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Galaxy at War - Missed Opportunities


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#1
Rav950

Rav950
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I think Galaxy at War was a terrific idea that wasn't fully executed. I reached 100% everywhere, which to me says that we're simply kicking reaper butt. I hover around that point, constantly. More interesting would have been to have it shape your war assets and be a constant struggle on multiple fronts to sustain your allies.

- Scanning in Reaper space increases Reaper activity. Instead of having silly Reapers come in and chase you, have it cause hits to your readiness in that sector. That's a more significant cost to pay than a little burned fuel and an very occasional reload. I need to choose to scan in an area that already needs assistance knowing that I'm making things worse, or scanning in a less endangered area knowing that I'm creating another big problem.

- Readiness should impact resources. Credit rewards and War Asset value should be multiplied by the readiness percentage for the sector they are attached to. If your allies are beseiged by the enemy, they have less to contribute. If you reach a high tier of readiness, you should reap periodic funding dividends from grateful races wanting to support your efforts.

- Readiness erodes on an escalating basis. As my rating gets lower, it should drop even more rapidly.

- You can only improve Galactic readiness for the sector you are in. This should impact mission choices in single and multiplayer.

- Key planets under seige could have a series of replayable missions to improve readiness.

- Game and BioWare Events can trigger dramatic increases/decreases in a particular zone.

- In the SP campaign, lower readiness in a sector would increase Citadel refugees from that sector, allowing a more visual impact of the conflict. Initially, the holding bay might have no Asari. Then a few when it reaches 90% readiness. At 40% readiness, you might have a hard time getting around due to the number of Asari in chairs and on the floor. As readiness improves, the Asari are able to return to their space.

- The longer you take, the more the Reapers strengthen their hold. It takes more work to improve readiness, and eventually you're just out of time and have to make your move to take Earth back. Its a desperate play, and just how desperate it is should be reflected across the galaxy. Being pulled into endgame under less than perfect circumstances is a driver for a player to replay the game.


I really like the idea of Galaxy at War, and it had potential to add additional depth to the game. Its too late for this to matter to ME3, but its worth posting in the event this concept is revisited in another game.

#2
naphthol

naphthol
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I'd enjoy a much more robust version of this as well. There do seem to be many straight forward aditions that could have been implemented. Le sigh.