All Ideas Edited to be easier to read:
New Characters:
Turian Engineer Powers:
Suppressor: Launches a sticky web designed to slow and put to sleep charging Krogans.
Similar to Submission net but with a sleep effect that drastically slows enemy movement
and reaction times.
level 1: target one enemy. Any enemy shot while suppressed will bleed more due to the slower
metabolism caused by the drowsy effect. Slows movement 5%. Lasts 5 seconds.
level 2 duration increased to 7.5 seconds.
level 3 movement slowed by 10%
4a:adds electrical effect that shocks enemies for 25 points damage a second for 5 seconds.
4b:radius increased to snare an additional target.
5a: Knocks enemies back (instant guaranteed stagger effect for 1 or 2 targets (if you have 4b).
5b: Temporarily makes targets unable to fire weapons for a short time.
6a: movement slowed 15% and duration increasted to 10 seconds.
6b: electrical stun effect overloads and causes an additional 150 points damage to targets.
Turian Sniper Drone:
1 Drone fires small long shot rifle. Slow rate of fire and modest damage.
2 increase to shields
3 increase duration
4a increase damage
4b increase rate of fire
5a Increase accuracy of nearby allies (beneficial effect similar to geth drones).
5b Increase ammo capacity (drone has limited ammo unique to this drone, replenished when drone is
resummoned).
6a Gives the drone a 35% chance of penetrating shields and armor or walls (like the piercing mod)
6b Drone explodes at destruction for 500 damage points.
Sticky Grenades (be neat to see one engineer with Grenades just for diversity)
Drell Master Assassin (Drell Sentinal) - Powers:
Flashbang grenades (mentioned earlier)
Barrier Shield -
Adrenaline Rush -
Melee - Drell Dagger thrust
heavy melee - Drell Broad Dagger swipe
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.
Militia: unprofessional soldiers implied in Mass Effect Universe that fill the gap of massive numbers of troops for some factions.
Druid: Religious highly trained soldiers. Asari have many such members of this class. They have the ability to bolster stats by oral invocations, or heal (though not as well as a medic). An invocation can activate rage or berserk modes of allied soldiers.
Grenadier (I think already mentioned somewhere, optimized for using grenade powers or mines, demolisher is sort of already this, but this idea was put forth before that came out. This character would not have a pylon but 3 grenade or mine powers.),
Sniper (geared of course with accuracy and or weapon damage bonuses, one power might be a spy drone),
Commando (optimized to use pistols, smgs and melee, no powers),
Marine (speedy characters with accurate fire abilities, no powers),
Psyonic (no weapon, powers and melee geared only),
Warrior (swords, bows, and melee, no powers),
Specialist (powers, swords, light weapons).
Medic - able to revive allies faster than non medics, can revive even insta killed allies
Powers:
Psychological warfare: (generally only effects organics, synthetics maybe effected but far less effectively):
1 You fool enemies into thinking you are stronger than you are.
Makes enemies spooked and move away from you and nearby allies temporarily.
2 startle enemies so they miss weapon fire more often for a time.
3 effect up to 2 targets at once
4a trick enemies into thinking you are their allies (organics only), may throw off synthetic
Targeting for less time than organics trick.
4b weaken enemy focus so they do less damage to you and nearby allies
5a unnerved, enemies more likely to fall off ledges or bump into walls and do some modest self harm
5b effects last 25% longer
6a Effect another target for up to 3 targets total, duration 7.5% added
6b your weapons and nearby allies do10% more damage to organics.
Heal:
1 restores health of one nearby ally
2 restores shields of one near ally
3 restore 2 near aalies' health
4a allied stimulant boost, temporarily increase strength of healed allies
4b allied energy boost, increase speed of healed allies temporarily.
5a syphon, when heal is used on enemies, it steals small amount of enemy unit health and shares it with 1 or 2 nearby allies.
5b heal all allies within 20 meters, double the base range
6a recharge when healed, recharges allies power when they are healed so they can be used as soon as they get up and with a 10 % power damage boost.
6b temporally makes allies invulnerable for 15 seconds after a heal, great for when surrounded
Emergency Cloak: (same as tactical cloak but instead of melee, power or weapon damage boosts provides boosts to speed, duration of cloak, and speed of healing or reviving allies)
(alternate powers):
Health Recharge pylons (pylon that recharges or heals or keeps health up if close, and denies instant kills if close enough instead of heal power)
Safety shield (pretty much same as asari shield over allies but with boosts for keeping or maintaining health more than damaging enemies).
Healing Drone: Drone that goes around recharging shields and health, and DELAYS death longer if a ally is downed. No damage to enemies.
Medical Training: Allows speedy revives, revives even if allies were instant killed (perhaps by level 3),
Health and Fitness regiment:
Melee - poisonous injection ( weak poison that damages like a hard hit also works slightly less against synthetic circuitry)
Heavy melee - gas spray (stronger poisonous gas that can disrupt and damage bio-organic or mechanical impulse signals of nervous systems or circuits.
Pistols and optimal for 1 weapon. Extra weapons has a stronger weight penalty than for other characters.
Sample Character Ideas:
Human medic: powers, Psych warfare, heal, emergency cloak
Salarian Medic: powers: Healing Drone, Psych Warfare, Safety shield
Quarian Medic: powers: Health recharge Pylon, emergency cloak, heal
Maps:
Pavalen Valley - Open Grass field with rolling hills on palaven
Krogan Ruins - The site on Tuchunka where Shepard discovered the Krogan Ruins of a Great City.
Salarian Research Base - (either the same one in me3 or one modeled on that) first map with more than
2 levels.
Rannoch Canyon - canyon where tali and shepard make their way around on Rannoch.
Reaper Ship Interior: Another map to add might be a Reaper Ship. This is seen in both ME2 and ME3 and would be a great addition to maps. More enemy maps would be great. Technically the citadel became a Reaper ship.
Geth Ship Interior - seen several times in one sense or another in me2 and me3
Rachni Hive Cavern - seen in me3 when you go to investigate a Krogan landing party.
NEW ENEMIES LIST with Some Unit Ideas:1. Batarian Pirates - Batarians are refered to as a enemy force as early as me1. Even by me3 they are still feared as pirates and slavers operating beyond alliance controlled space, though not always.
-Units:
--
Batarian Slavers - they carry nets, stun batons for close combat, and shot guns
--
Animal Trainers - Often seen riding on top of large quadripedal creatures. Trainers use them as weapons. They also wield a whip with a sharp blade on the tip. They often carry heavy standard issue rifles which are somewhere between assault rifles and sniper rifles.
--
Batarian Pirates - pistols and meat cleaver like swords
--
Batarian Corsair - an elite within pirate circles. Swift with light swords and good armor. They are the shock troops that go aboard enemy ships first.
--
Batarian Buccaneer - the heavy troopers of pirate fleets they wear good protection and carry assault rifles.
--
Batarian Captain - Commanders of batarian pirate crews. They are no strangers to shotguns and assault rifles.
2. Exo-Geni - multiplanetary corporation mentioned in me1 whose moral ethics are so corrupted that they are willing to sacrifice human lives for profit.
- units:
--
Exo Researcher - light pistols, hud display helmet, light clothing for armor
--
Exo Contracter - musclemen with common assault rifles
--
Exo Hitman - assassin unit often comprised of freelance Drell in modest leather armor suplemented with biotic implants and a high tech micro woven fabric made up of composite materials. He carries a long dagger for close combat and a capable sniper rifle for long distance attacks.
--
Exo Exosuits - Mechanized exo suits that can make individuals inside much faster and stronger. They are quick, agile, and tough.
--
Exo Freelancer - These free agents have their own uncommon and unpredictable style. They are well protected though not as tough or well protected those in a Exosuit. They often use submachine guns to remain fairly light and quick which matches their unconventional style.
--
Exo Manager - the higher ups within the Exo Geni corporation are no strangers to self protection. They often carry standard rifles and pistols. And are covered in high tech defensive armor.
3. Thorian Lair - Though the last thorian was thought dead, one or more others were found. Many of thosee once controlled by Thorian survived to serve another day.
- Units:
--
Thorian Creepers -
--
Thorian Clones (clones of once sentient infected humans come back less capable than thorian infected but stil dangerous)
--
Thorian Thralls - life forms once independent now subserviant slaves of Thorian. They have better abilities than a clone.
--
Thorian Crawlers - walking plants that look like spiders. These were once local flora infected by thorians.
--
Thorian Trappers - like a venus fly trap, do not get close it has a instant kil move
--
Thorian Tendrils -
4. Alliance of Non-doctrinated Cerberus Cells, ANCC instead of the old UNC (Cerberus rebels described at times in me2 and me3 that did things without the illusive man's knowledge or approval and rebelled against him when he embraced Reaper tech to embed in human subjects. Thus reversing what they believe was the original purpose which is to preserve humanity against any and all alien influence.)
Mostly units from ME2 are among their roster.
ANCC Commandos: front line troops similar too assault troopers but lighter and faster, though less armor and shielding. Carries assault rifles and shotguns
ANCC Snipers: unlike nemesis, their aim is not so absolute, but they do not use laser scopes either and do aim and shoot a little faster, though with a lighter faster rate of fire weapon. Has assassination skill and carries long range low - medium damage sniper rifles.
ANCC Anti-Tank Troopers: Assault rilfes with missile weapons on a switch mechanism. Tough but slow with high shields and armor compared to other troops. They are less likely however to go after enemies as they are trained primarily to defend locations.
ANCC Research Technicians:(power users, barrier, throw, lift), carries pistols, low shields, non uniformed clothing, black tshirt, optic hud over one eye.
ANCC Commander: Heavily armored officer with grenade launcher and a good assault rifle. Faster than a geth prime but slower than most other ANCC units
ANCC Security Droid: This tall thin robot is often seen around the mass affect world. The ones that are owned by ANCC have been modified for agility so they are harder to hit than most geth. They carry smgs or assault rifles.
ANCC Pet Droid: Seen in the past, this 4 legged droid only attacks with claws and a mouth full of sharp points. Destroy it before it gets close.
ANCC Battle Droid: This larger unit is not quite as big as the better known atlas. Indeed it was probably its predecessor. High armor and very tough, this unit shoots powerful rockets at enemies far and shot gun like blasts close. It is very slow and has a slow rate of fire. It is also not as comparatively smart as the Security Droids, though not by much.
5. The Infected. Somehow this group made by either failed experiments such as those done by cerberus or by reapers or collectors formed into a non-cohesive force that randomly attacks alliance planets through out the system. As though they were cut off from the central control of the Reapers this force as started to slowly unite. Yet they still seem to be either working with or influenced in some way by the Reaper force. This is however unconfirmed.
Thorian Creepers (or Abominations) - These husk like units are actually a bit more capable than the Husks with a poison vomit attack and long claws.
Pariahs - can infect allied troops if they get close and turn them into enemies. Then you can not fire upon reaper forces but only other team mates. (If you do not your character dies and loses any points). However if you are infected you only get 10% of the points you normally would. Your team mates however can also kill you. If revived by a medic you can be disinfected. Any other revive means is a 50% chance you will revive still infected.) enemy unit does not teleport but does move very fast (teleport with this unit in beta testing proved untenable, This is a unit seen in me1 and in tests for me3 that never quite got released.
Infected Rachni Soldier - is a little tougher than the original Soldier but also slower
Infected Salarian Researcher - light weapons. This infected Salarian has bulked out a bit from the original species. He can do melee charges at a faster speed than a non infected Salarian. He has proximity mines and a cloak and he can drain energy from allies. He only carries a heavy pistol.
Infected Batarian Warrior - These are former Batarians often times they were pirates with diverse backgrounds both civil and military. Now they have been infected and enhanced with Reaper efficiency. Infected Batarians are bigger than marauders and almost as big as brutes but also with a organic like spiked armor all over their body so that if you melee them you also get hurt. Stay clear of the infected Batarians. They have a instant kill move. They have no weapons. They are slow except when heavy melee charging. They also have a nasty pair of long blades they can shoot at enemies that get too close with a range of about 8 meters this deadly weapon is very dangerous to anything in its path.
Infected Krogan Soldier: This Krogan has outgrown even the Brutes when they were enhanced with Reaper biology. They super tough with high armor. They can charge like a raging rhino through alliance troops. They also have a shot gun like weapon embedded in their forearms.
Half Banshees - Asari that did not take quite as well to the transformation process as the super weapons Reapers intended become smaller slightly slower and a tad less ugly units known as Half Banshees. They are still deadly and were left or abandoned with the failed process on the ancient asari species. So now they have become part of the Infected.
Infected Hanar - are floating weapons platforms.
Infected Elcor - like ravagers but bigger and slower with bigger weapons that fire slower.
Infected Humans - Humans that took a better liking to the process but were not quite as manageable as the Reapers wanted became these commando like assault trooper units for the Infected. With good speed, armor, shielding and an assault rifle as well as more brains than most of the other Reaper infected units. These troops can also act as commanders in the field and direct other infected units to fight more effectively.
Infected Drell - Phantom like unit with daggers instead of swords or dagger like appendhages. He also has no cloak. Or takes cover as often. Instead he moves around quickly and attempts to dodge shots or other attacks.
Infected Turians - These troopers have greater focus and accuracy and are often equipped with a sniper like rifle. Similar to Marauders in look but with a nemesis like merge.
Infected Volus - slow moving units that mainly supply other infected units with ammo or attempts to regenerate shields. They have little to no offensive power.
Infected Vorcha - front line commando like troopers with the highest regeneration of any reaper unit
Infected Quarians - They can release a organic turret and carry smgs. Low health but high shields.
6. Terra Firma - Slightly less Extreme than Cerberus.
Units:
TF Revolutionary - Follower who has a few grenades and a light pistol
TF Saboteur - engineer like follower who can sabotage mechanical or synthetic units.
TF Militia - Militia class. Perhaps the most common unit within the Terra Firma force.
TF Exosuit - heavy trooper that was created with technology stolen from Cerberus' ANCC splinter faction
TF Cybernetic - an adept class unit that was implanted with biotics
TF Manager - Officers who have some defensive or weapons training and lead not only business but pseudo military actions when needed.
7. 314 - (new faction implied after the events of the First Contact War), Turian Citizen Group opposed to Human Aggression and presence in the Citadel Council.
Units:
Turian Militia - Basic assualt rifle, Miltia class (new class to fill the gap of less than highly trained or volunteers or citizen soldiers implied prevailent through out the Mass Effect Universe)
Turian Fighter - Turian who has had some training but was not in the military
Turian Sharpshooter - Sentinal with ranged abilities.
Turian Hunter - Infiltrator who can switch to using a long seax like combat knife for melee.
Turian Engineer - Drone user
Turian Veterans - former soldiers who joined the cause and have good training and skills.
Turian Warlord - Cell leaders and officers within the movement.
8. Batarian Rebellion - Rebellion started by Balak and Charn in a raid on X57. ( a faction and units mentioned in the ME wiki)
-Units:
Batarian Trooper - (soldier) assualt rifles and shot guns,
Batarian Warbeasts - Trained wolf like creatures called Verren native to Krogan homeworld Tuchunka but bred by many species.
Batarian Rocket Trooper - soldier class, assault rifles that can shoot rockets in a different mode.
Batarian Shock Trooper - Vanguard class, shotguns
Batarian Engineer - Sabotage skill and Neural shock,
Batarian Sniper - infiltrator with pistol and sniper rifle
9. Clan Weyrloc - Though left weaker after events in me3. They rebuilt and were strong during the events which makes them a good enemy faction. They are determined to control all of Tuchunka and as many Krogans as they can get with a promise of a cure. Even after the Reaper wars they are still a threat that is rebuilding and growing again. Once they were the largest and mightiest clan of all Krogans. So, they can be a mighty clan during the fight in me3. They are opposed to Clan Urdnot. They want revenge and war mainly against the Salariens but also any who favor genophage.
Units:
Weyrloc Clanguard - Soldier class
Weyrloc Clanspeaker - krogan adept class
Weyrloc Battlemaster - vanguard krogan
Weyrloc Berserker - Sentinal class
Weyrloc Shaman - Druid class Krogan
Weyrloc Warlord -
Siari Sisterhood - extremist cult of Asari
Siari Acolyte - Militia class, a asari still under training and very green
Siari Disciple - Basic foot soldier of the sisterhood.
Asari Commando - elite unit
Asari Ardat Yakshi - used like berserker units
Maiden Warrior - Experienced fighter
Matron Mystic - druid class
Matriach Commander -
New Enemies Ideas background information suggestions:
1. ANCC - splinter faction of Cerberus. This group showed signs of rebellion and ignoring the Illusive Man's orders before in me2 and me3. Shepard even fought against some. When the Illusive man began to go to the extreme of reaper and indoctrionation experiments, some members who believed his previous rhetoric of humans first and a policy to stop the reapers, they turned against the Illusive Man. Then they elected a new leader to uphold the former policies of Cerberus without any hint of collaboration with Reapers or indoctrination. The new leader is believed to be former Cerberus operative, Skye Turnick.
2. Infected - Infected with the indoctrination process are beings who either did not take well to the process (regarding Reaper control that is) or remained somehow detatched from the Reaper Collective. They now operate psuedo-independently. However whether the Reapers retain any sort of control or perhaps an alliance is unknown.
3. Batarian Pirates - Profiteering pirates who prey on innocent and weak targets. Yet as their power and wealth grow so may their ambitions.
4. Batarian Rebellion - Separatist faction of Batarians . The rebellion, led by Balak and Charn, assaulted a human colony on asteroid x57. They also tried to stop an alliance forming during the Reaper War with the Batarians and the Batarian Fleet. In the past, members of this force, were thoroughly involved in assaults or wars against Asari and Salarians. They are a friend to no one. Any non Batarian they care for in the slightest are what they can capture as slaves and use to further their aggressive expansionist agenda. Luckily for the Rebellion but not for the Galaxy, most of its forces and members were not on the homeworld of Kar'shan when the Reapers attacked. This was because they worked mostly on the fringes of the Batarian Empire or a bit outside.
5. Siari Sisterhood (Asari) - Religious fanatics. This group could have formed out of Jona Sederis' elite force or formed independently with similar ideas.
6. Terra Firma - Something of a rival of Cerberus, Terra Firma is a pro human group formed out of the ashes of the First Contact War. They are likely an older group than Cerberus though they are not quite as extreme in their methods.
7. Exo-Geni - is a multi species/galatic corporation. They tend to ignore galatic or local laws when it is convient for them. Nothing is beyond their grasp to get what they want. They even experiment on innocent civilians, irregardless of their species.
8. Thorian Lair - More than one Thorian plant has been uncovered recently. Either hiding or hibernation or they were kept secret by corporations and organizations like Exo-Geni. Now a new Thorian threat is re-emerging quickly. Some previous victims are still suspectable to its control. This gives it a rather unique head start in rebuilding their power.
9. Rachni Resurgence
10. Collectors - posted by someone else just repeated here
11. Mercenaries (could give it a name like, Nova) - posted by someone else just repeated here
12. Clan Weyrloc - This powerful rival clan to Clan Urdnot never faded away even after their power was nearly broken. So they are a powerful enemy faction during the time frame of ME3, or a resurgent enemy on the rise once again and eager for revenge. Either way, they are not friendly to Salarians, Turians, or the Citadel Council.
13. 314 - Turian Rebel faction that also grew out of the ashes of the First Contact War. Though somewhat hidden, this force has a strong hold on many dissaffected Turians through out the galaxy.
Also perhaps:
Harbinger, Rogue Spectre, Crime Syndicate of the Hock family, Collectors, A merc Force but give it a name like Nova Mercs or Quasar Mercs (suggested by someone else but either a merc force already in game or no unique name for it yet).
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.
Survival Mode: - endless waves of enemies of your choice. You get experience and credits. This is a test of endurance not difficulty per say. Another new mode for farming, or just testing your resolve might be a "Last as long as you can mode against waves of enemies". This mode would be adjusted depending on how many players play it. And it would be mostly the lower grade units because it is a endurance fight not a how tough you are mode. Even the best would get tired after a while. Each wave you survive would grant you slightly more credit rewards. And a record for most waves lasted could be kept. Ideally something moderate like bronze hitpoints with silver level numbers of enemies would be a logical and steady point to base the mode upon. This would allow almost anyone to play it even good players would get tired eventually or make a mistake. Rewards would start out perhaps at 500 for first wave, then 1000, 1500, after wave 5 it raises reward increments by 500, and after wave 10 by 1000. If you make it to wave 20 it raises again by 1500 a wave.
You are expected to go into debt because if you have anything less than near expert skills when play silver you gain a negative reward. This is because, it costs 33k credits to buy a jumbo pack which refills the 5 slots for both medpacks and missiles, but you get 29k credits reward on average for a silver which is LESS than enough to buy a jumbo pack. In the end, silver prices itself out of the value of playing it. Divide that up with respect to the 2 items you need and use most, medpacks and missiles. This equals out to about 3300 credits each use. If you use just 2 of each, then your end reward for silver is about 10,000 credits instead of 29,000. And they make bosses harder with successive upgrades but do not equally upgrade any level rewards to quantify this new challenge. If the enemies grow in difficulty then so logically should the rewards and perhaps NUMBER of game levels. If bronze is made harder than any new player plays that much harder a bronze to start out with. So why can not a lower level be made for novices that remains fairly simple and unchanged? And gets a 5k reward enough for a recruit pack?
So the reward system really needs tweaking. Platinum should probably be at least 150k reward with gold stable at 100k or a little more if it is done well and with all team bonuses. Bonuses should be rewarded for team tactics, support, and other actions that help a team. This type of system would cut down on some tactics often complained about with the game that contrast with the policy of playing as a team.
Bugs need to be fixed.
Top Bug Fixes Needed:
1. The medpack bug since it basically takes a valuable item resource that is not so easy or cheap to come by. This bug removes a medpack from inventory even if a squad mate actually revives you and the game engine says so. So why should you lose a medpack then?
2. Reset BUG, where the system somehow thinks you are not signed up for ME online and need to join.
3. Dropped Connections bug, it may not be absolutely solvable but can it at least be reduced by about 90% from what it is at the moment? It is a little too frequent for any online experience. Another way to address this is to add a lottery system to benefit slightly those that are dropped with out something that rewards a dropper.
4. Ops health pack not working. You hit it when you need to, it takes it from inventory yet doesnt apply it. Again, what is the point of having it if you can not use it when needed most or if you do, it takes it from inventory but provides no benefit as expected.
5. Mis Spawned enemies - sometimes they spawn out of reach and stay there, or they spawn on top of one another or other wise glitched like hanging in mid air.
6. Rejoining a game after a drop but points are zeroed.
7. Invulernable enemies glitches.
8. Guns that do not hit even if the enemy is right in front of the barrel.
9. Dropped football objective vanishing if a player is dropped or leaves.
10. Balance changes that show up where they should not (like the super fast stomp kill appearing not only in platinum and gold like it should).
11. Adjust missile aim or change the name to dumbfire rockets so that they actually go about where you aim them and walls right by enemy do not have the mysterious power to absorb the full impact and spare none for the enemies right next to the wall or right in front of the wall.
12. Store disconnect bug. Something like 40% or more of the time you buy something from the store, you lose your connection. This is a little too high and a bit worse than even in game disconnects as it happens more frequently.
General Multiplayer Ideas:
1. Dropped Player Solution Idea - Lottery for players that get dropped to get extra credits, only dropped not quit, if that can be determined. (but I would say if they are dropped wave 8 or later and had been in it
up to that point, that is a good chance they did not leave intentionally). Each drop they could get a lottery ticket and a chance to win a few credits. This hopefully even if they leave on purpose would
not mean enough value to them to drop intentionally yet would benefit in some respects those that get dropped by mistake.
2. Have enemies appear out of entries not just suddenly appear out of nothing (like they currently do). Sometimes I see enemies walk in from walls or walkways or levels just beyond our range. That is more realistic than appearing Houdini like out of thin air. Which I also see often. 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.
3. 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.
4. 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.
5. 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.
6. 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.
7. 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.
8. 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
Weapon Adjustment Ideas:
1. Like to see other heavy weapon options than just missile or no heavy weapon for lets say a 50% weight capacity /power recharge boost
2. Double ammo for harrier. It makes no sense to have less ammo than mattock but be a faster rate of fire.
3. Give all species a bonus for using a species specific weapon (like Mass Effect does for the Geth in general). For example, give Asari a bonuse for using the asari shotgun, disciple.
4. Make javelin work against armor like it used to be. And also add a weight bonus if used by a geth character.
Character Adjustment Ideas:
1. Batarian needs a little speed or a hold move for his heavy melee kill cause it is so slow that by the time you do it, 70% of the time they kill you first or someone else does or they move. It needs a slight tweak somewhere.
2. Should not cerberus guys have any extra toughness? Would being incorporated with Reaper dna make them as tough as regular humans? (Perhaps slightly more hp and slightly less shields but a change to regain health like vorcha but not quite as able as the vorcha, I have heard, Cerberus Characters are Bugged anyway in the sense fitness does not work at all.).
3. At least one Krogan character should have Krogan regen, so why not give it to the soldier perhaps? It would make him more appealing and more balanced compared to the other Krogan characters.
4. Drell should have a higher melee defense than other classes and be able to dodge any melee attack much more often. Shields should recharge faster as the vorcha
regain health. This would balance the two out more.
5. 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. (This could be done or the previous or both. At any rate at least one Drell character should be a little tougher when it comes to melee since he is supposed to be a martial artist and assassin who, fights close quarters well.)
6. Power characters should in general be able to recharge powers faster than non power characters. Power characters (vanguard, adept, engineer).
Difficulty Balance Ideas (Other ways to vary Difficulty besides just raising enemy numbers and hp stats):
1. 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.
2. 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 preferred 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.
3. Enemies with more than one weapon have to switch and use one at a time like human players do. Prime example is a pryo that somehow has a gun and a flamethrower.
4. Add a max up to level 30 with 2 more powers, but, 20 - 30 Level characters can only play gold or better.
5. 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. So you could adjust staggering so it is balanced and not only enemies like Geth can stagger YOU over and over again while you feel like you are throwing pebbles against a megladon. Bring stagger effects back to weapons and allies and allied powers so that some can actually stagger enemies like they constantly immobilize and stagger us. Another Case in point: You are by the ammo cart when a new wave hits and in seconds a PRIME appears out of thin air ahead of you. Before you can fire or move you get hit 3 times in a row and staggered so that you can not do a thing. This is fair?
Alternate Names for weapons Only
Asari Assault Rifle: Matriarch
Asari Sniper Rifle: Matron
Asari SMG: Maiden
Copper Level could have fewer waves. This could be another way to vary levels.
Recruit Copper - 7 waves, extract on wave 7. Average reward pot about 2,500 credits. Half the enemies of Bronze Standard and enemies have fewer hit points but enemies also have some miltia grade units and many of the units are militia grade. No missions. 0-1 top enemy units may appear in map during missions. Grenade Launcher available instead of missile launcher.
Veteran Copper - 7 waves, extract on wave 7. Average reward pot 3.500 credits. One Mission. Upto two top enemy units may come in the last wave or two. 1/2 the hp stats of bronze, and 60% of the number of enemies. Grenade Launcher available instead of missile launcher.
Elite Copper - 8 waves. extract on wave 8. more ai spawn points. More light and medium units. Reward 5,000 credits on average and more experience points than the first two levels. 60% Bronze standard number of enemies and hp/shield/armor stats. 2 Missions. Grenade Launcher available instead of missile launcher.
N7 Copper - 8 waves. Extract on 8. 2 missions. 60% the hp stats of enemies on standard bronze and the 3/4 number of enemies. 7,500 reward average. Grenade Launcher available instead of missile launcher.
Spectre Copper - 9 waves, extract on 10. 2 missions. 60% of enemy numbers and 3/4 hp stats as standard bronze. 8,500 reward average. Grenade Launcher available instead of missile launcher.
Recruit Bronze - 9 waves, 2 missions. 9,000 reward average. 3/4 enemy numbers as standard bronze and 3/4 hp stats as standard bronze.
Veteran Bronze - - 9 waves, 2 missions. 10,000 reward average. 80% enemy numbers as standard bronze and 80% hp stats as standard bronze.
Elite Bronze - 9 waves, 3 missions. 12,500 reward average. Same enemy numbers as standard bronze and 80% hp stats as standard bronze.
N7 Bronze - 9 waves, 3 missions. 15,000 reward average. 80% enemy numbers as standard bronze and same hp stats as standard bronze.
Spectre Bronze - 10 waves, 3 missions. 20,000 reward average. Same enemy numbers as standard bronze and Same hp stats as standard bronze.
Team Rewards for completing supporting actions and playing as a team.
Examples:
Support powers Bonus - powers that aid allied shields, health, weaken enemy, confuse enemy, damage enemy indirectly. This can affect allies or enemies depending on power.
Aid allies Bonus - any aid provided such as shleld buff or health regen power or any sort of health, power damage, weapon damage, are included this is a specific bonus for actually aiding allies/squadmates
Damage powers bonus - powers used in aiding a kill
Last strike on enemy bonus (instead of kill for the last shot or power that kills a enemy)
Cover Allies bonus - if you are near a ally downed or low on health and provide cover so a team mate can revive them.
Most damage bonus - points based on total damage done to total enemies
Kill bonus Reward - Goes to the one that does 50.1% or more of the total damage to a enemy needed to kill them.
Head shot kills bonus additions in 30, 40 and 50 increments
Melee Kills 20, 30, 40, and 50
Throw enemy off map bonus - works like the grab bonus when you use warp, throw, lash, or biotic charge or some means to literally knock an enemy off the map, extra if that hit would not have killed them otherwise.
Rookie Pack - level one consumables, chance for a common weapon or level up of common weapon, ops health item - 3 items total in pack, cost 2,500
Recruit Pack - already in game, 5,000
Operations Pack - same as Recruit pack with at least one new weapon or character included from common or better. 6 items. 10,000
Veteran Pack - already in game 20,000
Elite Pack - same as veteran Pack but 2 uncommon or better items. 30,000
Mission Pack - Same as veteran pack but at least one new weapon or character included. 45,000
Spectre Pack - already in game
Premium Spectre Pack - already in game
N7 Pack - Guaranteed at least one new item, character or weapon that is not already owned. If player owns everything then guarantees at least one character card or weapon level. And at least one new mod or bonus gear. - 250,000
Premium N7 Pack - player can select at least one item with a guaranteed player pick card in pack, plus the N7 Pack.
500,000
Jumbo Pack - already in game
Health Pack - only contains items that revive, renew health, recharge shields, or gives bonus to shields or health or re generates health. 10 items same as jumbo pack. 50,000
Bring back powers, talents, and classes from the past with class specializations.
Examples:
Armor Gear: Some heavier classes can improve armor with items that can be worn.
Basic ArmorTactical ArmorCombat ArmorLight ArmorMedium ArmorHeavy ArmorArmor becomes 6th skill Tree added to fitness type, training type, and 3 power types..
Level 21-25 option available but character in this range can only play silver matches or higher level.
Level 26-30 option available but character can only play gold matches or higher level.
Weapon Training or Power Focus Training can be new optional Skill Trees added. Passive skills that add beneficial bonus to weapon use or powers depending on which skill is leveled up.
Old Tech Skills that can and perhaps should be brought back:
Damping: can stop enemy tech and biotic abilities for a time, increases explosion radius of your proximity mines, can increase ability of sabotage.
Hacking: can cause artificial enemies to attack each other or increase the recharge speed of tech powers like proximity mines
Decryption: allows you to gain access to locked doors (which could be added to future maps or added to current maps in upgrades), This does not use omni tool and therefore suffers slightly from this.
Electronics: Allows you to repair your systems or increase ability of your shields or vehicle hulls (could also be added in a future MP game), can also bolster overload ability.
First Aid: Power depends on combined skill of the squad not the individual's level. This makes medigel more effective.
Medicine: Increases use of medigel, also strengthens the Neural Shock skill
Soldier health and regeneration ability: regenerate hitpoints at a rate of 3 - 5.5 health points per second depending on skill and boost total health from 4-14%.
Immunity: no not invulnerable, this ability only increases damage reduction by 50-80% for a short duration.
Assassination: boosts damage of sniper rifles from 50-225% for a short duration.
Overkill: increases ability to fire assault rifles thus enables you to fire longer bursts of fire with out causing over heat. This means clips would have more bullets (like the thermal clip weapon mod this could be basically used by not using up some rounds in the clip when firing). It also improves assault rifle accuracy. Lasts very short durations 10-15 seconds at max level.
Unity: restore dead squad mates with 15% health and 40% shields up to 30% health and 100% shields at maxed out power.
Neural Shock: Paralize organic enemies for a time or at high levels permamently damage enemy accuracy.
Geth Shield Boost: 25-75% shield boost depending on skill level.
Slam:(already mentioned previously) - lifts targets and drops them to the ground rapidly which causes massive damage.
Dominate: (already mentioned previously) - ardat yakshi ability to control organic lifeforms.
Flashbang grenades - old power
New power suggestions:
Electronic Pulse - works like annihilation field only damages artificial targets. Smaller targets like drones or geth turrets are destroyed instantly at higher levels. At high levels can cause excessive stagger effects even to boss grade units.
Tech Virus - quickly hack artificial units or systems and upload a virus that can stun, confuse, damage or even destroy artificial units depending on type of unit and level of power.
Hydroslick - condense moisture in the air or from pipes in buildings to spray a wide area on the ground with a oily water based substance which is created by creating nano bots and adding them to the mixture. This has a nearly comical effect of making most enemies lose their footing and slide around. They can slide into each other or into walls and injure themselves.
Hydrocondenser - condense moisture from the air or from pipes in buildings only this time soak the enemy in moisture with a similar effect as a can of soda in a cooler. If the enemy is artificial it can be bad for their electronics. Stuns artificials or at higher levels permanently damages accuarcy.
Suppressor: Launches a sticky web designed to slow and put to sleep charging Krogans.
Similar to Submission net but with a sleep effect that drastically slows enemy movement
and reaction times.
Turian Sniper Drone:Drone fires small long shot rifle. Slow rate of fire and modest damage.
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.
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
Psychological warfare: (generally only effects organics, synthetics maybe effected but far less effectively):
1 You fool enemies into thinking you are stronger than you are.
Makes enemies spooked and move away from you and nearby allies temporarily.
2 startle enemies so they miss weapon fire more often for a time.
3 effect up to 2 targets at once
4a trick enemies into thinking you are their allies (organics only), may throw off synthetic
Targeting for less time than organics trick.
4b weaken enemy focus so they do less damage to you and nearby allies
5a unnerved, enemies more likely to fall off ledges or bump into walls and do some modest self harm
5b effects last 25% longer
6a Effect another target for up to 3 targets total, duration 7.5% added
6b your weapons and nearby allies do10% more damage to organics.
Heal:
1 restores health of one nearby ally
2 restores shields of one near ally
3 restore 2 near aalies' health
4a allied stimulant boost, temporarily increase strength of healed allies
4b allied energy boost, increase speed of healed allies temporarily.
5a syphon, when heal is used on enemies, it steals small amount of enemy unit health and shares it with 1 or 2 nearby allies.
5b heal all allies within 20 meters, double the base range
6a recharge when healed, recharges allies power when they are healed so they can be used as soon as they get up and with a 10 % power damage boost.
6b temporally makes allies invulnerable for 15 seconds after a heal, great for when surrounded
Emergency Cloak: (same as tactical cloak but instead of melee, power or weapon damage boosts provides boosts to speed, duration of cloak, and speed of healing or reviving allies)
Health Recharge pylons (pylon that recharges or heals or keeps health up if close, and denies instant kills if close enough instead of heal power)
Safety shield (pretty much same as asari shield over allies but with boosts for keeping or maintaining health more than damaging enemies).
Healing Drone: Drone that goes around recharging shields and health, and DELAYS death longer if a ally is downed. No damage to enemies.
New classes or class Specializations:
Shock Trooper - cross between a vanguard and a soldier
Commando - Soldier and infiltrator cross
Operative - engineer and infiltrator cross
Medic - (already mentioned) engineer and sentinel cross
Bastion - adept and sentinel cross
Nemesis - Adept and Vanguard cross
Asari Scientist - Quarian Machinist -Turian Agent -Salarian ScientistTurian RebelKrogan BerserkerMercenary VeteranTrainnig types;
Assault TrainingCombat TrainingAssassin TrainingOperational MasterySpectre TrainingTech MasteryBiotic MasteryDefenderNew Training Options that could be added:
N7 Specialist Training - emphasis on weapon damage and weapon rate of fire
Agent Training- emphasis on power duration and weapon accuracy
Asari Commando Training - emphasis on weapon accuracy and power speed recharge
Salarian Special Tasks Training - emphasis on tech/biotic abilities damage and weapon damage
Battlemaster Training - Emphasis on melee damage and shield protection
Survival Skills Training:
Fitness TrainingOther Survival Skills that could be added:
Siari Intiate Training - belief in combining the powers of the body and mind into one enables greater quickess and agility.
Special Tasks Operations - Salarians began a pracitce that combines technical knowledge with the body. This type of fitness allows faster tech and biotic connections which translates as recharge. This may affect the speed of shield recharge as well.
C-Sec Physical Regimine - Turian designed system of health and survival skills based on their own military's training regimine. This type of training grants increases in vision and weapon dexterity with a slight boost in melee combat. Vision boosts can enable you to spot enemies sooner or increase accuracy. Dexterity can grant weapon stability or improved weapon damage.
Berserker Rage - Krogan's have a practice of raising health, melee damage and if you are really skilled even some health regeneration ability. So it is no surprise this type of training grants Krogan like abilities.
N7 Survival Training - Skills illustrated by James in ME3. These skill focus on Weapon Training, speed (rate of fire or magazine enhancements), Sheild Modifications, and a slight Small Health Regen. Not as good as Krogans or Vorcha but a small regen ability over time.
Health Regen Skill: Suppose Vorcha get 7.5-12.5 health points regenerated every second, and Krogans get 5.5-8.5, while N7 trainees and some none Krogan/Vorcha Soldiers get 3.5-5.5 every second. This simply illustrates the difference in regeneration rate between them. Reave skill could add 2.5-4 points a second or a small percent of enemy health muliplied by the Reave users skill level or character level.
Old Weapons to Bring Back:
Assault Rifles:
Tsunuami -
Crossfire -
Terminator -
Gorgon -
Banshee -
Lancer -
Diamond Back -
Thunder -
Torrent -
Breaker -
Kovolyov -
HMWA Basic -
HMWA Advanced -
HMWA Master -
Shotguns:
Avalanche - Armax creation, clip size 6-8 depending on level, medium damage, hi
Modifié par Xeraphas, 06 août 2012 - 08:44 .