Allied Assistance: A small squad of AI controlled help arrives, and lasts until they die. They won't be quite as useful as actual teammates, but nice to have around. Who shows up (and by extension what abilities they have) depends on what map you're playing on. So you'd get Krogan on Giant, Turians on Condor, etc.
The Enemy of My Enemy is Still My Enemy: During one of the later waves, you get a spawn of a group of the other enemy types. These enemies will fight both you and the enemies you had been fighting. Say you're fighting Cerberus, then out of the blue you hear a Banshee shriek and grab a Trooper and impale him. Could definitely spice up farming games, and also might make certain objectives easier as your enemies fight each other. But they don't prioritize anyone in particular, so if you're closer, they'll attack you instead.
Trip mines: Simple, really. A network of trip mines spring up in random places throughout the map. Your enemies will not trigger the mines, though the explosion of one will still damage them if they're caught in the blast.
Supply Drop-off: The Alliance sends a package of random supplies to one of the ammo boxes. These supplies will refill one of each of your consumables, but only once per player.
Indoctrination Field: A field blankets the battlefield for one wave, disrupting the concentration of the squad. All powers have double-cooldown during this event, including those of the enemy.
Defensive Deployments: Barrier engines or Shield Pylons spring up at various locations across the map (it depends on the enemy which one), which give the enemy additional layers of defense if they are nearby. Destroy the engines, but you may wish to keep the shield pylons around, as they will work for you if the enemy is destroyed.
Edit 1: Heavy Weapon Drop-off: You get a random heavy weapon at one of the ammo boxes, which can be used by anyone, but doesn't recharge. Thanks to element eater for that one!
Edit 2: Hack Interruption: During a hack objective (not the mini-hacks, the king-of-the-hill style hacks), the hacking location will move to another part of the map, at some random point during the hack. This could make things interesting, as the whole team now has to make it through the hordes of enemies that were pouring towards them to get to the new objective.
Edit 3: Toxic Containers: Breakable containers appear here and there across the map, their contents unknown until you break them. They'll all be the same, but you don't know what the effect is unless you break one and see. Some will be explosives, some will be toxic gas, others will be minigen X3 (boosts biotics at the cost of health if exposed for too long). Perhaps have some be simply smoke bombs (like Cerberus uses), but these would be truly opaque, not even enemies could see through them.
Edit 4: I cleaned up the ideas and collected all of them here (mine, anyway).
Clip Shortage: Ammo boxes are empty for one wave. After the end-of wave refill, there are no clips to be found on the map for one wave. Hope you're well stocked with thermal clip packs! This would force you to actually conserve ammo, and if you can't then you'll be spamming powers and melee a lot more.
And some enemy specific ones:
Geth -
Burn Baby Burn: All troopers are replaced with Pyros for one wave, and the turrets used by the Primes will have the Flamethrower upgrade of the Sentry Turret.
Can't See Me: For one wave, Hunters gain the ability to maintain cloak even without shields.
Rocket Spam: Rocket Troopers can shoot rockets at twice the speed for one wave.
Old School Primes: For one wave, all Primes use a Geth Spitfire instead of their pulse gun. It would have a one or two second warm-up, but be nearly nonstop once it started. Very similar to what Primes did in ME2.
Cerberus -
Expensive Hardware: Turrets are set up across the map (how many depends on difficulty), regardless of any Engineers that may or may not be present.
Smoke Em If You Got Em: Centurions and Atlases will use their smoke bombs much more frequently for one wave.
Femme Fatale Squad: For one wave, all Troopers are replaced with Nemesises and Phantoms.
Handyman: For one wave, all Atlases have an attendent Engineer that follows them around and repairs them. This Engineer doesn't set Turrets unless the Atlas is at full health/shields, and stands behind the Atlas, ensuring that whatever the Atlas is shooting at can't target him. Flanking or area effects are necessary to kill him.
Reapers -
Zombie Apocalypse: For one wave, the number of enemies that spawn is increased by a factor of 5-10 (depends on difficulty), and replaced with Husks. These Husks are armored as though empowered by a Marauder as soon as they spawn.
Harvester: This one is dependent on map. A Harvester will show up and perch on one of the buildings, pelting the squad nearly nonstop. This will usually only happen after wave 6.
Zerg Rush: Ravagers have 50% more spawns for one wave, shoot twice as fast, spawn Swarmers at twice the rate, and the acid puddle they leave behind lasts twice as long.
Et tu Brute?: Brutes appear in twice the numbers for one wave, and use their OHK much more often.
I'm sure there are other ideas which would be great to add variety and challenge to multiplayer. Anyone have any?
Modifié par wizardryforever, 09 mai 2012 - 08:24 .





Retour en haut







