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We have Paragon and Renegade interrupts, what about class interrupts?


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#51
Lumikki

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100k wrote...

The important thing to note is that there don't actually have to be six different class interrupts (though that would be nice). There only have to be three.
1. Vanguard + Adept = biotic interrupt.
2. Engineer + Sentinel = texpert interrupt.
3. Infiltrator + Soldier = weapon interrupt.


I would have put, more in these categories, if I would have to.

1. Sentinel + Adept
2. Engineer + Infiltrator
3. Vanguard + Soldier

Or go opposite and give two different type of interrupts for classes who have mix class types.

Modifié par Lumikki, 11 juillet 2011 - 10:51 .


#52
Kavain

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Nice idea! I'd suggest having it simply though: Just the 3 basic fighting skills / methods

Combat skills solution (Soldiers)
Biotic powers solution (Adepts, Vanguards)
Tech knowledge solution (Engineers, Infiltrators)

Sentinel is a bit of a problem, though. I'd put it to Biotic / Tech category. Actually, never liked the idea of a Sentinel being able to use Tech and Biotics together.

Modifié par Kavain, 11 juillet 2011 - 11:48 .


#53
catgirl789

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I fully support this idea if Bioware can feasibly implement it. It would be amazing to have my engineer do something tech related in a cutscene and prove that she's not just a fighting machine(no offense meant to soldiers and other combat oriented classes), but knows technology inside and out too. Of course, as others have said before me, there must be another way of doing things if you're not the class who gets to do something special that cutscene, even if it is less flashy.

Also I would create a vangaurd just to charge in a cutscene, for it would be epic.

#54
JayhartRIC

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Quething wrote...

Miroslav_s46 wrote...

The devs already said in another thread (one about using different weapons in cutscenes) that in would involve making different cutscenes and that takes a lot of time (according to them) but then again they've said themselves that the idea is pretty good and will try to implement it in some way (shepard threatening with biotics etc)


That thing about weapons in cutscenes is straight false, they did it just fine in ME1. Play the Scan The Keepers quest out until you get to the whole "threatening Chorban" bit, and try swapping which weapons your squaddies have active before triggering the cutscene. They'll point their active weapon at the salarian every time. I have no idea why ME2 squaddies can't keep track of which of two weapons they're using when ME1 squaddies could manage four just fine.

ANYWAY I agree with this idea. Tossing that knife at the slaver as a rogue!Hawke was one of the most satisfying moments in DA2 (which admittedly is setting a low bar, but nevertheless), and I would absolutely love a few similar moments in ME3. I'd even take interrupts that don't actually impact anything at all or make the fight easier the way Renegade interrupts do, just so long as my Vanguard gets a chance to feel like a biotic. It seems like a natural extension of the class-responsive cutscene varitions that the game should also already have. :D


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.

#55
The C Trayne

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instead of actual interrupts i like the idea of just having different reactions to certain cut scenes based on your class. i did think of this throughout my play through's of ME2 where every cut scene was exactly the same regardless of my class... even if i couldn't wield assault rifles guess what? the cut scene showed me with an assault rifle... come on

#56
ThePwener

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Seems wrong if there are certain situations where a class gets an unfair advantage over other classes. If not, then Im up for it.

#57
Shad0wOGRE

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LT = Paragon
RT = Renegade
LB/RB = class

Doesn't seem overly complicated to me. Just extra cinematics to create. Potentially 6 seperate cinematics for any given event. Which means more disk space.

#58
Shad0wOGRE

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ThePwener wrote...

Seems wrong if there are certain situations where a class gets an unfair advantage over other classes. If not, then Im up for it.


Replay value.

#59
ThePwener

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Still don't like it. Something like that should be viable for every scenario, not just specific to a certain class.

#60
Quething

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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 .


#61
Blooddrunk1004

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Agree with this 100%

#62
Arppis

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Awesome idea. But what could Soldier do? Really?

Soldier class already has few abilities as it is. I see biotics do that cannon ripping much better.

Modifié par Arppis, 11 juillet 2011 - 05:35 .


#63
Shad0wOGRE

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Arppis wrote...

Awesome idea. But what could Soldier do? Really?

Soldier class already has few abilities as it is. I see biotics do that cannon ripping much better.


*Toss a grenade, and I mean a real grenade, into the conversation*

#64
Arcadian Legend

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I think it would be an awesome idea. Bioware. DO EET.

#65
Arppis

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CommanderNuetral wrote...

Arppis wrote...

Awesome idea. But what could Soldier do? Really?

Soldier class already has few abilities as it is. I see biotics do that cannon ripping much better.


*Toss a grenade, and I mean a real grenade, into the conversation*


Hehe. Well you know, people with biotic powers can use them too. :)

#66
naledgeborn

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Quething wrote...

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.


Some one finally gets it!! Replay Value X 3.

#67
Jimbe2693

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Do want this.
Would bring replay value for different classes, and it'll make us feel we ARE that class. Because right now it's basically a SoldierShep in all the cut scenes.

#68
Stardusk78

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I would support this...after all in DA mages are distinguished from other classes...it could easily be done I think.

#69
DCarter

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Great idea, has my support.

#70
Kavain

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To me Shepard always feels like he or she is a soldier -- and that's not s/thing I consider a good thing. Bringing out the different styles of different classes would be great -- as long as it doesn't change the core of ME. (After all, never change a winning team, right) The way it's suggested in this thread, however, is worth supporting / considering!

Modifié par Kavain, 11 juillet 2011 - 07:21 .


#71
TheCrakFox

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I'd like a few, make the classes change more than just the combat, use biotics to throw a few guys out of windows, good times.

#72
Stardusk78

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Keep this thread alive...

#73
jshadow

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I made a topic like this about half a year ago and it dies after it came to 2nd page.

and YES, supporting this idea!

#74
DxWill10

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I agree wholeheartedly! And you wouldn't have to really worry about icons, since only 1 would pop up whichever class you're playing. Soldier playthroughs have only soldier interrupts, etc.

Even if they weren't necessarily interrupts, I would support really anything that in some way distinguishes the classes from each other. Be it cutscenes, interrupts, or dialogue choices.

Modifié par DxWill10, 11 juillet 2011 - 08:14 .


#75
Kavain

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DxWill10 wrote...

Even if they weren't necessarily interrupts, I would support really anything that in some way distinguishes the classes from each other. Be it cutscenes, interrupts, or dialogue choices.


Exaclty -- they could make those class 'interrupts / solutions / possibilities' supplementary to renegade / paragon choices. So those wouldn't be affected at all.

Modifié par Kavain, 11 juillet 2011 - 09:10 .