Barfwak wrote...
All I really want is the ability to unlock all the CE weapons and other promotional/DLC weapons we've acquired in the single player. Make it a super duper spectre pack that costs 80k and only unlocks the stuff if we have the license for it, whatever. There's a huge number of guns we can't even use in the multiplayer, and a lot of them are really, really cool. Having that rather sizable chunk of the game's total armory effectively off-limits is quite lame.
Higher difficulty modes instead of nerfing stuff that actually works in gold would be a great idea, too. If there's going to be any more enemies on the map at any given time they'd probably need bigger maps, though; glacier and white are already packed to the gills on the later waves of gold.
Added more enemies.. to the 'harder enemies' point... As for adding more weapons to the game? I'm not sure what BioWares reasoning for holding back some of the weapons. The only ones missing that I can see.. seem to be the DLC ones. That came with special pre-orders.. So it is understandable if those are missing.
CaspianRoach wrote...
I think they should make tech combos such as fire and ice explosion a chance to trigger even if the target isn't killed by Overload. Say, 25% chance to trigger a combo if enemy is hit by OL when below 75% health and 50% chance if enemy is below 50% health. Their effects are so awesome, I want to see more of them. But yeah that's probably a patch material, not a DLC. Hmm...
Good point about the tech explosions. I've found them rather weak in comparison to bio explosions.
Tyrannotaur wrote...
I had a few ideas before. I was going to make my own thread, but this one is way more organized and convienant. I only read the first post. So I apologize if any of these are repeated ideas.
I like the idea of adding new factions. I think a "Space Gang/Pirate" faction would be cool. You can have Vorcha Pyro's, The LOKI mechs, FENRIS Mechs, normal infantry with variations on the class (Salarian Techs for instance), and then YMIR Mechs for the heavy unit. I figure YMIR are more like a less threatening ATLAS, basically they can be like Brutes and spawn two at a time on some waves. I don't know a good equivelent for a Banshee/Phantom however.
Another "faction" could be similar to the loyality mission for Grunt in ME2. You have to fight waves of Varren, Klixen and other wildlife from Tuchanka. I know this is very similar to Reapers, but I just had the idea of it being very fun to be able to do that survival mission of Grunt's but with 3 other people. You could make "Boss maps" that basically allow the game to let you fight a boss with your squad but only on those maps. In this case a Thresher Maw would be the ideal. I can see this working for the Reaper foces as well and letting you fight a Harvester.
I also had an idea for them to let you customize your heavy weapon in multiplayer. Granted everyone has the Cobra for balance sake. If you start adding the flamethrower, the arc projector, the blackstorm, the cain..etc it would get a little unbalance. Maybe do it how the single player does it and leave a heavy weapon out on a map. It'd have a limited supply of ammo and be a one use thing. Just an idea.
As for modes I could see some sort of transporting mission. Where you have to pick up a "package" from point A and then drop it off at point B. Enemies would be drawn to the "carrier", so it would be up to the team to defend him. Basically capture the flag.
Thats all I can think of for now. Will post again if I think of anything else.
Your space gang/pirate can kind of fall into my Mercenary faction idea. Probably falls under 'Random' Mercenary group.. I'll add along in the description of random..
As for heavy weapons, I really don't see the need for this. The cobra missile is extremely powerful in comparison to all the other Heavy Weapons we have had in SP. Probably stronger then the Cain really.. I know lore wise it doesn't because the cains essentially a mini nuke.. but in terms of damage in game it probably does..
I for one would auto kick the dbag who equips a flamethrower for fun.. when i need someone to cobra our overrun position.. I am still not convinced about having the need for other types of heavy weapons.
As for heavy weapons around the map this can probably fit into the mission/objective coops. I'll figure out how to add it to the list for that.
Huitzil wrote...
I don't think that each merc company can be its own opponent -- assuming they add in all 3 merc companies, that means when you fight a random enemy, you have a 50/50 chance of seeing a merc company. And each merc company has to have 5-8 unique units comprising a completely distinct style of gameplay that allows every class to be useful, you'd be hard pressed to stretch them that far. But since we have the three main companies being united under Aria T'Loak and they work for the highest bidder anyway, an all-merc faction would be easy to justify -- they were hired by indoctrinated double agents to do "security force training missions" out on some planet where they'd get indoctrinated too, and now they think attacking you is a great idea.
I actually typed up a treatment of how a "Mercenary" faction might work, but I don't know if this would be the right place for it.
Also, unrelated to that: I'd like it if in addition to "random/unknown" opponents, we could select to fight "All" -- each wave, it'd pick an enemy faction at random and that's who you fight for that wave. Then the next wave starts, and it randomly chooses again, etc. Probably should have a credit bonus attached to it, instead of XP. It would make things more unpredictable and force you to adapt on the fly, but ther might be a RAM issue if it has to load up all the different models, and/or a load time issue as you wait between each round for it to load up the new set of models.
I'm not entirely sure what you are talking about in your first paragraph it's a bit all over the place.. I'm assuming you're stating that mercenary groups don't work because they aren't unique enough... well I am going to argue that they are... each mercenary group has it's own unique traits. If you've followed the lore...Eclipse are known for their espionage.. sniping.. mech units... Blue suns.. blah blah blah.. already stated in the OP...
Also the mercenary groups are only working together on Omega and that is also only because of Aria. They by no means hold hands through out the galaxy. They also only join forces to counter the reapers for ME3.. the second that event is over.. or prior to that final attack i doubt they give a sht about each other and would gladly shoot each other in the back.. So lore wise it does make sense to have mercenaries..
As for your comment about random waves.. you've basically just restated this point:
"
Random Enemy Mode - Every wave is a different enemy"
But in a paragraph... so moot point... sorry
Modifié par Richard0600, 24 mars 2012 - 08:03 .