), "carry at ready," "sweep," "pistol whip" for each gun, and then make one of those fire contingent on which weapon is flagged as last active. It's a little extra work, but it's not like you have to custom-design four different versions of every cutscene. More on-topic, you can do the same with class powers; you'd have a soldier, tech and biotic version of "threaten" (again, they already partially have this, take Liara when you first land on Noveria or bring Jack or Miranda to meet Thane), "quick melee attack," "defensive posture," whatever, and just call those by flag when appropriate.
You could similarly trim down the interrupts, too... instead of offering them per class, just offer a biotic interrupt to any biotic classes, a combat interrupt to combat classes, a tech interrupt to tech classes. This would favor infiltrators/sentiels/vanguards of course, giving them twice as many opportunities per game, but my adept is willing to pay that price if it means the production cost is low enough to have any class-specific interrupts at all.
ThePwener wrote...
Still don't like it. Something like that should be viable for every scenario, not just specific to a certain class.
If my infiltrator gets through a door that my adept can't in this game, and then my adept snags a guy with a pull that my infiltrator had to let get away in my next game, that's already signficantly better balanced and rewarding to all players than the impact of paragon/renegade interrupts.
Modifié par Quething, 11 juillet 2011 - 05:33 .