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#126
SSPBOURNE

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Soja57 wrote...

Finished my Asari Oracle Sniper Rifle. Click the image for a larger version. Added the image to the weapon description.

Image IPB

What do you use to make the weapon pics?

#127
YIRAWK

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Soja57 wrote...

Xeraphas wrote...

At least one Krogan Character should have Krogan Regeneration, an ability described in me2.


Yeah, somewhat disappointing how the Vorcha have health regen, but not the Krogan. Though this may be because they already have damage protection/Rage bonus, but I don't see how health regen would be a big issue. Krogans are in dire need of a slight buff. Or atleast a new Krogan that dominates.

That is why my krogan elite, 2 posts above this one, has a stage in his ability controlled rage that lets him dominate and regenerate health.
On another note, your asari oracle rifle looks amazing.

Modifié par YIRAWK, 22 juillet 2012 - 04:53 .


#128
Soja57

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SSPBOURNE wrote...

Soja57 wrote...

Finished my Asari Oracle Sniper Rifle. Click the image for a larger version. Added the image to the weapon description.

What do you use to make the weapon pics?


I use Adope Flash CS3 Professional to draw out the lines and color in, and Adobe Photoshop CS3 to add the Mass Effect 3 Weapon Showcase Background and lighting.

YIRAWK wrote...

On another note, your asari oracle rifle looks amazing.


Thank you very much. :)

#129
PsychoXR-20

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Turian Tyvos:

Image IPB

What's better than one barrel on a gun? Two barrels! Taking a cue from 18th and 19th century Earth, the Turians created the Tyvos, which really nothing more than a double barreld shotgun. The Tyvos employs a unique two barrel, single block system which utilizes two seperate mass effect generators, allowing the weapon to fire off two rounds with every pull of the trigger. The decision to double down resulted in a heavier weapon, which actually benefits many soldiers as the higher mass of the weapon allows it to absorb more recoil.

Modifié par PsychoXR-20, 22 juillet 2012 - 08:04 .


#130
Xeraphas

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Soja57 wrote...

Finished my Asari Oracle Sniper Rifle. Click the image for a larger version. Added the image to the weapon description.

Image IPB

It looks good , but if the reeger is quatrain, doesn't adding a Quarian aspect make it look slightly Quarian too? Maybe split the design elements and make a Quarian and Asari sniper. That or it has a Collector like barrel. So another option might be to explain in description how it could borrow either Quarian or Collecter design elements in the barrel.

Modifié par Xeraphas, 22 juillet 2012 - 08:16 .


#131
Xeraphas

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Campaign Mode -

Squads are given a game long series of missions and objectives to take. No waves in this mode since they would be all one mission map per new mission. Similar style to Lost Planet 2 or the Mass Effect single player. Missions would be random with random locations and maps. These missions would include at least double the maps available to use as the current MP. Half the maps would be long campaign style maps. MP maps as such would be either bonus missions or in between chapter extra missions similar to what Shepard does to gain loyalty, crew members or as non story progression missions, he takes. There would be at least 12 maps to use. Save game progress would be used to save progress for each map completed in a campaign. As the map number increases so does the difficulty. So waves work in a sense per map/mission rather than per wave. Rewards are given after every map completed. Teams would work to capture strategic objectives such as hold points on a map, move to a certain location on map and defeat any enemy in the way, or defeat enemy leaders at the end of the map. This would be like the enemy headquarters. Works in a similar fashion as waves.

Strike Force Mode

- The Current Mode

War Mode

- this mode you would play any map from either the Strike force mode or the Campaign mode. No waves would be present. Instead the missions themselves work like waves and the object is to defeat all enemies and take all strategic targets. Targets would be flag points, reinforcement points, base points, defensive points, or enemy leader targets. This would be a continuous fight until objectives are met but, you would get the added bonus of allied NPC soldiers to fight along side you. This is what the actual wars in ME would be more like. Army to army fights. You could also get up to 8 squad members playing in the same mission map, but each member over 4 you would lose some of your allied npc soldiers bonus. Each Allied Soldier npc works the same way as the enemy by reinforcement points or allied officers, if the officer is killed or the reinforcement area lost, you will not get more troops and may lose some you have. Each point or allied leader represents at least him and 4 npc troops. BW and EA can determine the cap of this. As a suggested starting point something 25 - 250 troops could be the max but the enemy might get 75 - 750 or more by comparison. They would work similar to spawn points in current mp maps. If you have say 5 reinforcement points and 2 allied npc officers, you might have a total of 37 allied npcs. NPC troopers would be non biotic so it would save on server constraints, like wise, enemy get more unit types and many would also be non biotic. Pawns as you will to the second row of chess pieces. This way you can have a big fight but save on problems with having too many power units that might cause lag or drop, but still provide a war like experience. This would not mean it would be easier either. Spawns are with in 5 seconds of a lose of any allied or enemy npc unit. So, you could have say the same number or slightly more on map or screen at a time as current mp maps. But the flow is constant with no wave down time. Fights would last between 10 minutes to 45 minutes ideally tops. This kind of set up is possible as other games have already done it before. It is the feel of war not solely thousands of enemies on screen at once (though that has been done too). You get the feel cause the total fought would probably be well over any map maximum units seen or killed on current maps. For example, you might have 4 players, biotics, and 15 npc allies (non biotic) that fight 45 enemy npc units on a scree or map at once. The enemy loses 40, and 40 more respawn. The allies lose 5 and 5 more respawn. If the enemy kills one of your officers, you would have 4 troopers and when they die no respawn units. Or you might have 4 reinforcement points and lose one, then you can only get 15 troops to help tops. But you can retake a reinforcement point you can not respawn a allied officer. Same for the enemy, how ever that would be part of the goal, to stop the enemy by capturing their strategic points.   Enemies would have a mix of biotic and non biotic, however even if you have some biotic npc allies and a fair amount of enemies that should not be a game lag stopper since such things have worked on other games with powered enemies and allies.  This is only to reduce the trouble.  The only ones that supposedly gave Bioware trouble were characters with teleport powers like the Pariah that was never added.  So if they are mindful of the number of such units this type of game should not be too difficult to obtain.


In Ship Lobby

- Between games players can wonder or exchange items or buy stuff from merchants in a ship. The ship is not the normandy but could be similar type of ship in the allied fleet depending on who the host/leader is. If the host is n7, its a n7 spectre ship. If the host is human, a human fleet ship. If the host is Asari, an asari ship. If host is Turian, a Turian ship. This would only be based on the last game played or what the player was set at when guests came. After that the game engine may be delayed or may not cause the ship switch depending on how ea and bioware systems work. This could also cause you to have a higher chance to get Asari weapons at the store if it is an Asari ship. Like the Normandy, you have levels, only three though as you are not as well equipped. And you have different areas of the ship you can explore, or chat to team mates and work up strategies. You can even show them your awards and decorated captain's quarters.  This could be a smaller class than the frigate that Normandy is, say a corvette class.

Training Area Mode

- here you can equip and test any weapon. Even weapons you do not have just for the feel of it. You can spawn enemy targets or targets on the range or allow them to attack and fight you. The field can also spawn cover elements depending on your choice. You can try on equipment or outfits as well. Again even things you do not have. This is a try before you buy policy. Since some private corporations helped funded the new training stations on allied planet worlds and on the Citadel, this new try before you buy policy has been used in many such training fields around allied space.

other Optional modes:

History Mode 

- play some previous missions or enemies in the Mass Effect Univers.  Here you can even play Protheans in past wars with Reapers or the races before them.  This is can have the same modes as above even but with other character and race changes as needed.

User Content Mode

- users are given editing tools to make, share, and play in their own generated themed missions.  Works similar to battle map mods in strategy games like total war or the user content mode in games like Infamous 2.

Other Suggestions:
  • Kills should work based on who does the most damage, 50.1% or more.  Finish bonus goes to the one that does the kill but the points are less.  This would discourage things like so called, Kill Stealing and those complaints.
  • Ability to slow enemy influx by strategic aims.  For example, if you included strategic capture point, you could slow flow of enemy by half, or none for that wave, or have a small chance of no effect or a smaller chance of double enemy spawn as if they decide to try to retake it with one last ditch effort.  This would give you more tactical options yet those options would also be risky.
  • Offer bonus rewards for doing the unlikely, rare, or nearly impossible feats like, Melee killing banshees or phantoms.  Getting a phantom with a headshot (cause she is so agile and moves fast that can not be super common to do.) maybe another example.  To get 2 high level enemies or more in one kill move (other than a heavy weapon like the missile launcher) with some power such as grenades or a biotic explosion.  Sure it is possible but it still might be something fairly rare or hard to do.  Such enemies do not stay close for long except at spawn points or on wave 11 when they come after you at extraction.
  • Bonus rewards for melee kills and head shots should gain other high max end points as well as the current list or that maybe amended slightly but still have lower goals too.  For example one for 30 kills, 50, 75, or 100.
  • Adjust all spawn points points to LOOK like something could come from there and have some exit or entry seen but not usable by players.  Enemies appearing out of thin air is a bit non-Mass Effect Lore-ish.
  • Option to add some npcs allies to games other than war mode if playing undermanned from the 4 player standard or solo.  However, number of players should also effect in some small way how hard it is and how many enemies you face so it spreads the action out fairly.  This includes if you add npcs to a game.  Npc allies added, game is harder than if none added or undermanned or solo.
  • Points awarded for SUPPORT actions like a geth turret that aids sheilds, if a ally's sheild goes down and the turret helps, team points and geth player points are awarded.  Points awarded for tactical scan if it is used to help take down a enemy or support pylon of allies get ammo or grenades.  Just examples, but any thing that helps should be awarded points.  Teamwork points should probably get bonuses like if 2 players do near equal damage its a  shared kill but you also get TEAMWork kill points and team points.
  • if you are dropped from a game something can determine you did not hit a button to leave just got lost from a game that you get some small compensation of gear and credits (say 5k credits and 3 free level 1-2 gear items) at least if you are dropped if you play in 5 or more waves.
  • Maybe on the last wave,  you can get on board the shuttle after 1 minute and have up to 30 seconds to kill enemies with other heavy weapons on board shuttle in gun turret positions.  Something such as grenade launcher or gatling gun could be accessible.  This could be a better way to get any last minute kills then just a lucky hit as the seconds count off when you finish wave 11.  It would be alot MORE fun too

Modifié par Xeraphas, 23 juillet 2012 - 02:15 .


#132
Soja57

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Xeraphas wrote...

It looks good , but if the reeger is quatrain, doesn't adding a Quarian aspect make it look slightly Quarian too? Maybe split the design elements and make a Quarian and Asari sniper. That or it has a Collector like barrel. So another option might be to explain in description how it could borrow either Quarian or Collecter design elements in the barrel.


I don't really see where it borrows components from the Reegar/Quarian weapons, nor the Collector-like barrel. I simply expanded on the Disciple's teeth-looking part near the barrel into large circles. The blue color and bright blue glow was chosen to reflect on the Asari's blue skin tone.

#133
Xeraphas

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I spelled Quarian, that dam auto correct screwed it up and I didn't catch it. My mistake, though it looks similar to the other two in the barrel so it may prompt people to think there was some exchange there to get it.

#134
TurboQuarian

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Argh, I'm sorry for my absence again. I was out in America for five days.

I SHALL ADD EVERYTHING NOW.

Edit: Also, I may add everything in parts. You guys have come up with so many amazing and in depth ideas that it'll take a while to add them all. Plus, I need to eat dinner. :3

Modifié par TurboQuarian, 23 juillet 2012 - 11:34 .


#135
ToadMan

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Name: Geth Pyro

Race: Geth

class: Soldier

Health/Shields:  750/750(Due to the Geth Pyro having a layer armor it is more durable compared to the Geth Engineer/Infiltrator. It also cannot dodge and suffers a movement speed penalty due to carrying a large canister on it's back).

Powers:

Firestorm: User equips the M-451 Firestorm and cause large amonts of burning damage to all enemies within range. Unlike the Vorcha's Flamer power, this is a combat power which runs on a set amount of ammunition. When ammunition runs out the power needs to be restocked similar to how grenades work.

Geth Shield Boost

Plasma
Burst: User fires a burst of plasma from there gun dealing decent damage over time. This power is highly effective against shields. Plasma Burst can be used liked Carnage(fired from a distance while slowly homing onto a target).

#136
ToadMan

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Weapons:

Magnetar:
A reaper-made sniper rifle that fires a charged red beam from it's built in turbine vaporizing all thats within it's path

Firing type:
Charge only(can only be fired if charged for a full 5 seconds)

Weight: Heavier than the Javelin

Ammo capacity: 1/1

Damage: 1200(1m radius)

Accuracy: Javelin


Corona: A reaper-built shotgun with a built in turbine that fires a spread of red beams which destroys it's targets.

Firing type: One shot at a time or could be charged to expell it's whole clip in a single shot with decreased spread.(takes 4 seconds to charge)

Weight: Heavier than the Claymore.

Ammo capacity: 5/10

Damage: 1100

Accuracy: Like most shotgun but, gets more accurate as its charged.


Locations:

Firebase Cruiser: Fight on or within a Cerberus cruiser while its in the air(similar to how it was in Lair of the Shadow Broker).

Firebase Dreadnought: Fight within a ally dreadnought and help defend it's interior from enemy forces.

Firebase Subzero: Fight on one of Noveria's cold fronts while a blizzard is present.(decreased visibility)

Firebase Luna: Battle on no other than the surface of the Earth's moon.

Firebase Bright: Take a stand and defend Illum's streets from reaper forces.

Firebase Palaven: Get sent to Palaven and help reinforce the defenses of turian allies.

Firebase Hydro: Got to Kahje and assist Hanar allies against enemy forces.

Modifié par ToadMan, 24 juillet 2012 - 05:45 .


#137
TurboQuarian

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Finally, I added everything. At least I think I did. If you guys think I missed something or want me to add something then go ahead and tell me, this is a community list. :D

#138
NikkoJT

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Today's round of scans delayed until either Friday or next Wednesday because blargnuts.

However!
The Turian SAW is the Pheitra
Soldiers and Sentinels get SAW-related bonuses
Firebase Anvil: An airborne gun platform created by bolting things onto the tops of several aircars. Bonus: is actually flying.
To counter the loss of numbers caused by moving the Striker, Revenant, and Typhoon to the SAW category, the Reegar Carbine could be moved to the Assault Rifle category.

Caldera SAW (I do have an M-number for it, but not in front of me): Is a laser.
Invader SAW: Marauder's Phaeston (only partly a joke)

The designs for the Pheitra, Caldera, and Invader are on the updated weapons sheet, which will be, y'know, Friday or next Wednesday.

#139
NikkoJT

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Caldera is M-104
Cerberus Claw has native cryo
Invader is XM-243

Batarian "Maximus" SAW is a twin-barrelled weapon for rapid fire
Invader does bonus damage to health and shields *up for change because it's not a very serious weapon

#140
Xeraphas

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Geth Stagger effect chances reduced. This stagger effect is as devastating as a insta-kill since you can not move. Even units less than a Prime can do this repeatedly. This should be balanced a little better where primes do it a bit less with every 3rd shot maybe not with every shot. And non primes do it every 4th or 5th shot. As it stands they seem to do it as often as a prime. If an enemy can have a drone and a turret than one new character should be able to as well.  To a lesser effect, I can see the geth turrets might need some reduction.  Every prime gets 2 drones/turrets, so in reality that greatly increases the number of enemy.  And they often do far more damage than any other geth unit lol.  So the question is, is it too much? And with 2?  If you have a wave of 4 primes, then 4 more and 4 more thats a total of 36 enemy units counting the turrets, and that is just from primes.  Geth got some buffs in a previous balance change.  Does this mean they can field more units in all than any other enemy?  Stagger is not so bad in and of itself, but it is a problem if it is constant and you never have a chance to move or do a thing.  Also, even worse, if they spawn from nothing right in front of you and shoot stagger you in a instant.  So spawn points should be fixed to be more logical not appear magically out of thin air.  This would reduce some of the extra danger of stagger at least.  For example, does it make sense that some enemies fly up on to the map and NOT use these same flying rocket packs DURING a fight?  Occasionally you see them fly up ladder points but I mean flying around.  Would not some do that if they really had rocket packs?   Maybe have a statement in game, "enemies are pouring in through the door" and have them come through doors.  Some do come into the map in a logical realistic way but many do not.  Alot appear out of thin air.  You can sometimes even watch them suddenly appear.
 
Salarian Female Special Tasks Engineer -
Combat Drone,
Support Turret - (like geth turret only offers a slight heal to allies and aids in recharging shields faster as well. Much lower stun attacks when enemies get too close. This Drone also stays close to allied units rather than wonder around.),
Hack - like sabotage but only sets enemies to cause backfire damage (more than the Sabotage skill does) or electrical damage as a result of virus programs or such which they use on enemy synthetics. None synthetics, this hack skill can confuse enemy communications and cause some to go in the wrong direction away from allied soldiers, this gives allies the option to divide and conquer.


NOT a Character, a new option instead of raising enemy stats pell mell -
Veteran Assault Trooper - example of Veteran units that cost the AI Spawn count more than an assault trooper.  This is a prefered option than just raising enemy numbers and HP all the time.  Use a veteran tag on duplicate units for all enemies with a 25-40% spawn count cost increase.  This way the AI can spawn units with more hp when needed if it can afford it.  By the same token you could have RECRUIT Assault Trooper and same Recruit at the head of units that cost less ai spawn points but have lower hp and more numbers.

Give reave an ability to renew some health at least for the drell since for some reason his reave power is much weaker than others.

Modifié par Xeraphas, 25 juillet 2012 - 09:31 .


#141
Soja57

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Found some issues in the list (aka the Table of Contents/ToC); hope that you will update the list:

Weapons

Asari Oracle Sniper Rifle - defunct / no link; proper link
Bolt Pistol (Geth Pistol) - wrong link; proper link
Sage (Asari Assault Rifle) - wrong link; proper link
Buster Rifle (Human/Krogan Sniper Rifle) - wrong link proper link
Cysalt Marksman Rifle - not mentioned in list; link

Weapon Mods

Shield Disruptor Mod - defunct link; proper link

Powers

EDIT: Are powers and classes independent? For example, I have powers listed in my post of created classes, but they weren't listed in the Table of Contents. Should they be listed, or should they tag along with the classes, so as to not clog up the ToC?

Biotic Lance - defunct / no link; proper link
Tech Orb - defunct / no link; proper link
Nova Grenade - defunct / no link; proper link
SSBourne's Blade Throw through Turret - wrong link; proper link

Will try to update with characters next.

Modifié par Soja57, 25 juillet 2012 - 11:07 .


#142
SSPBOURNE

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 Mass Effect: Omega

3 weapons, 5 weapon mods, 5 consumables, 2 maps.

Weapons:


Eruptor: (Krogan Shotgun.)
Damage: 800-1100 (+%15-%30 against armor.)
Weight: %80-%68
Accuracy: 0
Magazine: 3
Capacity: 9-15
Rate of fire: 65
A prototype from the Blood Pack. The Eruptor shoots a wave of fire that covers a wide area at a short distance. The Eruptor can also be charged to release the entire magazine at 3 times the damage, with more accuracy over a shorter distance.

Shredder: (Batarian Assault Rifle.)
Damage: 140-190 (35-50 dps for 5 seconds. Doesn't stack.)
Weight: %40-%27
Accuracy: 55
Magazine: 7
Capacity: 28-49
Rate of fire: 275
A deadly Assault Rifle designed by The Blue Suns, and rarely found even in the Terminus Systems. The Shredder shoots deadly spikes, similar to the Graal Spike Thrower. It also fires single shots at a fast rate, like the Mattock. These spikes are barbed, and can seriously injure an opponent. If the spikes don't kill, the loss of blood with take care of it.

Sentry: (Salrian/Human SMG.)
Damage: 72-90
Weight: %17-%8
Accuracy: 75
Magazine: 24
Capacity: 120-192
Rate of fire: 550
This Eclipse SMG is meant for assassinations, due to it's accuracy, damage, and silence when fired. It can be used easily on the battlefield, though. Several of Eclipses best operatives use this weapon, and it has proven effective in many high-level assassinations.

Weapon mods:


SMG Omni-Blade:
Increase melee damage by %15-%25.

Sniper Rifle Precision VI:
Increase headshot damage by %15-%25.

Assault Rifle Enchanced Eezo Core:
Increase rate of fire by %5-%15.

Shotgun Specialized Thermal Clip:
Increase damage with special ammo by %15-%25.

Pistol Disruptor Mod:
Increase damage against shields by %15-%25.


Consumables:


Shredder Rounds:
Increases damage against health signifacantly. Adds bleeding damage. (Light green.)
Health damage: +%20-%40
Bleeding damage: 10-35 dps
Armor debuff: %10-%40 for 2 secs

Burst Rounds:
Add kick to your bullets to knock back enemies. (Turquoise.)
Enemy knockback duration: .5-3 secs
Damage to downed enemies: +%15-%35

Reave Rounds:
Drain small amounts of health from your enemies. (Violet.)
Health drain: 5-20 for 3 secs
Damage to armor/barriers: %10-%30
Armor debuff: %10-%25 for 2 secs

Mental Amplifier:
Recieve experience bonuses each mission.Exp bonus: %5-%15

Speech Configurator:
Recieve cash bonuses each mission.Cash bonus: %5-%15


Maps:


Firebase Afterlife: (Omega)
Location: Upper and lower Afterlife.

Firebase Plague: (Omega)
Location: The area where you cross into Blood Pack territory during Mordin's recruitment mission.


Totally stumped for new character ideas. So heres some weapons and stuff.

Modifié par SSPBOURNE, 26 juillet 2012 - 03:47 .


#143
Xeraphas

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Powers:

Poison Cannister: a gas that can seep into pores of organic beings and cause a slow poisonous damage effect over time.

Mirage: Enemies see a copy of themselves that is hostile towards them. Copy follows the original and keeps them occupied or distracted.

Consumables:

Resource Scanner: one time use pocket version of the same detector technology found on the normandy when scanning planets for resources. Bonus to credits earned.

Proximity rounds: rounds explode when near an enemy.

Reusable Gear:

Medic Package, ability to regain more health between waves.

Deflector: returns a small amount of damage inflicted by melee combat to the enemy. Not as powerful as Batarian blade armor and works on a basis of shield energy boosts around the allied units armor.

#144
ToadMan

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Enemies: More variants for the enemy groups we have.

Salarian Husk
Elcor Husk
Hanar Husk
Volus Husk

Geth Hopper
Geth Juggarnaut
Geth Sniper
Geth Shock Trooper

Cerberus Ghost:
A unit that looks similar to the phantom/nemesis but, wields biotics to cover her allies while they move in for the kill. The ghost will use attacks such as a quick warp to soften up her targets or a small throw to stagger while leaving her target vunerable to her allies. She also can give allies close to her a barrier, so it is recommeded that she is taken out as soon as possible. Due to the reaper implants that she utilizes, the Cerberus Ghost is able to wield her biotics in much deadlier fashion. For example, her warp and throw is much faster than there regular counter parts and she can recharge her barrier if she retreats to a safe distance(similar to what Kai Leng did).

#145
elecmanexe001

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Some amazing and well thought out ideas here. I would love to see even a fraction of them in game. Something I agree with I believe is posted not too far up, new modes of play and a general re imagining of some multiplayer aspects of the game will keep it fun and interesting especially when they have to compete with upcoming games like Blops and Halo.

I would love to see more characters and enemies and I will be keeping an eye here and perhaps adding from time to time. For the moment I do not have a fully thought out enemy group or classes however some enemies that I did not see mentioned or perhaps overlooked (please correct me if I did);

-Rogue AI (could even be a new objective, remember in ME1 when the machine was funneling money and you had to deactivate it before it exploded but first you had to follow the trail?)

-Those Mechs from ME2, while disliked if they had an overhaul and perhaps living allies accompanying them they might pose a bigger threat and be entertaining.

-The Yagh, I mean that guy was tough but so cool and we saw the Salarian's had plenty that may have escaped, there are then likely plenty of other creatures that could be used in such a scenario.

-Bosses. Being extracted is great and all but nothing would be more satisfying then taking down a Thresher Maw or Reaper Harvester at the end instead. Having to aim for actual weak points and dodge devastating moves all the while fighting off some minor foes. (Helping Grunt become a Krogan is a good example, save all those enemies might come out at once and as a team you would fend them off). Even being up against small ships would be great fun, reaper or not.

Modifié par elecmanexe001, 26 juillet 2012 - 05:37 .


#146
TurboQuarian

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Alright, adding more to the list. Also, thanks Soja for pointing out those errors.

EDIT: By the way, I'm not sure what to do with gameplay ideas. By those, I mean like changing the way powers work or how the AI works, stuff like that. I don't really think a single category would work so I'm not sure whether to just let people read them as they go through your posts or let you guys come up with categories. Do you guys have any ideas?

EDIT again: To answer Soja, I'll go through all the classes and add the new powers from each one to the list. I just wanted to add things quickly so nobody had to wait for ages but I'll make sure the new powers in your classes are added too.

Modifié par TurboQuarian, 26 juillet 2012 - 06:13 .


#147
TAlTAl

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i have an idea too

Soldier- Yahg

the mesh for this character should derive from the shadow broker, but with some armour pieces on it it would be weird a character wearing a tux to battle.

Fortification or another skill that reduces damage taken and a melee boost.

Corrosive Frags- surviving council first contact team came back with severe chemical burn, upon further studies it was determined that the chemicals contained nano technology that degrade shields/barriers or armour spontaneously to reach the skin, causing immense pain.

much like inferno grenades but cause slow movements to the enemies, causing massive damage to organics and malfunction to synthetics.
when thrown broken down to 3 shrapnel, will deal damage like the ravagers' blood, sticks onto enemies walking onto the detonation site.

Shredder - Yahg fires a tech to the ground near an enemy once an enemy get near it the tech activates spins it omni blade within 1 m radius shredding anything in contact. deals certain amount of damage put second.

the fitness should follow similar to that of krogan giving it rage would make this character into a fierce melee character.

Yahg Anarchy training - since yahg are badasses, primitive badasses.

#148
Lokiwithrope

Lokiwithrope
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I want an assault rifle that fires in ten-round bursts... BUT ONLY IF IT SOUNDED GODLY!

#149
TAlTAl

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Engineer- STG medic salarian or Fleet Medical officer quarian male or female please with different mesh salrian can be recycled from mordins and quarian from one of talis the one that looks like the mask has a plating behind the mask.

Cardiogenic Shock- voltage locked to an organics' heart, can instant kill an organic with low hp like around 50% and cause massive damage to synthetics - kinda like overload on steroids

med drone- designed to treat frontline soldiers without the medic taking fire, as expected heals injured allies and repair damage. drains docs' shield by half.

incinerate or other powers suitable for taking down armour.

Med-school training lol

just fitness like regular salarian or quarian.

#150
TurboQuarian

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I know this might be much but could you guys possibly repost all your custom powers that aren't in the list? I really don't want to go through all the characters to find the custom ones. They're not added because they weren't listed under a powers section in your post and so I didn't really notice them. Please put your custom powers in a separate section in your post but also put it in your custom characters (without all the detail). I don't really know if this makes sense but I hope you guys get what I'm saying. Thanks. :D 

EDIT: Obviously, I'll have to go a lot of the characters to find the powers though as some people won't check this thread again. ACTUALLY, should we ditch the whole powers section and just attach them to the characters? I'd rather make the list how you guys would prefer it.

Modifié par TurboQuarian, 26 juillet 2012 - 07:04 .