Misc. Features:
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Text chat for PC players
Visual Display Changes:
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Opacity settings in options menu (did I see this mentioned as in the works or something? either way, much needed for players with certain TV types)
Visual overlay intensity settings in options menu (Hunter Mode, Bloodlust [see buff icons], Rage, low health, etc.)
Removal of low health effect when downed (unseen executions are annoying)
HUD Improvements (ALL optional, toggled in menus):
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Squad member directional arrows while downed (with attached distance readout). We are currently lacking a way to know if people are near if they don't talk. I often see people waste medigel when I am almost there and they are not close to bleeding out yet.
Buff icons at the top-right / right of the screen, only visible if enabled in options AND present (no damage resistance display if 0%). These are shown in the picture, with bracketed numbers representing extra spots. I would also include an option to have additional buffs move horizontally, from the original spot towards the enemy health readout, as opposed to down the side of the screen. This would allow players to display buffs in a way they prefer, which limits clutter and obstruction. Each buff would be represented by an icon, the example being a shield, with a percentage value overlay. This player has 40% damage resistance active.
Turret / Drone health display withs small directional arrow, pointing towards drone (represented by a red dot in my example).
Rearranged equipment readouts, with smaller indications for the assigned button (for consoles, not sure how it looks on PC, but it is in the way for the next addition).
Allied health readouts.
(keep in mind that I made this in MS Paint in a few minutes to sample my ideas, BioWare would be able to make these look better and fit in much smoother than I can. These changes may look cluttered from how I showed them, but this screenshot itself seems distorted. Go in-game and visualize these additions where they should be and at a size that makes them readable without being obstructive. There is plenty of room for them if they are done correctly. Also, they would be completely optional, toggled in the options menu, so why not support the idea?)
Larger Image

(Thanks to the uploader of this image, pulled off of google images)
Gameplay Changes:
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class-specific passive bonuses for objectives. My full system is outlined here.
Credit bonuses for extractions (perhaps 2.5k, 5k, and 7.5k, by difficulty).
Add a brief stun AND sync-kill immunity after revives or medigel use (2-3 seconds, once we are standing).
Make auto-aim capable of being disabled in the options menu AND fix it to scope in on targets closest to the center of the screen, rather than those physically closest to the player.
Add "hop" X-axis dodge to turians (no foward or backward rolling).
Add Krogan frontal and side stun immunity and a rear stun resistance of 25%.
Add Batarian frontal and side stun immunity.
Swap base drell health and shield values from 500H / 250S, to 250H / 500S (buffs the survivability of the drell vanguard by making the larger portion of his effective health regenerable and restored through charge, instead of having paper shields and losing health bars in each encounter).
1 - Reduce krogan health bars from 5 to 3, for better regeneration after combat.
1 - Swap base krogan health and shield values from 750H / 1000S, to 1000H / 750S (the hit to regenerable effective health is compensated for by the previous change, makes shield bonus gear and consumables less ridiculous, fits the lore better).
OR
2 - Change krogan base health and shield values to 900 / 600 (1440 / 960 with 6 fitness).
2 - Add an always-active health regeneration value of 100 (for a comparison,
vorcha can have up to 420 with full stacks from Bloodlust).
2 - Change the damage reduction in the rage tree to additional health regeneration. 50 base, 25 for evolution 2, and 25 for evlution 6.
Damage modifiers for full-auto weapons against barriers and shields, buffing ARs and SMGs and promoting use of multiple weapons (15-25% is enough, maybe modify existing weapon stats to compensate on the stronger full-autos, such as the Hurricane).
Reduce stun chance from Primes and Hunters by 50% (not rocket troopers, because I expect their modified Vindicators [joke] to be fixed next patch).
Add in TWO new heavy units to the Geth. There are too many infantry-type units. It leads to boring gameplay and seeing those units far too often. These are heavier units that could replace some of the masses upon masses of Hunters, Pyros, and Rocket Troopers we see thrown at us. The health pools and utilities I came up with are simply guidelines for where I think the unit needs to fit in, compared to others (stats are for gold difficulty).
- Armature: 8,000 Armor / 6,000 Shields
Maybe about the size of a Ravager, but a little bigger. Two mounted machine guns on the sides of the head, each with similar damage to Cerberus turrets. Can only fire in a 145-degree cone in front of the Armature. 2-second audible buildup before opening fire, similar to a minigun. Turns slowly, easily flanked. Secondary weapon; 200 damage radial energy pulse on players that get too close, 3 second cooldown, staggers if it breaks shields.
- Juggernaut: 5,000 Armor / 3,000 Shields
Size is midway between smaller platforms and a Prime. Has a stronger version of the Trooper's pulse rifle. Has a lunging melee, similar to krogan heavy melees. Can place proximity mines on the ground within 5 meters of himself (not like lolturret of Primes). Mines have a 3 meter blast radius, 500 damage, and a 1.5 second detonation delay with audible warning when triggered, like grenades have.
Modifié par 1337haxwtg, 03 juillet 2012 - 03:23 .





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