Idea for a "New" enemy faction
#1
Posté 28 juin 2012 - 08:09
This leads to my suggestion of enemy forces who are simply opposing mercenaries. People with the same makeup (Humans, Turians, Batarians, Vorcha, Salarians et all) who did NOT agree to help Shepard but are trying to carve their own little place in the midst of all the chaos. Sure they could be completely misguided but you can't say there wouldn't be groups like that that the normal alliance military may not be able to spare resources to handle, but the irregulars that make up the squads of commandos in MP might just be enough to gamble with. After all, I refuse to believe that the Blood Pack, Eclipse, and Blue Suns are the only mercs out there. It's a big galaxy.
Also, even if Bioware insists on having the "reaper influence" bent, the enemies could, instead of mercs, be former allies who've been indoctrinated and now serve the reaper cause. This would make it so Cerberus is no longer the only "native" enemies. Bioware wouldn't even have to reach very far for character models and units. After all, generic units still exist back in ME2, and the same theory can be applied for them.
I can't be the only one who misses LOKI, YMIR And FENRIS mechs can I? We know that FENRIS models exist in ME3, and the YMIRs terrified me so much more than Atlases ever did. Adding those (who should definitely be still in evidence, since I also refuse to believe that Cerberus have the monopoly on heavy mechs too) to a hodgepodge of "allied" enemies, I think, would make a great 4th faction for multiplayer, and keep those of us who play this game too often from being bored with just the current options.
Thoughts?
#2
Posté 28 juin 2012 - 08:12
#3
Posté 28 juin 2012 - 08:16
#4
Posté 28 juin 2012 - 08:18
#5
Posté 28 juin 2012 - 08:24
@Tokenusername: a reasonable threat would be someone who hit a supply base, or an arms depot while the majority of the regular forces are engaging a destroyer over *there*. Or if you use the indoctrination approach, you try to recover things from a base that was suborned.
#6
Posté 28 juin 2012 - 08:38
They fit the lore well enough, and already have a ready-made troop tier.
It stinks that we only got a grand total of three encounters to shoot them in ME2.
#7
Posté 28 juin 2012 - 08:48
#8
Posté 28 juin 2012 - 08:48
Human Marine, ability: Frag Granade
Turian Commando, ability: Frag Granade and Concussive Shot
Salarian Infiltrator, ability: Tactical Cloak
Krogan Berserker, ability: Carnage and Fortification
Asari Adept, ability: Reave and Warp
Fenris Mech
Ymir Mech
Almost like PvP.
#9
Posté 28 juin 2012 - 03:23
#10
Posté 28 juin 2012 - 03:27
Funky_D_Luffy wrote...
Just give us the Collectors.
They fit the lore well enough, and already have a ready-made troop tier.
It stinks that we only got a grand total of three encounters to shoot them in ME2.
Yes!! I want to kill collectors too
#11
Posté 28 juin 2012 - 03:28
(I'm kidding, but it'd be pretty sweet. If this game was easily moddable it'd be awesome to fight stormtroopers)
What happened to the indoctrinated Krograns from ME1? What about the ones in ME2 at that lab where grunt was? Or do I not remember ME2 well enough.
#12
Posté 28 juin 2012 - 03:31
In 3+ months they have not been able to fix smglm. This should give you an idea about what they are capable of doing without taking enormous amounts of time.
#13
Posté 28 juin 2012 - 03:32
I seem to recall a very large nuclear explosionMgamerz wrote...
What happened to the indoctrinated Krograns from ME1?
And poisonous gas, as well as general destruction of facilitiesMgamerz wrote...
What about the ones in ME2 at that lab where grunt was? Or do I not remember ME2 well enough.
Well basically you could say Shepard Happened to them. Kinda like the Collector base.
Modifié par ProfGast, 28 juin 2012 - 03:33 .
#14
Posté 28 juin 2012 - 05:13
I am not opposed to Bioware adding new enemy types even if they don't fall into the normal story canon (realistically the entire multiplayer doesn't anyways) but new enemies should be radically different from the current enemies so we can get away from the current infiltrator-centric (even post nerf) gameplay.
#15
Posté 28 juin 2012 - 06:39
Also, varying the troop model within a single race would allow for more varied weakpoints/headshot options (Salarians and Krogan have distinctly different head profiles than normal cerb troops). I'm sure whoever would implement the design could figure ways to be sufficiently different than the existing enemies, or at least a sufficient mix compared to them to make it work. The possibilities are there after all.
More than anything else though, maybe the enemies would even have weapons that functioned on computer characters the same way they function on PCs! (I'm looking at YOU Nemesis-Raptor!)
#16
Posté 28 juin 2012 - 08:02
#17
Posté 28 juin 2012 - 11:30
I've split general classifications into Basic, Advanced and Heavy with types of Foot Soldier, Offensive/Defensive Shock Trooper, Fire Support and Specialist.
Basic, Advanced and Heavy are classifications on how easy they are to kill and how hard they hit.
Foot Soldiers use normal enemy AI, taking cover and firing as they move.
Offensive Shock Troopers are designed to quickly advance towards opponents and engage them in close combat with the intent to flush them out of cover.
Defensive Shock Troopers Slowly advance with the aim to eventually flush targets out of cover. Both types of shock troopers tend to lead assaults or are deployed in order to divert or soak up enemy fire.
Fire Support is pretty self explanatory in that they are designed to do heavy damage using long ranged fire.
Specialist indicates they do something which requires specialized tactics to defeat them or is not covered under the above types, such as cloak, deploy turrets or carry a bulletproof shield.
REAPER:
Husk -basic offensive shock trooper
Cannibal -basic footsoldier
Marauder -advanced footsoldier
Ravager -Heavy Fire Support
Brute -Heavy offensive Shock trooper
Banshee -Heavy Shock trooper/Heavy Defensive Shocktrooper
CERBERUS
Assault Trooper -Basic Footsoldier
Guardian -Basic Defensive Shocktrooper/Specialist
Centurion -Advanced Footsoldier
Combat Engineer -Advanced Footsoldier/Specialist
Nemesis -Advanced Fire Support
Phantom -Advanced Offensive Shocktrooper/Specialist
Atlas -Heavy Fire Support
GETH
Trooper -Basic Footsoldier
Hunter -Advanced Footsoldier/Specialist
Pyro -Advanced Shocktrooper
Rocket Trooper -Advanced Fire Support
Prime -Heavy Fire Support/Specialist
Now to the meat, a proposed lineup for a fourth faction.
IRREGULARS[Working Name]
LOKI mech -Basic Defensive Shock Trooper [Advances slowly, firing SMG]
FENRIS mech -Basic Offensive Shock Trooper [Advances Quickly, tries to shock]
Troopers -Basic Footsoldier [Varied Races, AR]
Vanguard (Biotic) -Advanced Defensive Shocktrooper [Barrier, Shotgun, Launches Biotic blasts periodically]
Engineer (Tech) -Advanced Fire Support/Specialist [Shields, Pistol, Incinerate, Combat Drone]
Elite/Commando -Advanced Footsoldier [Strong Weapon, Shields/Barrier]
YMIR mech -Heavy Fire Support [Heavy Machine Gun, Shield, Armor, Missile Launcher]
Possible Swaps or options:
Heavy -Advanced Fire Support [Rocket Launcher]
KROGAN -Advanced Offensive Shock Trooper [Mraaaahaaa! Shotgun]
Jokes: So they're out of the way.
Hanar Spectres
Biotic Gods
Elcor Heavies
Donnel Udina
Modifié par ProfGast, 28 juin 2012 - 11:31 .
#18
Posté 28 juin 2012 - 11:51
Tokenusername wrote...
The only real problem with addding new enemies is that it has to be something that would actually be a reasonable enough threat to draw your attention away from the "we are going to kill everything in the entire galaxy and we have the forces to do it" reapers.
This is what I was thinking as well. If a band of mercs or pirates tried to break the supply line of a military force made up of, well, galactic civilization, they would quite simply get completely blown away, not to mention if a group of mercenaries that aren't large enough to even be mentioned in the SP can disrupt this massive alliances supply lines or combat effectiveness... Well, the Reapers shouldn't really have any problems then in steam rolling everyone.
I'm not opposed to new enemies, but I'd just much rather it fit into the lore and such. They've really stressed this, whole galaxy banding together vibe, and having a random merc or pirate faction large enough to do this stuff because they haven't got a clue or somehow don't care that everyone is being systematically annihilated, just doesn't work.
#19
Posté 28 juin 2012 - 11:58
#20
Posté 29 juin 2012 - 01:06
I understand where you're coming from where a third neutral party might stress the realm of plausibility but bear with me for a moment... There are at LEAST two major factions who can have essentially no contribution to Effective Military Strength, simply based on them not liking each other, or not liking Shepard. (Krogan and Salarians, I'm looking at YOU) That's not exactly a "whole galaxy banding together" approach.MercenaryNo wrote...
This is what I was thinking as well. If a band of mercs or pirates tried to break the supply line of a military force made up of, well, galactic civilization, they would quite simply get completely blown away, not to mention if a group of mercenaries that aren't large enough to even be mentioned in the SP can disrupt this massive alliances supply lines or combat effectiveness... Well, the Reapers shouldn't really have any problems then in steam rolling everyone.
I'm not opposed to new enemies, but I'd just much rather it fit into the lore and such. They've really stressed this, whole galaxy banding together vibe, and having a random merc or pirate faction large enough to do this stuff because they haven't got a clue or somehow don't care that everyone is being systematically annihilated, just doesn't work.
Additionally, I personally don't find it so implausible that a sufficiently depraved or immoral group wouldn't hit a firebase that had been depleted of forces due to reassignment or a pirate base having materiel or intelligence that the Alliance would want to secure. And the "indoctrinated traitor" approach still works with a setup that uses mostly mechs as a ground force.
I feel that my proposal is at least as plausible (possibly with some tweaking) as say, a cell-based organization that has been some only 30 years in the making having the resources to make a serious strike against the heart of galactic cvilization.
#21
Posté 29 juin 2012 - 01:18
Hell you could add Alliance forces this way.
#22
Posté 29 juin 2012 - 01:21
We hear "Collectors! Mechs! Mercenaries!" non-stop when it comes to new enemies. I think it's ok to stop the "Hey gaiz! Great new idea for another enemy faction!" threads unless someone has a decent idea that falls outside one of those.
I'm not trying to be a jerk here, but I see at least 6-7 threads a week that say the same...thing...over...and...over.
We get it. Mercenaries, Collectors, Mechs. All relatively viable options for new enemy factions.
Amirite?
#23
Posté 29 juin 2012 - 01:42
#24
Posté 29 juin 2012 - 01:47
mybudgee wrote...
LORE!
Does not prevent this.
The mechs that we are missng here were employed heavily by the eclipse mercenary squad, who had their base of operations on Omega which was lost to Cerberus and the Reapers, but other than the comic, which covers that it was lost, qnd Aria sulking about it, no real mention of Omega ever comes up. For all we know the straglers that were left behind are putting up a fight the entire time the game is playing out, or oportunistic scoundrles (because there were no shortage of those on Omega) gathered together equipment like the mechs and other armor and decided to run off and start their own mercenary gang to charge high prices for 'protection', and generally make a buck off of desperate people. There is a lot of open space to hide in, and if you did things right, the risk reward for a group of pirates would actually be very profitable, ezpecially early in the war, when people were still clinging to the idea of bringing their valuables with them.
As for why the reapers might ignore these pirates, the answer is a simple one. The pirates are spreading discord and strife, taking away hope on a much more intimate scale than the reapers themselves do. Sure big scary god cuttlefish can take away your hope, but they are the kind of thing that everyone has to stand together against, because they are an immediate threat to everyone. If pirates raid my neighbour, there is no guarantee that they are going to come after me next, or at all. I mean, I'll worry about pirates, sure, but I have my own hide to think about, and so does everyone else, so if the pirates come for me, you better believe that I'm not going to have muchhope that anyone is going to save me.
Why do you not see the pirates in single player? Sheppard kind of has bigger fish to fry. Sure pirates and raiders might be inconvenient, but he's kind of trying to kill the reapers and save all life as we know it. Who has time to look for pirates when they are coordinating the final offensive against the reapers? The rest of the alliance is kind of in the same boat. If you put much focus on these small raid groups, those are people who aren't working on the crucible. For most of the story campaign, the only time we run into Cerberus is when we happen to be looking for the same thing, or they are attacking us. Other than the side missions, the only time we really goafter Cerberus is at the end as a 'don't screw this up for literally everyone' maneuver. In single player the Alliance is pretty much singularly focused on the reapers so it actually seems like the perfect time to resort to a little piracy to make sure that no matter how this all plays out you still leave the board with a small fortune.
It actually all makes perfect sense from a story and lore point of view, after all, while Sheppard may be able to use his paragon interrupts to make the people on the Citadle be decent to each other, you will notice that hoarding and other questionable activities had already started taking place there before Sheppard and his silver tongue could work their way through the market, and C-Sec has a presence there. Imagine what would be happening in fringe sectors, and other places where there was little to no security presence.
#25
Posté 29 juin 2012 - 01:47
Geth
Armature - Main problem is that it would be too big to go into small areas that people could snipe at it from. But give it some weapon to counter that, like something that leaves a gas or electric or flame effect in an area so people have to move out of it.
Hopper - Would be great, but I doubt we'll see this one. Most likely removed from ME3 due to challenges in coding it's ability to cling to most surfaces (and to avoid the cheesy nature in ME1 that it's movements were predictable because it could only go on very specific surfaces). But if possible to bring back would be an awesome addition to MP.
Juggernaut - Uses a missile launcher like the atlas but without the stagger, and has a repair drones it can spawn that will fix it. Can sprint forward similar to a Brute Charge. In close is capable of insta-killing by picking up an enemy and shooting them point blank with a missile that then knocks them back.
Reapers
Drell Reaper - Think of a phantom without stealth but that moves even more. Able to use a powerful throw ability to help it close, it then uses deadly claws to tear through opponents while flipping around.
Abomination - Red Husks, explode when killed or when close, could be Platinum replacement for most husks. Explosions stagger.
Scion - Moves slowly and spams shockwave, doesn't deal as much damage or go as far as in ME2, but staggers more often.
Cerberus
Reaver - Powerful human biotic, uses Warp and Storm (AoE biotic damage bubble from Infiltrator) to ravage enemies from range. Also uses a pistol.
Fenris Mech - The little doggy would help Cerberus put more pressure on enemies to move, especially at earlier waves.
Escort - Drops down destroyable portable covers, can heal allies, and uses a combat drone and shotgun to keep enemies at bay.
Modifié par Ultenth, 29 juin 2012 - 01:48 .





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