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List of Desired DLC (Add Your Own Ideas)


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#76
Applepie_Svk

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Modifié par Applepie_Svk, 21 avril 2012 - 09:52 .


#77
Kesp

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Malevolent Fish wrote...

Going to post my big list of MP ideas/desires in here as well, since the TC has very kindly made me aware of this topic. :)

Here goes:

~~~Platinum Difficulty~~~
Platinum is a new, higher difficulty setting for players who want a greater challenge or just want to get more credits per match. Enemies are more numerous, deploy stronger forces even earlier in the match, and have employed ways of becoming more resilient against player attacks. Not for the inexperienced or the faint of heart.

General
- All enemies have their health and defences increased by 15%.
- Enemy damage output is the same as Gold difficulty.
- Basic, ‘Trooper’ enemies (Assault Trooper, Geth Trooper, Cannibal, Collector Drone) spawn with Shields or Barriers (depending on the enemy).
- Each enemy type’s ‘heavy’ enemies (Atlas, Phantom, Geth Prime, Brute, Ravager, Banshee, Scion, ‘Harbinger’) will spawn from Wave 1 onwards.
- Each enemy type will be able to replenish or gain extra defences from Wave 6 onwards. The methods of obtaining these defences are unique to the enemy type (these methods will be detailed in each enemy type’s section).
- The size of Hazard Zones will not decrease between waves, but will still disappear at the start of the next objective wave.
- Boss Enemies will spawn basic enemies with increased protection during the encounter, with the exception of the Thresher Maw, which will instead spawn damaging acid patches similar to those left behind by dead Ravagers.
- Rewards 150,000 Credits if players complete Wave 10. Rewards 55,000 Credits if the mission is failed during Waves 7 to 10. Rewards 20,000 Credits if the mission is failed during Waves 4 to 6.

Cerberus
- Cerberus Engineers from Wave 6 onwards will be able to deploy Shield Pylons. An engineer can deploy either a Shield Pylon or a Turret; no single Engineer will be able to have both a Turret and a Pylon active at the same time.
- Shield Pylons remain on the map between waves, and so must be destroyed by players to remove them from the map. However, players can also utilise the Pylons if they opt not to destroy them.
- The Nemesis’ sniper shot will cause a player to be downed instantly, rather than just breaking their shields. The telegraphing for the attack will be made longer to allow players more of an opportunity to dodge this attack.
- Assault Troopers spawned during a Boss Enemy encounter will have an Armour bar.

Geth
- The Geth Prime’s Combat Drone will become more mobile from Wave 6 onwards, operating independently of the Geth Prime and travelling around the map. The Combat Drone will be able to replenish the Health and Shields of nearby enemy units (including the Geth Prime, but excluding itself, Geth Turrets, and other Combat Drones). It is also able to use a weak Overload on players, should it get in range.
- The Geth Prime’s Geth Turret will spawn with additional attacks from Wave 6 onwards. Each Turret will be equipped with a Flamethrower and a Rocket Launcher, making it more deadly at close and long ranges.
- The Geth Hopper’s sniper shot will cause a player to be downed instantly, rather than just breaking their shields. The telegraphing for the attack will be made longer to allow players more of an opportunity to dodge this attack.
- Geth Troopers spawned during a Boss Enemy encounter will have Shields.

Reapers
- Barrier Engines will be randomly spawned on the map at the start of each wave, from Wave 6 onwards. The Barrier Engines will provide or replenish barriers to any and all Reaper enemies that draw close enough to them.
- Marauders will now be able to grant an Armour bar to Cannibals and Husks, instead of defensive plating.
- Barrier Engines remain on the map between waves, and so must be destroyed by players to remove them from the map. However, players can also utilise the Engines if they opt not to destroy them.
- Cannibals spawned during a Boss Enemy encounter will have an Armour bar.

Collectors
- Collector Guardians are able to provide or replenish Barriers to Collector Drones, Abominations, and Collector Assassins.
- Collector Assassins will be able to cloak for a short time.
- Collector Drones spawned during a Boss Enemy encounter will have Barriers.

~~~New Enemy Type: Collectors~~~
Once thought defeated and eradicated by Commander Shepard during his time with Cerberus, these genetically altered and enhanced servants of the Reapers resurfaced at the beginning of the Reaper invasion, and are now being deployed by the Reapers in areas of greater strategic importance, where mere Husks and Cannibals will simply not do the job. Employing a range of biotic abilities, armed with advanced particle weaponry, these twisted former-Protheans will provide a new challenge to players.

Basic Enemies
- Collector Drone: Basic ‘Trooper’ enemy. No special attributes.
- Abomination: Flaming, red Husk enemy. Will explode after a few seconds when it gets close to players. Is unable to grab and temporarily incapacitate players like regular Reaper Husks.

Medium Enemies
- Collector Guardian: Similar behaviour to the Collector Drone, but with greater damage and accuracy. Is able to erect a Biotic Sphere (similar to those put up by the Asari Justicar Adept, but with a shorter duration and visually different to avoid confusion) which reduces damage to all enemies inside, while increasing damage taken by any players inside it. The Sphere will be destroyed if the Guardian is killed. Has Barrier and Health Bars.
- Collector Assassin: Fast-moving Collector Enemy with relatively low defences. Carries a Collector Particle Beam which is capable of firing through light cover and applies a brief damage-over-time effect on players hit by the beam. Has Barrier and Health Bars.

Heavy Enemies
- Scion: Slow-moving, lumbering enemy constructed from several Husks, powered by a large eezo-core on its back. Is capable of firing a Shockwave attack which removes player shields if it hits. When killed, the Scion’s eezo-core will rupture, causing it to explode and damage nearby players and enemies alike. Has Armour and Health bars.
- ‘Harbinger’: A Collector Drone/Guardian/Assassin possessed by Harbinger. A ‘Harbinger’ enemy will be converted on the spot from one of the enemies already on the map, and will have any health or barrier damage repaired in the process. ‘Harbinger’ enemies have increased movement speed and damage, are able to apply Warp to enemy players, and also have a close-range area-of-effect attack that instantly kills any players caught in it. Only one ‘Harbinger’ will be active on the map at any one time. Has Barrier, Armour, and Health bars.

~~~ New Objective Type: Boss Enemies~~~
Boss Enemies are a new objective type which can appear in place of other objectives already in the game (Devices, Targets, and Hack/Upload). The frequency of their appearances varies between difficulty settings, and no objective wave is guaranteed to be a Boss Enemy objective. Each enemy type has its own boss enemy with its own unique abilities.

General
- Boss Enemy waves can only appear on four of the currently available maps, as other maps do not have enough open area to accommodate them. The maps on which Boss Enemies can appear are Condor, Dagger, Hydra, and White.
- There is no time limit on a Boss Enemy objective. The team must simply kill the enemy to succeed.
- At the start of the wave, players will be alerted to a large enemy threat which has been detected, and are given a waypoint as to where it is expected to appear. When all players on the team have moved to this location, the Boss enemy will spawn and players are trapped in the designated zone until the enemy is dead.
- No additional enemies will spawn during a Boss Enemy objective; the Boss Enemy is the only enemy during the wave. The wave ends when the Boss Enemy has been killed.
- Boss Enemies will always remain in the designated area.
- Cobra Missiles will not instantly kill a Boss Enemy, but will do some damage to them.
- Boss Enemies cannot be stunned, staggered, incapacitated, panicked, chilled, or frozen. The damage-over-time effects of any ammo powers or abilities will affect them, however.
- Melee attacks have no effect on Boss Enemies. Abilities which have greater damage against Synthetics will do greater damage against synthetic boss enemies. Abilities which do more damage against organics will do greater damage against organic boss enemies.
- Each Boss Enemy has an attack that can instantly down one or multiple players in a single shot. These attacks will be telegraphed to give players the opportunity to avoid them. On Bronze difficulty, these attacks will do significant damage, but will not down a player unless their shields were depleted when the attack connected.
- Boss Enemies can only spawn on Wave 10 in Bronze. They can spawn on Waves 6 and 10 in Silver, and can spawn on all objective waves on Gold and Platinum difficulties.
- All boss enemies, with the exception of the Thresher Maw, have three layers of defences: Shield/Barrier, Armour, and Health. The Thresher Maw has no access to Shield/Barrier technology, and so has Armour and Health Bars which are 50% stronger than those of the other boss enemies, to compensate. The strength of all these defences is significantly higher than those of all other enemies.

Cerberus Boss Enemy: A-61 Mantis Gunship
- Fires at players from all angles with mounted turrets and missile launchers. Turrets can be temporarily disabled by weapon damage, Overload, or Energy Drain.
- Periodically shines a spotlight at players, rendering them unable to target the Gunship for the duration. Effects can be avoided using cover.
- Fires a Missile Salvo with a wide area of effect as its instant-downing ability. This attack will be telegraphed by an area on the floor indicating where the attack will strike.
- Regarded as a Synthetic Enemy for the purposes of damage calculation.

Geth Boss Enemy: Geth Colossus
- Fires a pulse cannon as its primary attack. Uses Chain Overload on players who get too close.
- Will attempt to heavy melee any players who get in range. The Heavy melee deals high damage, and can result in an instant down for more fragile characters, on higher difficulties.
- Uses a charged shot from the pulse cannon as its instant-down ability. The attack targets a random player, who can avoid damage by getting into cover in time. While the attack targets only one player, the blast radius can catch other players who get too close, and will cause them to be downed as well.
- Regarded as a Synthetic enemy for the purposes of damage calculation.

Reaper Boss Enemy: Harvester
- Uses its twin head-cannons as its primary attack.
- Periodically lets out a powerful screech, which temporarily immobilises all players that are out in the open when the attack goes off, leaving them vulnerable to other attacks.
- Will occasionally use a quake attack on the ground, causing some shield damage to players and also staggering them out of cover.
- Uses a double-shot from its head cannons as its instant-down attack. It fires the shot up to four times (depending on how many players are on the team), targeting each player on the team once. Can be avoided by being in cover.
- Regarded as both Synthetic and Organic for the purposes of damage calculation.

Collector Boss Enemy: Praetorian
- Uses Particle Beams as its primary attack. The beams do very high damage and increase the shield-recharge delay of any player caught by one.
- Can recover its own Barriers (but not its Armour and Health) between the first and second stages of its Death Choir ability, following the ground slam. It is invulnerable during this effect.
- Uses the second stage of its Death Choir ability as its instant-down attack. After the praetorian’s barriers have recharged, it will unleash an area-of-effect blast which will down any player caught in it. The blast can be avoided through the use of cover.
- Regarded as an Organic enemy for the purposes of damage calculation.

Random Boss Enemy: Thresher Maw
- Has a chance of appearing against any enemy type, in place of the usual Boss Enemy.
- Lunges at and rams players as its primary attack. Occasionally performs a sweeping attack in a 180 degree arc.
- Periodically goes underground and causes an earthquake, staggering all players for the duration. At the end of this effect, the Thresher Maw will burst out of the ground near a random player, stripping their shields if the player is caught in the attack.
- Uses a concentrated acid spray as its instant-down attack. The Thresher Maw will launch a volley of acid at a random player, stripping away their shields and health instantly if it connects. Whether or not the attack connects, the area where the attack landed will be covered in corrosive acid which damages any players who step into it. Only two acid pools will be active in the encounter area at any one time.
- Regarded as an Organic enemy for the purposes of damage calculation.

~~~New Objective Type: Rescue Mission~~~
An alternative new objective, used on maps which cannot reasonably accommodate Boss Enemy encounters. Rescue Mission objectives can appear during any objective wave on any difficulty, and focus on the players defending a group of individuals from approaching enemies.

- Rescue Mission objectives appear only on maps which cannot reasonably accommodate Boss Enemies. The maps on which Rescue Mission objectives appear are Ghost, Giant, Glacier, and Reactor.
- Players are alerted to the presence of a group of trapped civilians, scientists, or wounded biotic specialists who have been broadcasting a distress signal, but have now been located by enemy forces which are now moving upon them. (The difference between the three types of trapped people is purely cosmetic, allowing for variety. Civilians hide behind improvised cover made from debris and scrap metal, scientists have deployed a shield generator, and biotic specialists erect a biotic sphere for protection.)
- Players must make their way to where the trapped individuals are located on the map, and defend their cover from approaching enemies. The cover will have a health bar identical to those that appear on barriers which the player must defend in the Single Player campaign. The objective (and the mission) are failed if this health bar is damaged enough to empty it.
- Enemies will spawn as they would in a normal wave, but by default they will attack the defences until engaged by a player.
- If a player is downed or moves out of the designated zone for the objective, all enemies that were attacking the player will go back to attacking the defences until they are engaged again.
- Rescue Mission objectives have no time limit. The objective will be completed when all of the enemies spawned during the wave have been killed, if the defences are still up.
- Upon successful completion of the objective, the rescued individuals will make their way to one of the map’s extraction zones, where they will escape on a shuttle. The players do not have to escort them.

~~~New Objective Type: Hazard Zones~~~
Hazard Zone objectives are a new objective type which differs from other objective types in that the mission is not failed if the players do not succeed in time. Instead, a series of detrimental effects will be placed upon areas of the map which may make play more difficult.

Due to the nature of some hazards being better suited to different environments, there is a set of Hazard Zones exclusive to ‘Indoor’ and ‘Outdoor’ maps. For the purposes of this, I have categorised maps as ‘indoor’ or ‘outdoor’ based on similar criteria to deciding which maps should get Boss Enemy or Rescue Mission objectives. I also found it convenient to split them in such a way as it means there are an equal number of maps in each category.

Outdoor Maps: Condor, Dagger, Hydra, White
Indoor Maps: Ghost, Giant, Glacier, Reactor

Each enemy type has an ‘Outdoor’ and an ‘Indoor’ Hazard Area.

- Players are alerted to the enemies acting suspiciously, and it is reported to them that the enemy has set up a number of potentially dangerous devices around the map. The objective is given to locate and disarm these devices within a given time limit, while also fighting off the enemies that spawn during the wave.
- Extra time is not added to the time limit when a device is disabled.
- If, at the end of the time limit, there are devices remaining on the map, they will detonate/activate, blanketing a portion of the area in which they were set up with a persistent effect, determined by the map and enemy type. Any player stepping into a hazard area will, in most cases, have a detrimental effect applied to them immediately, which is removed, altered, or remains for a brief window of time after exiting the zone.
- If a player remains inside a Hazard Zone for too long, they suffer a more permanent effect. Such effects will be detailed in each Hazard Zone’s description.
- Any Hazard Zones on the map will decrease in size at the end of every wave following the one in which they first appeared. At the beginning of the next objective wave, all Hazard Zones will disappear.
- Any Hazard Zones that are created during Wave 10 will last for the remainder of the match.
- If any part of a Hazard Zone overlaps into an Extraction Zone, the overlapping portion will be cleared at the start of Wave 11. The rest of the Hazard Zone will remain.

~Cerberus Hazard Zones~

Blast Site (Outdoor)
An incendiary bomb set up by Cerberus operatives has detonated, causing a fire in the surrounding area and scattering debris which may or may not block access to certain doorways. Players who enter this Hazard Zone will have a damage-over-time effect placed on them which will remain on them as long as they stay in the zone. Upon leaving the zone, the effect remains for a further five seconds, doing no damage but preventing shields and health from regenerating. If they remain in the zone for 10 seconds or more, they will die.

Nerve Gas (Indoor)
Cerberus has deployed a potent nerve agent into the air, rendering some parts of the map incredibly dangerous. Players who enter this Hazard Zone will be temporarily stunned and suffer damage over time for as long as they remain in the zone. Upon exiting the zone, the player’s vision will be blurred and their accuracy greatly reduced until the end of the current wave. If a player remains in the zone for 10 seconds or more after the initial stun effect wears off, they will die.

~Geth Hazard Zones~

Overload Field (Outdoor)
The Geth have rigged an area to discharge electrical pulses at an alarming rate. Any player who enters this Hazard Zone will have their shields stripped immediately, and their weapons rendered non-functional for as long as they remain in the zone. Upon leaving the zone, players will receive backfire damage from firing their weapons for 10 seconds. If a player remains in the zone for 10 seconds or more, their shield generators will become damaged and begin to periodically discharge, stripping the effected player of their shields and causing Overload to be applied to other nearby players. This effect persists until the end of the current wave.

Virus Transmission (Indoor)
The Geth have seized control of transmitter technology in the area and are now using it to broadcast a virus to hinder their enemies. Any player who enters this Hazard Zone will be unable to recharge their shields (even through the use of a Survival Pack or Powers) for as long as they remain in the zone. Upon leaving the zone, the virus will take effect on the player’s targeting systems, removing their crosshair and making them unable to target specific enemies with powers for 15 seconds (enemies can still be hit with powers and weapons, but aiming becomes more difficult). During this time the Virus can also be transmitted from the affected player to other nearby players. If the player remains in the zone for 10 seconds or more, their targeting systems will not recover and their shields will be unable to regenerate until the end of the current wave. Players with this effect on them can still transfer the virus to other players, but players infected by another player will only ever receive the 15-second version of the effect.

~Reaper Hazard Zones~

Warp Field (Outdoor)
The Reapers have blanketed sections of the map with a hazardous biotic field which severely weakens their enemies defences and abilities. Any player who enters this Hazard Zone will have a damage-over-time Warp effect placed on them for as long as they remain in the zone. Upon leaving the zone, the Warp effect remains on the player for a further 10 seconds, doing no damage but causing the affected player to take an extra 15% damage from all sources while the effect persists. Any attempts to use a Biotic or Tech power while the effect persists will cause the Warp effect to detonate on the player, causing heavy damage and possibly downing fragile or weakened characters. If the player remains in the zone for 10 seconds or more, they will die.

Indoctrination Signal (Indoor)
Reaper forces have seized control of transmission technology in the area, converting them to broadcast a fast-acting Reaper Indoctrination Signal over a small area. Any player who enters this Hazard Zone will suffer no immediate effect save for a strange noise that persists for as long as they remain in the zone. Upon leaving the zone, players witness hallucinations of enemies that are not really there, and false alerts of team-mates being downed until the end of the current wave.

If a player remains in the zone for 10 seconds or more, they become indoctrinated. The player is forced into Spectator mode as the AI takes control of their character, which will close in on and attack other players with their equipped weapons, melee, and all available powers. Certain abilities (such as Concussive Shot) will have their stun/stagger effects removed, but will still be able to do damage. Other abilities (such as Stasis and Pull) will have no effect. Indoctrinated players are unable to use Survival Packs, Cobra Missiles, Thermal Clip Packs, or Medi-Gel. The Indoctrination effect wears off when the wave ends, or when the affected player is downed.

Collector Hazard Zones

Seeker Swarm (Outdoor)
The Collectors have deployed Seeker Swarms into sections of the map, hoping to pick off any of their enemies who become separated from the group. Any player who enters this Hazard Zone will suffer a damage-over-time effect for as long as they remain in the zone. Upon leaving the zone, the damage-over-time effect will be removed, but the affected player’s movement speed will be slowed for 10 seconds. If a player remains in the zone for 10 seconds or more, they will become paralysed, unable to move or complete any action until the end of the current wave. When the paralysis effect is broken, they must leave the zone quickly, or the effect will set in again, paralysing them for another wave.

Biotic Contagion (Indoor)
Drawing on the remnants of their Prothean knowledge, the Collectors have spread a persistent and contagious biotic field across segments of the map. Any player entering this Hazard Zone will have the Dark Channel effect applied to them, causing damage over time for as long as they remain in the zone. Upon leaving the zone, the Dark Channel effect will fall dormant, doing no damage but remaining on the player. If the affected player is downed, an active Dark Channel effect will be placed on a nearby player for 10 seconds. If a player under this effect is downed, the effect will jump to another player at full duration. Players under the effect of the ‘active’ version of Dark Channel lose the effect entirely at the end of the damage over time duration. The ‘dormant’ version of Dark Channel remains on affected players (even after being downed and revived again) until the end of the current wave.

If a player remains in the zone for 10 seconds or more, they will die.


~~~Other Changes~~~

Geth Hopper
The Geth Hopper will be added to the roster of Geth enemies on all difficulty levels. This enemy is able to cling to walls and fire a powerful sniper shot which instantly breaks the shields of any player that it hits. Geth Hoppers are unprotected, possessing only a Health Bar unless protection is acquired from outside sources.

Geth Turret (Geth Prime)
On higher difficulties, the Geth Prime’s Geth Turret will be given new effects, while maintain its normal fire. On Silver difficulty, the Turret will be able to fire rockets at long range. On Gold difficulty, the Turret will have a flamethrower. On Platinum difficulty, the Turret will have both of these weapons. These effects only take place from Wave 6 onwards on all difficulties.

There is no additional Turret ability on Bronze difficulty.

Biotic Explosions & Tech Bursts
Tech Bursts will only be detonated by tech attacks. Biotic abilities such as Warp, Throw, and Reave will no longer be able to trigger Tech Bursts on enemies under the effect of Overload, Energy Drain, or Disruptor Ammo. This is a small change to the mechanics of Tech Bursts, which will hopefully alleviate the annoyance that some players are encountering while playing certain characters, whereby an attempted Biotic Explosion will be delayed by other effects being applied to a Warped or Reaved enemy before a detonation can be triggered.

Concussive Shot with the Rank 6 Amplification upgrade will still be able to detonate a Biotic Explosion if Warp Ammo is applied.


This is some really good ideas.

Modifié par Kesp, 21 avril 2012 - 12:21 .


#78
Lajkos

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the only thing i really want is a vorcha soldier and engineer.

#79
Ledgend1221

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How 'bout a new LOKI Mech soldier?
We have played as one already.

#80
skiadopsendow

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They really need to add a revamped store (with more options and stuff), and new enemies.

New modes. Elite mode, I don't know but a banshee only mission could be very interesting haha

A versus mode, like in left 4 dead.

Reapers: Banshee-Brute-Ravager-Husks
Geth: Prime-Hunter-Pyro-Rocket Trooper
Cerberus: Atlas-Phantom-Guardian-Nemesis

These are the first things that come to my mind.

Another important thing (at least to me), is that they should think about new objective waves.
This could be a good way to improve the life span of the mp.

A cool idea would be something like "save/rescue/escort the civilians" wave, something like that.

Modifié par skiadopsendow, 21 avril 2012 - 01:28 .


#81
Fenrisfil

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I wouldn't mind a few missions that felt a bit more like they had a real story or at least an overall objective. Rather then this random round nonsense. Perhaps larger maps that are built on the idea that the alliance is attacking rather then defending.

More classes would be good. Get the Vorcha in there and give us additional Turian, Salarian and Quarian options, maybe a blue suns mech (which would make it a non-sentient race, but they'd be in the fight).

I think there needs to be some loosening of the classes a bit. With that in mind:

Solider - Blue Suns Mech (an advanced Loki mech)
Adept - Vorcha (Biotics that reflect their adaptive nature)
Engineer - Quarian (maybe a male, more of a soldier type)
Sentinel - Salarian (the rare Salarian biotic, probably still more tech based)
Infiltrator - Turian (in the style of Garrus)
Vanguard - Vorcha (more of a soldier style)

#82
MrGone

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The Batarian War

During the Arrival DLC, commander Shepard destroyed a mass relay which annihilated an entire solar system. Filled with Batarians. Many suspected that this would have led to a war between humanity and the batarians, turns out they were right!

It acts as a "lost chapter" to fill in a gap between Mass Effect 2 and 3, where covers a series of battles on Batarian and Human colonies. This means it comes with:

4 new Maps! - - -  Two different human colonies. One similar to say, an Eden Prime or Horizon. Another is an Alliance base that came under siege during the war. Two Batarian colonies. One is a jungle planet, the other, deep desert.

New Game Mode: Tour of Duty - - - Basically creats a set of three missions in a row against the same enemies for a group of players to commit to. If you only play one mission in a tour, you recieve weaker experience point/cash benefits than a normal match. If you play all three, you get much larger rewards. The catch? The set of missions gets progressively harder, going from Bronze to Gold, or, on "Veteran" lists, from Silver to Gold to Platinum, a unique difficulty level that is functionally gold, but adds barriers/shields to all shock troops, and removes the inventory - no rockets,shields or medigels!

1 New Enemy Faction!!! - - - The Batarian Hegemony. During this war the Batarians brought in their "lovely" practice of enslavement to full bear reprogramming huge populations of Vorcha, Varren, and yes, even Klixen with slave collars in order to fight their battles for them.

 - - - Units:
       Fodder: Varren War Beasts. A "Husk" class, but even faster and stronger. However they tend to protect their masters.

       Shock Troops: Vorcha Conscripts. Swarm humans in large packs. Weak and without shields but once health is down to a third they either run and hide, to take advantage of their incredible regenerative capabilites, or be forced into a suicidal charge, where their slave collars explode.

       Captain: Batarian Commando Essentially the Batarian Soldier. Has shields. Primarily sticks with rocket launcher and uses cover decently. His special ability is Blade Armor, which makes it dangerous to get close to him. Tries to stay mid range of players. If left to their own devices, turns rocket launcher into mortar, firing down on players hiding behind cover.

       Buffer: Batarian Slavedriver. Essentially the Batarian Sentinel, keeps vorcha in line, and has them detonate and suicide attack when  he or they are low on health. Also, can whip one into a frenzy that has increased health regeneration for a time. Has Shields.  Doesn't approach directly and only tries to engage when surrounded by Vorcha or Commandos but does get in close. Primarily either uses net launcher to immobilize players and  shotgun.

       Sniper: Batarian Beastmaster. Unique Batarian class. They hang back and fire their harpoon guns from range. These shots do less damage than the Cerberus nemesis, but are polonium tipped, so poison DOT the player. However 2 varren follow them around, guarding them from flank attacks. When under fire from range, they send the varren to attack that target specifically with a hunter's mark like ability. If killed before this, the varren lose friendly fire recgnition and attack closest living creatures. Have shields. AI tends to avoid direct combat, but will fire ballistic cblades if a player gets close.

       Support: Battarian Shield Technician. The Batarian Engineer. Fights with pistol and has strong shields for a support class. The real danger is in what he sets up, which are the Shield recharging stations seen in the SP game. These rapidly replenish shields to fellow Batarians within range, and Batarian AI likes to hang near them. Heck, these even grant shields to vorcha. They also can repair the Battleplatform below.

       Unique: Klixen Mounts. Batarian Slavedrivers ride into battles on the backs of Klixen. Their initial high position  can allow them to shoot over cover and on top of player positions. Once their shileds are down, or a large amont of force hits the Klixen (who have regenerating armor) they fall off and the Klixen charge toward the players as Pyros class.

        Unique: Red Sand. With all officially Batarian class enemies, if the players lower their shields and the Batarian is able to escape twice, they become deperate and dose up on concentrated red sand. This gives them a decently strong Biotic barrier and change's their attack pattern to "Biotic Berserker". They rush player positions and use shockwave attacks.

        Heavy: Batarian Battleplatform. A Large, shielded carriage of sorts, the walks on four robotic legs, like a geth armature, with central sphere for its driver.  It has short rang flame throwers and long heavy machine guns (the same type found on Cerberus turrets). It has a weak point directly on it's bottom, underneath the sphere, but if not careful, the driver will vent the thermal heat directly below it. Strong shields and armor


      

Modifié par MrGone, 21 avril 2012 - 09:44 .


#83
MrGone

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Malevolent Fish wrote...

Going to post my big list of MP ideas/desires in here as well, since the TC has very kindly made me aware of this topic. :)

Here goes:

~~~Platinum Difficulty~~~
Platinum is a new, higher difficulty setting for players who want a greater challenge or just want to get more credits per match. Enemies are more numerous, deploy stronger forces even earlier in the match, and have employed ways of becoming more resilient against player attacks. Not for the inexperienced or the faint of heart.

General
- All enemies have their health and defences increased by 15%.
- Enemy damage output is the same as Gold difficulty.
- Basic, ‘Trooper’ enemies (Assault Trooper, Geth Trooper, Cannibal, Collector Drone) spawn with Shields or Barriers (depending on the enemy).
- Each enemy type’s ‘heavy’ enemies (Atlas, Phantom, Geth Prime, Brute, Ravager, Banshee, Scion, ‘Harbinger’) will spawn from Wave 1 onwards.
- Each enemy type will be able to replenish or gain extra defences from Wave 6 onwards. The methods of obtaining these defences are unique to the enemy type (these methods will be detailed in each enemy type’s section).
- The size of Hazard Zones will not decrease between waves, but will still disappear at the start of the next objective wave.
- Boss Enemies will spawn basic enemies with increased protection during the encounter, with the exception of the Thresher Maw, which will instead spawn damaging acid patches similar to those left behind by dead Ravagers.
- Rewards 150,000 Credits if players complete Wave 10. Rewards 55,000 Credits if the mission is failed during Waves 7 to 10. Rewards 20,000 Credits if the mission is failed during Waves 4 to 6.

Cerberus
- Cerberus Engineers from Wave 6 onwards will be able to deploy Shield Pylons. An engineer can deploy either a Shield Pylon or a Turret; no single Engineer will be able to have both a Turret and a Pylon active at the same time.
- Shield Pylons remain on the map between waves, and so must be destroyed by players to remove them from the map. However, players can also utilise the Pylons if they opt not to destroy them.
- The Nemesis’ sniper shot will cause a player to be downed instantly, rather than just breaking their shields. The telegraphing for the attack will be made longer to allow players more of an opportunity to dodge this attack.
- Assault Troopers spawned during a Boss Enemy encounter will have an Armour bar.

Geth
- The Geth Prime’s Combat Drone will become more mobile from Wave 6 onwards, operating independently of the Geth Prime and travelling around the map. The Combat Drone will be able to replenish the Health and Shields of nearby enemy units (including the Geth Prime, but excluding itself, Geth Turrets, and other Combat Drones). It is also able to use a weak Overload on players, should it get in range.
- The Geth Prime’s Geth Turret will spawn with additional attacks from Wave 6 onwards. Each Turret will be equipped with a Flamethrower and a Rocket Launcher, making it more deadly at close and long ranges.
- The Geth Hopper’s sniper shot will cause a player to be downed instantly, rather than just breaking their shields. The telegraphing for the attack will be made longer to allow players more of an opportunity to dodge this attack.
- Geth Troopers spawned during a Boss Enemy encounter will have Shields.

Reapers
- Barrier Engines will be randomly spawned on the map at the start of each wave, from Wave 6 onwards. The Barrier Engines will provide or replenish barriers to any and all Reaper enemies that draw close enough to them.
- Marauders will now be able to grant an Armour bar to Cannibals and Husks, instead of defensive plating.
- Barrier Engines remain on the map between waves, and so must be destroyed by players to remove them from the map. However, players can also utilise the Engines if they opt not to destroy them.
- Cannibals spawned during a Boss Enemy encounter will have an Armour bar.

Collectors
- Collector Guardians are able to provide or replenish Barriers to Collector Drones, Abominations, and Collector Assassins.
- Collector Assassins will be able to cloak for a short time.
- Collector Drones spawned during a Boss Enemy encounter will have Barriers.

~~~New Enemy Type: Collectors~~~
Once thought defeated and eradicated by Commander Shepard during his time with Cerberus, these genetically altered and enhanced servants of the Reapers resurfaced at the beginning of the Reaper invasion, and are now being deployed by the Reapers in areas of greater strategic importance, where mere Husks and Cannibals will simply not do the job. Employing a range of biotic abilities, armed with advanced particle weaponry, these twisted former-Protheans will provide a new challenge to players.

Basic Enemies
- Collector Drone: Basic ‘Trooper’ enemy. No special attributes.
- Abomination: Flaming, red Husk enemy. Will explode after a few seconds when it gets close to players. Is unable to grab and temporarily incapacitate players like regular Reaper Husks.

Medium Enemies
- Collector Guardian: Similar behaviour to the Collector Drone, but with greater damage and accuracy. Is able to erect a Biotic Sphere (similar to those put up by the Asari Justicar Adept, but with a shorter duration and visually different to avoid confusion) which reduces damage to all enemies inside, while increasing damage taken by any players inside it. The Sphere will be destroyed if the Guardian is killed. Has Barrier and Health Bars.
- Collector Assassin: Fast-moving Collector Enemy with relatively low defences. Carries a Collector Particle Beam which is capable of firing through light cover and applies a brief damage-over-time effect on players hit by the beam. Has Barrier and Health Bars.

Heavy Enemies
- Scion: Slow-moving, lumbering enemy constructed from several Husks, powered by a large eezo-core on its back. Is capable of firing a Shockwave attack which removes player shields if it hits. When killed, the Scion’s eezo-core will rupture, causing it to explode and damage nearby players and enemies alike. Has Armour and Health bars.
- ‘Harbinger’: A Collector Drone/Guardian/Assassin possessed by Harbinger. A ‘Harbinger’ enemy will be converted on the spot from one of the enemies already on the map, and will have any health or barrier damage repaired in the process. ‘Harbinger’ enemies have increased movement speed and damage, are able to apply Warp to enemy players, and also have a close-range area-of-effect attack that instantly kills any players caught in it. Only one ‘Harbinger’ will be active on the map at any one time. Has Barrier, Armour, and Health bars.

~~~ New Objective Type: Boss Enemies~~~
Boss Enemies are a new objective type which can appear in place of other objectives already in the game (Devices, Targets, and Hack/Upload). The frequency of their appearances varies between difficulty settings, and no objective wave is guaranteed to be a Boss Enemy objective. Each enemy type has its own boss enemy with its own unique abilities.

General
- Boss Enemy waves can only appear on four of the currently available maps, as other maps do not have enough open area to accommodate them. The maps on which Boss Enemies can appear are Condor, Dagger, Hydra, and White.
- There is no time limit on a Boss Enemy objective. The team must simply kill the enemy to succeed.
- At the start of the wave, players will be alerted to a large enemy threat which has been detected, and are given a waypoint as to where it is expected to appear. When all players on the team have moved to this location, the Boss enemy will spawn and players are trapped in the designated zone until the enemy is dead.
- No additional enemies will spawn during a Boss Enemy objective; the Boss Enemy is the only enemy during the wave. The wave ends when the Boss Enemy has been killed.
- Boss Enemies will always remain in the designated area.
- Cobra Missiles will not instantly kill a Boss Enemy, but will do some damage to them.
- Boss Enemies cannot be stunned, staggered, incapacitated, panicked, chilled, or frozen. The damage-over-time effects of any ammo powers or abilities will affect them, however.
- Melee attacks have no effect on Boss Enemies. Abilities which have greater damage against Synthetics will do greater damage against synthetic boss enemies. Abilities which do more damage against organics will do greater damage against organic boss enemies.
- Each Boss Enemy has an attack that can instantly down one or multiple players in a single shot. These attacks will be telegraphed to give players the opportunity to avoid them. On Bronze difficulty, these attacks will do significant damage, but will not down a player unless their shields were depleted when the attack connected.
- Boss Enemies can only spawn on Wave 10 in Bronze. They can spawn on Waves 6 and 10 in Silver, and can spawn on all objective waves on Gold and Platinum difficulties.
- All boss enemies, with the exception of the Thresher Maw, have three layers of defences: Shield/Barrier, Armour, and Health. The Thresher Maw has no access to Shield/Barrier technology, and so has Armour and Health Bars which are 50% stronger than those of the other boss enemies, to compensate. The strength of all these defences is significantly higher than those of all other enemies.

Cerberus Boss Enemy: A-61 Mantis Gunship
- Fires at players from all angles with mounted turrets and missile launchers. Turrets can be temporarily disabled by weapon damage, Overload, or Energy Drain.
- Periodically shines a spotlight at players, rendering them unable to target the Gunship for the duration. Effects can be avoided using cover.
- Fires a Missile Salvo with a wide area of effect as its instant-downing ability. This attack will be telegraphed by an area on the floor indicating where the attack will strike.
- Regarded as a Synthetic Enemy for the purposes of damage calculation.

Geth Boss Enemy: Geth Colossus
- Fires a pulse cannon as its primary attack. Uses Chain Overload on players who get too close.
- Will attempt to heavy melee any players who get in range. The Heavy melee deals high damage, and can result in an instant down for more fragile characters, on higher difficulties.
- Uses a charged shot from the pulse cannon as its instant-down ability. The attack targets a random player, who can avoid damage by getting into cover in time. While the attack targets only one player, the blast radius can catch other players who get too close, and will cause them to be downed as well.
- Regarded as a Synthetic enemy for the purposes of damage calculation.

Reaper Boss Enemy: Harvester
- Uses its twin head-cannons as its primary attack.
- Periodically lets out a powerful screech, which temporarily immobilises all players that are out in the open when the attack goes off, leaving them vulnerable to other attacks.
- Will occasionally use a quake attack on the ground, causing some shield damage to players and also staggering them out of cover.
- Uses a double-shot from its head cannons as its instant-down attack. It fires the shot up to four times (depending on how many players are on the team), targeting each player on the team once. Can be avoided by being in cover.
- Regarded as both Synthetic and Organic for the purposes of damage calculation.

Collector Boss Enemy: Praetorian
- Uses Particle Beams as its primary attack. The beams do very high damage and increase the shield-recharge delay of any player caught by one.
- Can recover its own Barriers (but not its Armour and Health) between the first and second stages of its Death Choir ability, following the ground slam. It is invulnerable during this effect.
- Uses the second stage of its Death Choir ability as its instant-down attack. After the praetorian’s barriers have recharged, it will unleash an area-of-effect blast which will down any player caught in it. The blast can be avoided through the use of cover.
- Regarded as an Organic enemy for the purposes of damage calculation.

Random Boss Enemy: Thresher Maw
- Has a chance of appearing against any enemy type, in place of the usual Boss Enemy.
- Lunges at and rams players as its primary attack. Occasionally performs a sweeping attack in a 180 degree arc.
- Periodically goes underground and causes an earthquake, staggering all players for the duration. At the end of this effect, the Thresher Maw will burst out of the ground near a random player, stripping their shields if the player is caught in the attack.
- Uses a concentrated acid spray as its instant-down attack. The Thresher Maw will launch a volley of acid at a random player, stripping away their shields and health instantly if it connects. Whether or not the attack connects, the area where the attack landed will be covered in corrosive acid which damages any players who step into it. Only two acid pools will be active in the encounter area at any one time.
- Regarded as an Organic enemy for the purposes of damage calculation.

~~~New Objective Type: Rescue Mission~~~
An alternative new objective, used on maps which cannot reasonably accommodate Boss Enemy encounters. Rescue Mission objectives can appear during any objective wave on any difficulty, and focus on the players defending a group of individuals from approaching enemies.

- Rescue Mission objectives appear only on maps which cannot reasonably accommodate Boss Enemies. The maps on which Rescue Mission objectives appear are Ghost, Giant, Glacier, and Reactor.
- Players are alerted to the presence of a group of trapped civilians, scientists, or wounded biotic specialists who have been broadcasting a distress signal, but have now been located by enemy forces which are now moving upon them. (The difference between the three types of trapped people is purely cosmetic, allowing for variety. Civilians hide behind improvised cover made from debris and scrap metal, scientists have deployed a shield generator, and biotic specialists erect a biotic sphere for protection.)
- Players must make their way to where the trapped individuals are located on the map, and defend their cover from approaching enemies. The cover will have a health bar identical to those that appear on barriers which the player must defend in the Single Player campaign. The objective (and the mission) are failed if this health bar is damaged enough to empty it.
- Enemies will spawn as they would in a normal wave, but by default they will attack the defences until engaged by a player.
- If a player is downed or moves out of the designated zone for the objective, all enemies that were attacking the player will go back to attacking the defences until they are engaged again.
- Rescue Mission objectives have no time limit. The objective will be completed when all of the enemies spawned during the wave have been killed, if the defences are still up.
- Upon successful completion of the objective, the rescued individuals will make their way to one of the map’s extraction zones, where they will escape on a shuttle. The players do not have to escort them.

~~~New Objective Type: Hazard Zones~~~
Hazard Zone objectives are a new objective type which differs from other objective types in that the mission is not failed if the players do not succeed in time. Instead, a series of detrimental effects will be placed upon areas of the map which may make play more difficult.

Due to the nature of some hazards being better suited to different environments, there is a set of Hazard Zones exclusive to ‘Indoor’ and ‘Outdoor’ maps. For the purposes of this, I have categorised maps as ‘indoor’ or ‘outdoor’ based on similar criteria to deciding which maps should get Boss Enemy or Rescue Mission objectives. I also found it convenient to split them in such a way as it means there are an equal number of maps in each category.

Outdoor Maps: Condor, Dagger, Hydra, White
Indoor Maps: Ghost, Giant, Glacier, Reactor

Each enemy type has an ‘Outdoor’ and an ‘Indoor’ Hazard Area.

- Players are alerted to the enemies acting suspiciously, and it is reported to them that the enemy has set up a number of potentially dangerous devices around the map. The objective is given to locate and disarm these devices within a given time limit, while also fighting off the enemies that spawn during the wave.
- Extra time is not added to the time limit when a device is disabled.
- If, at the end of the time limit, there are devices remaining on the map, they will detonate/activate, blanketing a portion of the area in which they were set up with a persistent effect, determined by the map and enemy type. Any player stepping into a hazard area will, in most cases, have a detrimental effect applied to them immediately, which is removed, altered, or remains for a brief window of time after exiting the zone.
- If a player remains inside a Hazard Zone for too long, they suffer a more permanent effect. Such effects will be detailed in each Hazard Zone’s description.
- Any Hazard Zones on the map will decrease in size at the end of every wave following the one in which they first appeared. At the beginning of the next objective wave, all Hazard Zones will disappear.
- Any Hazard Zones that are created during Wave 10 will last for the remainder of the match.
- If any part of a Hazard Zone overlaps into an Extraction Zone, the overlapping portion will be cleared at the start of Wave 11. The rest of the Hazard Zone will remain.

~Cerberus Hazard Zones~

Blast Site (Outdoor)
An incendiary bomb set up by Cerberus operatives has detonated, causing a fire in the surrounding area and scattering debris which may or may not block access to certain doorways. Players who enter this Hazard Zone will have a damage-over-time effect placed on them which will remain on them as long as they stay in the zone. Upon leaving the zone, the effect remains for a further five seconds, doing no damage but preventing shields and health from regenerating. If they remain in the zone for 10 seconds or more, they will die.

Nerve Gas (Indoor)
Cerberus has deployed a potent nerve agent into the air, rendering some parts of the map incredibly dangerous. Players who enter this Hazard Zone will be temporarily stunned and suffer damage over time for as long as they remain in the zone. Upon exiting the zone, the player’s vision will be blurred and their accuracy greatly reduced until the end of the current wave. If a player remains in the zone for 10 seconds or more after the initial stun effect wears off, they will die.

~Geth Hazard Zones~

Overload Field (Outdoor)
The Geth have rigged an area to discharge electrical pulses at an alarming rate. Any player who enters this Hazard Zone will have their shields stripped immediately, and their weapons rendered non-functional for as long as they remain in the zone. Upon leaving the zone, players will receive backfire damage from firing their weapons for 10 seconds. If a player remains in the zone for 10 seconds or more, their shield generators will become damaged and begin to periodically discharge, stripping the effected player of their shields and causing Overload to be applied to other nearby players. This effect persists until the end of the current wave.

Virus Transmission (Indoor)
The Geth have seized control of transmitter technology in the area and are now using it to broadcast a virus to hinder their enemies. Any player who enters this Hazard Zone will be unable to recharge their shields (even through the use of a Survival Pack or Powers) for as long as they remain in the zone. Upon leaving the zone, the virus will take effect on the player’s targeting systems, removing their crosshair and making them unable to target specific enemies with powers for 15 seconds (enemies can still be hit with powers and weapons, but aiming becomes more difficult). During this time the Virus can also be transmitted from the affected player to other nearby players. If the player remains in the zone for 10 seconds or more, their targeting systems will not recover and their shields will be unable to regenerate until the end of the current wave. Players with this effect on them can still transfer the virus to other players, but players infected by another player will only ever receive the 15-second version of the effect.

~Reaper Hazard Zones~

Warp Field (Outdoor)
The Reapers have blanketed sections of the map with a hazardous biotic field which severely weakens their enemies defences and abilities. Any player who enters this Hazard Zone will have a damage-over-time Warp effect placed on them for as long as they remain in the zone. Upon leaving the zone, the Warp effect remains on the player for a further 10 seconds, doing no damage but causing the affected player to take an extra 15% damage from all sources while the effect persists. Any attempts to use a Biotic or Tech power while the effect persists will cause the Warp effect to detonate on the player, causing heavy damage and possibly downing fragile or weakened characters. If the player remains in the zone for 10 seconds or more, they will die.

Indoctrination Signal (Indoor)
Reaper forces have seized control of transmission technology in the area, converting them to broadcast a fast-acting Reaper Indoctrination Signal over a small area. Any player who enters this Hazard Zone will suffer no immediate effect save for a strange noise that persists for as long as they remain in the zone. Upon leaving the zone, players witness hallucinations of enemies that are not really there, and false alerts of team-mates being downed until the end of the current wave.

If a player remains in the zone for 10 seconds or more, they become indoctrinated. The player is forced into Spectator mode as the AI takes control of their character, which will close in on and attack other players with their equipped weapons, melee, and all available powers. Certain abilities (such as Concussive Shot) will have their stun/stagger effects removed, but will still be able to do damage. Other abilities (such as Stasis and Pull) will have no effect. Indoctrinated players are unable to use Survival Packs, Cobra Missiles, Thermal Clip Packs, or Medi-Gel. The Indoctrination effect wears off when the wave ends, or when the affected player is downed.

Collector Hazard Zones

Seeker Swarm (Outdoor)
The Collectors have deployed Seeker Swarms into sections of the map, hoping to pick off any of their enemies who become separated from the group. Any player who enters this Hazard Zone will suffer a damage-over-time effect for as long as they remain in the zone. Upon leaving the zone, the damage-over-time effect will be removed, but the affected player’s movement speed will be slowed for 10 seconds. If a player remains in the zone for 10 seconds or more, they will become paralysed, unable to move or complete any action until the end of the current wave. When the paralysis effect is broken, they must leave the zone quickly, or the effect will set in again, paralysing them for another wave.

Biotic Contagion (Indoor)
Drawing on the remnants of their Prothean knowledge, the Collectors have spread a persistent and contagious biotic field across segments of the map. Any player entering this Hazard Zone will have the Dark Channel effect applied to them, causing damage over time for as long as they remain in the zone. Upon leaving the zone, the Dark Channel effect will fall dormant, doing no damage but remaining on the player. If the affected player is downed, an active Dark Channel effect will be placed on a nearby player for 10 seconds. If a player under this effect is downed, the effect will jump to another player at full duration. Players under the effect of the ‘active’ version of Dark Channel lose the effect entirely at the end of the damage over time duration. The ‘dormant’ version of Dark Channel remains on affected players (even after being downed and revived again) until the end of the current wave.

If a player remains in the zone for 10 seconds or more, they will die.


~~~Other Changes~~~

Geth Hopper
The Geth Hopper will be added to the roster of Geth enemies on all difficulty levels. This enemy is able to cling to walls and fire a powerful sniper shot which instantly breaks the shields of any player that it hits. Geth Hoppers are unprotected, possessing only a Health Bar unless protection is acquired from outside sources.

Geth Turret (Geth Prime)
On higher difficulties, the Geth Prime’s Geth Turret will be given new effects, while maintain its normal fire. On Silver difficulty, the Turret will be able to fire rockets at long range. On Gold difficulty, the Turret will have a flamethrower. On Platinum difficulty, the Turret will have both of these weapons. These effects only take place from Wave 6 onwards on all difficulties.

There is no additional Turret ability on Bronze difficulty.

Biotic Explosions & Tech Bursts
Tech Bursts will only be detonated by tech attacks. Biotic abilities such as Warp, Throw, and Reave will no longer be able to trigger Tech Bursts on enemies under the effect of Overload, Energy Drain, or Disruptor Ammo. This is a small change to the mechanics of Tech Bursts, which will hopefully alleviate the annoyance that some players are encountering while playing certain characters, whereby an attempted Biotic Explosion will be delayed by other effects being applied to a Warped or Reaved enemy before a detonation can be triggered.

Concussive Shot with the Rank 6 Amplification upgrade will still be able to detonate a Biotic Explosion if Warp Ammo is applied.


Add my Batarian Faction onto this, and I think there's a winner of epic proportions, as this is all amazing.

My only concern are Geth Hoppers. While I would love to have them back, I wonder if they would work in the engine. I just have this feeling that they were removed for an engine reason or something. Like the game couldn't handle their bouncing around in MP.

If they were removed due to not being popular though, by all means, bring them back! The geth need more variety than the other factions as is.

Modifié par MrGone, 21 avril 2012 - 09:46 .


#84
GroverA125

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Spinotech wrote...


Quarian Soldier
What:
Quarian marines are skilled soldiers capable of pushing back the enemy
with sonic devices, disorienting the enemy with flashbang grenades, and
holding the line with the aid of immuno-boosters.

Notes: Concussive shot could serve as a replacement to sonic blast.

Powers:
 
Immunity – immuno-boosters provide a damage reduction or it can be detonated to replenish health. Slows power usage by 80%.
Rank 1: Recharge - ?, damage reduction – 25%, detonation health regeneration – 20%
Rank 2: Increase recharge speed after armor detonation by 25%
Rank 3: Increase detonation health regeneration by 20%
Rank 4:
Damage and Radius – increase detonation health regeneration by 30%
Durability – Increase damage protection by 5%
Rank 5:
Power Damage – increase power damage and force by 20% while armor is active
Melee Damage – increase melee damage by 30% while armor is active
Rank 6:
Power Recharge – reduce power speed penalty by 30%
Durability – increase damage protection by 10%

Sonic Blast – staggers enemies
Rank 1: Recharge - 7 sec, Damage – 150, Force - ?, Radius – 2 m
Rank 2: Increase recharge speed by 25% - 5.6 s
Rank 3: Increase force and damage by 20%; damage - 180 
Rank 4:
Increase force and damage by 30%: Force - ?, Damage – 234
Stun – stuns weakened enemies for 3 seconds
Rank 5:
Disruption – deals 50% extra shield/barrier damage
Reach – Increases distance traveled by 50%
Rank 6: 
Increase recharge speed by 40%; recharge – 4 sec
Echo Blast – the sonic blast hits enemies twice

Flashbang Grenade
Rank 1: Damage – 80, radius (grenade) – 5 m, radius (incapacitate radius) – 6 m, incapacitate duration – 3 seconds
Rank 2: Grenade capacity +1
Rank 3: +20% damage
Rank 4:
Damage: + 30%
Radius (grenade): +30%
Rank 5:
Max Grenades: +1 grenade capacity
Damage: + 40%
Shield and weapon disruption: Increase damage to shields and barriers by 50%, overheats enemy weapons.
Incapacitate: Incapacitate impact radius and duration increased by 40%

Quarian Defender

Fitness


This I'd really go for, exept I myself would make a few changes:
  • Change the level 5 immunity option from 20% power to 20% weapon damage. That'll make up for the lack of AR on the class, which isn't melee/tank. (power damage won't do much, as he only has one true damaging power, as stumble powers aren't meant for damage.
  • Replace sonic blast with an ability based on AoE stagger/weakening. Imagine a larger area of energy drain that sticks around for a while, anyone in the area upon activation will be light-staggered (not knocked over, just stumbled), any target in the area recieves 10% more damage and if an enemy is killed, the user recieves 20% shields back
  • Give the Quarians a high damage modifier (30%) and improved mobility (5%) at the price of lower shields and health (in between a drell and a human)


#85
J-Reyno

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I really just want a Male Quarian.

#86
Atheosis

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Vubica wrote...

Atheosis wrote...

Barneyk wrote...

I think you bring up a lot of good stuff.

But about more weapons, I find it hard to add that many more weapons without them becoming totally redundant...


Just off the top of my head I can think of quite a few gun ideas that aren't redundant:

Automatic shotgun
Explosive sniper rifle
Burst fire pistol
Beam-based assault rifle
Flamethrower
Plasma rifle that does massive AOE damage (like Geth Prime gun)
Plasma pistol (as above but lighter and less powerful)
Missile launcher (like Geth Rocket trooper)
Heavy grenade launcher (slower, heavier, and much more powerful than a Falcon)

And that's just the stuff that pops immediately into my head.

 
Burst pistol (isnt that what the default SMG is?) There is a Beam based Assault Rifle(buy the Prothean pack), Flamethrowers are in the game, not the MP tho but during singleplayer its clear they arent quite viable, I dont see them implementing something like the Plasma rifle from primes simply cuz there are alredy too many classes with AOE abilities while others are focused on single targets and can at times have dificulties when playing with say vanguards, Missle launcher(there is one alredy.....) and a heavy Grenade launcher... Chakram Launcher:?


An SMG isn't a pistol (completely different mods), and the Shuriken is barely a gun at all anyway.  As far as guns in SP but not in MP, why would that matter one way or the other?  We are talking about MP.

Modifié par Atheosis, 21 avril 2012 - 11:07 .


#87
esha3

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A couple of suggestions for new DLC's: They should make fixed weapons placements available on some maps (like in the single player campaign on Palaven), add new maps (lot of good ideas already in the forum), new weapons and characters of course, upgrade the number of players from four to say five or six (just make the different levels harder to compensate for more players) and fix the cover/revive problem.......how many of you haven't tried to revive a teammember and then instead gone to cover, losing precious seconds, if not your teammates life!! Just some suggestions :)

#88
BoomDynamite

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Keep 'em coming!

#89
Coooodayyee

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Eden Prime Map, Omega Map, Drell Infiltrator, Platinum Difficulty, Survival mode (objective every 3 waves) etc. etc.

#90
Ew_Tux

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- Mute Option
- Region Select
- Kick Vote during game
- Ping indicator
- Initial Multiplayer screen fix

Fix game before dlc ;-)

#91
KroganSmash

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Ew_Tux wrote...

- Mute Option
- Region Select
- Kick Vote during game
- Ping indicator
- Initial Multiplayer screen fix

Fix game before dlc ;-)

not really on topic now is it

#92
Ew_Tux

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KroganSmash wrote...

Ew_Tux wrote...

- Mute Option
- Region Select
- Kick Vote during game
- Ping indicator
- Initial Multiplayer screen fix

Fix game before dlc ;-)

not really on topic now is it


"List of Desired DLC" (Add Your Own Ideas)"

Those are my ideas for DLC ... ^_^

#93
BoomDynamite

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Ew_Tux wrote...

KroganSmash wrote...

Ew_Tux wrote...

- Mute Option
- Region Select
- Kick Vote during game
- Ping indicator
- Initial Multiplayer screen fix

Fix game before dlc ;-)

not really on topic now is it


"List of Desired DLC" (Add Your Own Ideas)"

Those are my ideas for DLC ... ^_^


The fixes are content that you download, so he is on topic.

#94
BoomDynamite

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I....ksh... AM.... ksh.... A BIOTIC BUMP!.....ksh....

#95
Samurai Knecht

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There are some really good ideas in this thread. And sadly I was beat to the punch. Several people have already suggested the Collectors and maps based on the Collector base and ships, so I can only reiterate the ideas and hope they are added in future DLC. (Please BioWare?)

The only other map idea I can come up with at the moment is a map called Firebase: Forge

The map is set inside a remote mech factory, the backstory for which is that Cerberus is trying to supplement its forces with (obviously) mechs. This is due to the fact that Cerberus ground forces have been recently depleted during the events that take place in the main SP storyline. People have been killed by Shepard and others and I imagine other people like Jacob, Miranda, and the like have left Cerberus ranks, and Cerberus is in desperate need of firepower and are looking for whatever they can get their hands on. The N7 special forces are there to wrest control of the factory from them and prevent Cerberus from bolstering its infantry units with YMIR Heavy mechs.

I only have a vague idea of the overall layout of the factory itself, but the setting would be akin to the series of missions in ME2 where you are tracing mech components that are corrupted by a virus back to the factory they originated from and you shutdown/destroy the factory. So there would be racks of dormant Loki Mechs, and moving lines of YMIR Heavy mechs overhead. You could hear the machinery working, flashing warning lights as the pallets are moved about in the background, that sort of thing. You could even have dormant Heavy Mechs out and around the map to use as cover. (Ideally you could activate one of them and have it fight for you if certain perameters were met. It would be epic to see an Atlas and a YMIR squaring off.)

That's all I have so far. I'll come back and edit this post if I get any more ideas about the design of the map and other suggestions for DLC.

Modifié par Samurai Knecht, 23 avril 2012 - 11:08 .


#96
RNG God

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I would like to see Hanar, perhaps in powered suits, with their faces (Bodies?) for a helmet. Would have Dominate, Throw and Defense matrix (Because of suit.)

Would have weight and damage bonus for assault rifles, or Duration and damage bonus for biotics for 6th racial bonus.

Feel free to comment, trying to make the Hanar more possible.

#97
LunaGoose

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Geth Shock Trooper (Soldier:)
Carnage
Geth Shield Boost
Hunter Mode
Networked AI
Advanced Hardware

Geth Pyro (Vanguard)
Flamethrower (a 'mode' like Hunter Mode that allows you to use your flamethrower while being unable to sprint, hope, roll, or take cover.)
Incinerate
Overload
Networked AI
Advanced Hardware

Quarian Trooper (Male) (Sentinel:)
Overload
Frag Grenade
Defensive Matrix
Quarian Trooper (class specific passive)
Fitness

Vorcha Grunt (Soldier:)
Blood Rage (Heal lost health bars)
Incinerate
Fortification
Vorcha Adaptation (class specific passive)
Rage

Vorcha Saboteur (Engineer:)
Sabotage
Overload
Blood Rage (Heal lost health bars)
Vorcha Adaptation (class specific passive)
Rage

Modifié par LunaGoose, 24 avril 2012 - 12:30 .


#98
LunaGoose

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AxeloftheKey wrote...

Geth Sentinel (Has a mass effect field generator connected): Defense Matrix, Energy Drain, Throw


Cool idea!

#99
A Wild Snorlax

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Drell sentinel: Reave, Throw, Barrier
Drell infiltrator: Tactical cloak, energy drain, cluster grenades
Salarian sentinel: Tech armor, energy drain, throw --> ultimate tank with tech armor + drain
Krogan engineer/dragon: incinerate, inferno grenades, heavy flamethrower turret
Geth soldier: Geth shield boost, Hunter mode, Pulse canon (like the prime salvo, but oviously weaker)
Quarian Male Saboteur: Sabotage, Overload, Cryo blast
Turian infiltrator: Cloak, overload, cryo, strong weapon bonus passives
Salarian soldier
Prothean Vanguard
Asari Sentinel

#100
BoomDynamite

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MECH ENEMIES!