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#176
friedricethem0n

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1) BunkerBuster SMG

fully automatic with in-built Armor Piercing mod V
Fires cyro rounds that slow target's movement by 50%.
Effective against Armor (+20% damage). Weak against barriers/shields (-20% damage).

Damage : 30 - 50
Clip size : 40
Spare Ammo size : 80 - 120
Accuracy : similar to the Cerberus Harrier
Weight : similar to the Hurricane

2) Elemental Cloak

Functions similar to Tactical cloak but with added cyro/fire/electrical effect on nearby targets depending on your skill rank evolution. Firing a power or weapon will instantly decloak you.

Rank 1 :
Base cooldown : 12 seconds
Duration : 8 seconds
Tech Power Damage : +20% to all your OTHER tech powers
Weapon Damage bonus : +5%
Base effect : 90 Fire damage per second when in contact

Rank 2 : Reduce Recharge time by 25%

Rank 3 : Increased Duration by 50%

Rank 4 : a) Tech Power Synergy - +15% more Tech Damage for 15 seconds
B) Weapon Synergy - +15% more Weapon Damage for 5 seconds

Rank 5 : a) Bonus power : fire one bonus power while remained cloak
B) Reduce recharge time by 25% and increase accuracy of weapons by 15%.

Rank 6 : a) Cyro Cloak - Adds Cyro effect on nearby targets. Slow enemy movement by 30% and
deals 50 cyro damage per second when in contact
B) Electrical Cloak - Hits nearby targets with Electric effect. Stuns and incapacitate
smaller enemies and deals 100 electric damage per second while
in contact.

#177
Janpoll

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I have a list of suggestions here, for if someone want check: http://social.biowar.../index/13325459

For this thread maybe I paste this, for gamemodes (don't know what name):

-/Dreaming on - A new style, than need a lot of development (new maps, etc...), where the squad need to split up (2 & 2) for complete the mission, but they need the help of the others, activating/unlocking things to advance (they appears in different zones of the map, separated until the end), with a final fight together vs Cerberus/Geth/Reapers or whatever. /Dreaming off

For consumables/gear:

-A consumable/gear for make powers more durable. Another exclusively for charge/weight.
Other consumable/gear where you cadence of fire is increased, but if it is very nerf, do something like I cadence fire +5%, -5% damage, II cadence +7%, -4% damage, II cadence +9%, damage -3%, or something like that, less stabilization or don't know...

Modifié par Janpoll, 03 août 2012 - 09:01 .


#178
Zwapp

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Harmode checkboxes, for things like:

Horde Mode: 50% more basic enemies are allowed on the map at the same time, and these enemies don't count towards the wave budget (ajustments may be needed)

Delayed Extraction: simply adds 5 more waves, will be tougher then you think, considering your medigel reserves.

Party Mode: Cobra Missile becomes Confetti Cannon, Medigel becomes Disco Gravestone, Ammo Clip becomes balloons and ops pack is now alcohol.... effects of alcohol lasts for the duration of the game.
-or simply put, no consumables, just party :)

--------------------------------------------------------------------------------

Thermal Shredder Mod
Sniper+Shotgun mod that allows it to set off fire+ice tech bursts, balanced by lowered clip and reserve size.

VI-Support
SMG mod that increases power damage (to make em useful for once)

and why hasn't some crazed scientist invented a weapon that just shoots the thermal clip instead of ejecting it, using the heat generated by the shot to power up the next clip.

#179
Xeraphas

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 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 Armor
Tactical Armor
Combat Armor
Light Armor
Medium Armor
Heavy Armor


Armor 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 Scientist
Turian Rebel
Krogan Berserker
Mercenary Veteran




Trainnig types;


Assault Training
Combat Training
Assassin Training
Operational Mastery
Spectre Training
Tech Mastery
Biotic Mastery
Defender








New 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 Training


Other 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 .


#180
SSPBOURNE

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Xeraphas, stop using all of the ideas. What's the point of anyone else posting in this thread?

#181
Xeraphas

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SSPBOURNE wrote...

Xeraphas, stop using all of the ideas. What's the point of anyone else posting in this thread?


Huh?

#182
KnightOscar

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Shotgun pistol: Yes Man Kablaam.

#183
NikkoJT

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Planning to wrap up all my Firebases, the Hanar Vanguard, and the SAWs into a DLC concept (Mass Effect 3: Resistance). I need some more characters though, so here's a couple FIVE.

Edit: did you know BSN doesn't let you start "class" with a capital C? It reverts it to a c when you post.

Name: Drell Operative
Type: Character
class: Soldier
Quick description: A Drell signed up with the Alliance to fight on the front lines. More durable than other Drell characters as he's wearing body armour (albeit lightweight).
Powers:
Marksman
Sticky Grenades

Incineration Pulse: Like Nova, but ON FIRE.
2: Radius increase
3: Damage increase
4: Fire effect duration increase -OR- Detonate tech bursts
5: Staggers enemies -OR- Movement speed bonus for 3 seconds after use
6: Uses 50% less shields -OR- Damage increase

Alliance Training
Fitness

Name: Drell Agent
Type: Character
class: Infiltrator
Quick description: A master of stealth, specializing in disrupting the enemy so squadmates can lay on the damage.

Powers:

Tactical Cloak (modification: sniper rifle damage bonuses replaced with bonuses that increase SMG damage for 3 seconds or the remainder of the clip)

Remote Charge: Place an explosive charge. Use the power again to detonate it. Cooldown kicks in after detonation.
2: Damage increase
3: Cooldown bonus
4: Radius increase -OR- Overload effect
5: Cooldown bonus -OR- Enemies take increased damage for 3 seconds after detonation
6: Damage increase -OR- Placing the charge does not break cloak

Sabotage
Drell Mercenary (basic Alliance Training equivalent)
Fitness

Name: C-Sec Specialist
Type: Character
class: Engineer
Quick description: A Turian security officer drafted in for her advanced knowledge of booby-traps and combat systems.

Powers:

Deterrent Field: Construct an energy field between two vertical objects, stunning enemies that cross it. The longer the distance between end points, the weaker the field (weaker = the field takes less impacts to destroy, and does less damage). Requires visiting both end points to deploy, and end points must have straight-line-of-sight to each other.
2: Damage increase
3: Durability increase
4: Size has less effect -OR- Prime for tech bursts for 3 seconds
5: Movement speed increase when moving to deploy second end point -OR- Decrease enemy movement speed for 3 seconds after impact
6: Size has no effect -OR- Gain ability to construct a third end point (the second field span has the same properties as the first). If the third end point has line-of-sight to the first as well as the second, a third field span is formed between them (again with the same properties as the first).

Frag Grenade
Proximity Mine
C-Sec Training (basic Alliance Training equivalent)
Fitness

Name: Turian Adept
Type: Character
class: Adept
Quick description: Turian outfitted with specialized armour emphasizing biotic abilities. More heavily-armoured than most Adepts, but with less in the way of ranged biotics.

Powers:

Assault Blast: A powerful blast of biotic energy. Kind of like Shockwave crossed with Human Adept heavy melee, but with more force and no wall penetration, and faster.
2: Force and damage increase
3: Recharge speed increase
4: Range increase -OR- Biotic explosion force and damage increase
5: Recharge speed increase -OR- Force and damage increase
6: Radius increase -OR- Automatically set off a biotic explosion on one of the enemies hit, at the cost of 25% of your barriers (number is up for debate)

Phase Disruptor
Slam
Turian Biotic (basic Alliance Training equivalent)
Fitness

Name: Hanar Sentinel
Type: Character
class: Sentinel
Quick description: With their long tentacles, Hanar are able to spread defenses across a wide area, making them ideal Sentinels.

Powers:
Screening Force: Apply a crushing downwards force across the area covered by your tentacles. Shots fired through this area hit 0.5 metres lower than aimed for 50% less damage.
2: Increase screen horizontal area by 2m
3: Increase damage reduction to 55%
4: Squadmates' shot damage is only reduced by 40% -OR- Increase damage reduction for screening Hanar to 65%
5: Squadmates' shots only hit 0.25m lower -OR- Decrease speed penalty while active
6: Squadmates' shot damage is only reduced by 30% -OR- Stagger enemies entering the screened area, while doing minor damage

Strangle (as on Hanar Vanguard)
Reave
Spectre Training (as on Hanar Vanguard)
Fitness


Freow. Long post!

Modifié par NikkoJT, 06 août 2012 - 01:54 .


#184
Xeraphas

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The rest of the Total Ideas post:

Shotguns:

Avalanche - Armax creation, clip size 6-8 depending on level, medium damage, high accuracy
Executioner - Batarian State Arms model
Hydra - Cerberus Skunkworks
Firestorm - Devlon
Hurricane - Elanus Risk Control Services
Storm - Hahne-Kedar
Viper - Hahne-Kedar Shadow works
Tornado - Haliat Armory
Savage -
Armageddon -
Sokolov -
HMWA Basic -
HMWA Advanced - 
HMWA Master -

Sniper Rifles:

Naginata -
Punisher -
Lightening Strike - 
Striker -
Hammer - 
Avenger - 
Python -
Equalizer -
Helix -
Volkov -
Reaper - Elkoss Combine
HMWSR Basic -
HMWSR Advanced -
HMWSR Master - 

Pistols:

Raikou -
Brawler -
Judgement -
Harpy -
Stinger -
Striker -
Kessler -
Cobra -
Stelleto -
Pinacle -
Razor -
Karpov - 
Edge -
HMWSR Basic -
HMWSR Advanced -
HMWSR Master - 

New Weapons:

M-24 Reciprocator - like other guns, the Avenger finally got a upgraded version.  This new beefed up Avenger deals more damage per shot, weighs almost double, and has 25% more ammo per clip and 35% more ammo per ammo load.

Salarian LongShot: Salarian Sniper Rifle. Clip holds 2 shots for a one two punch effect that was
originally designed to take down a charging krogan which did not always work with one shot so
a double tap option was added to this Salarian Sniper Rifle. While not as powerful as some rifles,
its quick second shot and fairly high damage makes up for any shortcommings.

Clip: 2
Ammo: 15 rounds
Damage Base: 650 per shot

Quarian MBL (magnetic probe launcher) - This gun fires a projectile that uses a principle of magnetism to boost the mass effect power fro the slightly larger shells
which house synthetic microchips that inject targets with mercury like fluid which allows disruption of synthetic based organisms or machines
central processes and allows temporary control of the object. (similar to sabotage) class, Quarian Assault Rifle. It causes a small chance of sabotage and has a relatively slow rate of fire.
Slighty slower than the mattock. The fluid in the projectile can cause a poison effect to organics. Rounds can overload causing a slight electrical damage effect to non organic targets
that it fails to hack.

Salarian Storm Caster - SMG that works like the Locust. However it has a bigger clip and slightly more accuracy.

Salarian Firestorm - Sniper gun that fires homing signals. Slow rate of fire and high exploding damage. However, it needs a moment longer than other
guns to lock onto a target for the homing signal. Rounds have a homing sensor that coordinates with the scope and homes in on a target.
Rounds can not make sharp turns however they can turn modestly.

Asari Athame Judicator - Assault rifle named after their patron goddess as a sign of the protective powers
this gun brings to the asari people. Higher rate of fire than the Mattock but slightly less damage per bullet.

Asari Apostle - smg with more accuracy than any other and more damage than the locust but a lower rate of fire than
any other smg.

Old Weapon Mod:

Shredder Ammo: increased damage to unprotected flesh targets.

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.

Bonus Gear:

Extra missile - like grenades, it can add the same max as it levels up.
Health kit - allows additional ops health packs to be carried.
Combat Knife - bonus melee damage and speed to melee attacks,
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.

Weapon Mods:

Extra assault rifle ammo - can add 1/4 up to nearly double total ammo
Sniper Extra clip - increase size of clips. Addition depends on round size. Vyper can get 3 rounds for every extra round a javelin or widow gets. Something like that. This is just a rough example.
Pistol amplifier - increase pistol damage, but at cost of range. Amplifies the round size. The kit modifies the pistol where needed.

#185
NikkoJT

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I don't think the Avenger and Striker SRs or the Cobra pistol are very good ideas, at least the names...
Edit: You have a Striker pistol in there too for some reason.

Modifié par NikkoJT, 08 août 2012 - 12:14 .


#186
Xeraphas

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I think Drell should have a high anti melee dodge skill.  They are supposed to be highly skilled assassins who usually do the work upclose.  This implies some martial combat skills, yet he is fairly low on melee combat.  A way to increase his melee prowess with out overbalancing relative to other charactes is to increase his melee combat dodge skills at least.  Enemies like phantoms should have almost no one on one chance against a drell (cause he should be able to dodge nearly anything melee wise) or a batarian (due to the blade armor) and a Krogan should take 2 instant kill hits by a phantom to kill him. More characters should have faster shield recharge, armor qualities, or health regen, BUT not per say the same as Vorcha for health regen speed or amount. Different races and characters should have some variety of how well or if they do those things at all.

Krogans - 2 hit instant melee kill moves to actually instant kill them, some should have regen at least some regen abiltiy, also more anti stagger ability than other characters.

Batarians - any melee combat should be fairly ineffective or cause the enemy as much or more damage as the batarian takes including instant melee kill moves, bring back the blade armor stagger effect for anything that attempts to instant melee kill a batarian. It may take one hit unlike Krogan but the enemy that does it should take as much or more damage if they try. This is a unique quality that batarians should have and in fact did have for a time in the mp game.

Drell - should have faster recharge shields as a kind of counter balance to the vorcha same health/shield stat regen health ability only have faster recharge shields. They at least should have a high defense against melee attacks

It is ok if one character is an antithesis of one or more enemy units (not too many though, more like one per enemy or so).  Is not that the way it should be?  This adds to game play and strategy options.  This does not mean drell would never die against a phantom, their guns can kill and melee still can if the drell does not use a dodge ability, which could be similar to the husk attack.

Slayer has a bug where his slash attack does not always actually hit targets that are infront of the slash attack wave.  Strange but true.

Paladin has a bug that makes his shield often appear invisible.

Shadows often appear invisible but for the sword and not during a cloak.

Modifié par Xeraphas, 07 août 2012 - 09:01 .


#187
AresKeith

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this is a really cool thread, I have some cool ideas for a new game mode and other things in my DLC thread

http://social.biowar.../index/13069287

#188
NikkoJT

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Firebase Castle sketch map

#189
Xeraphas

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I ask a simple question.  Are the range of characters balanced?  Do you honestly feel that way? For this to be true, then you should be able to play a Geth Infiltrator or a Human Adept and be able to perform equally well.  Maybe some players are better at some characters or classes but over all, if there is a balance, then among all players there should be a balance of what characters are played and how well they are played.  Take bronze as an example.  Most any one should be able to play fairly well on bronze with a level 15 or higher of any character or class.  Not expertly per say but well enough.  If you can not then how can the characters be truely balanced?

Each character and class should Ideally have their advantages and disadvantages and therefore all have a place on a squad to play a mission with.  Does anyone feel one or more characters or classes are underpowered or way underpowered compared to others?  

I remember one of the better Asian movies I ever saw.  I can not recall the exact name.  It had 4 handicapped Chinese characters in it who were victims of a evil lord.  They over came their handicaps and disadvantages and turned them into assets.  So this guy who had no legs, made legs of iron so then he could kick through brick walls.  Advantage, he had a powerful kick.  

If you list advantages and disadvantages of each character, would you come out about even across all?  

If the answer is no then the characters can not be truely balanced.  

Let us say defensive wise.  You have agility that can dodge melee (or should be in game if not), you have armor for weapon defense, shields for power defense and partly for weapon defense, speed if the maps are done well and no enemy has heat seeking rounds or powers (LOL), then speed could be a good defense attribute as well, if one has a strong advantage in one area then there would be some disadvantage in another.

Some generic tips that might help general character balance:

Defense Attributes:

Fitness/toughness:  Health and hitpoints.  How much damage you can take from any source.  Best defensive against melee attacks.
Regeneration: how fast you can heal.  Rates can vary and more than just vorcha could have this skill with Vorcha perhaps having the fastest and highest health points per minute regeneration ability.
Sheild Health: amount of damage shields can withstand, sheilds mostly protect against missile type weapons (guns) and power attacks.
Sheild Recharge: how fast shields regenerate
Tech Armor: Mostly adds defense against tech powers and only basic level protection for all other attacks., adds power damage and power regen speed, also causes a slight penalty to weapon damage, rate of fire, and accuracy.
Heavy Armor:  Slows character but raises defense of all types.  Heavy armor is good against any attack but at a cost of speed and power recharge speed.
Medium Armor: Good against most attacks it costs no penalty to power regen and only a slight speed reduction.
Light Armor: actually can provide a slight speed and regen boost.
Tactical Armor: provides extra defense against weapon attacks and a slight boost to weapon power, accuracy, and rate of fire.  Slightly slows power regen and slightly lowers powers damage.
Basic Armor:  Offers slight protection against most attacks but no benefits or penalties either.
Biotic Armor: Offers a boost to biotic powers speed and damage, also causes a slight penalty to weapon damage, rate of fire, and accuracy.  Defense boosts against biotic damage, but only basic level protection for all other attacks.
Agility: abiltiy to dodge melee attacks and some slight ability to avoid some weapon attacks.
Shields: defense against all attacks, but no benefits either.  It slows you or forces you to stand still for long periods.

Offensive Attributes:

Melee:
Swords:
Assault Rifles: improvement to Rate of fire, accuracy, and damage with assault rifles
Sniper Rifles:improvement to Rate of fire, accuracy, and damage with Sniper rifles
Pistols: improvement to Rate of fire, accuracy, and damage with Pistols
Shotguns: improvement to Rate of fire, accuracy, and damage with Shotguns
SMGS: improvement to Rate of fire, accuracy, and damage with SMGS
Tech Powers: improvements to power damage and recharge of tech powers
Biotic Powers: improvements to power damage and recharge of biotic powers
Universal Powers: improvements to power damage and recharge of universal powers


Passive Attributes:
(attributes you always have or use other than the above)

Let us put that to a sample of what is and what could be. For HP, the norm standard seems to be 500 and 500. So for every one less or more points would be Suppose then we have some adjustments like so which would make characters and game play more interesting with a balance of advantage and disadvantage.
 
Krogans:  
1. Add a small health regen to all Krogans.
2. Make shield regen slower than others.  
3. Make weapon accuracy and rate of fire lower for krogans
4. Give Krogans weapon damage of slightly higher than average.  
5. Reduce stagger effects against them the most so they are the least likely to be staggered by enemy fire.  They are tough they should not be so easily staggered.
6. When Krogans go into rage or berserker mode, increase melee damage by 20-50%, and health temporarily by 5-15%, could also increase movement speed by 20% just while in rage.
7. Make instant kills by phantoms take two instant kill moves.
8. Make instant kills by Banshees take twice as long as normal kills, cause the banshee to use 2 hands instead of one, make her strain and lean over or kneel and thus make her more vulnerable when trying to kill a heavy character like a krogan.
9. Instant kills by Atlas could take about 1/4 longer and cause a slight stress to the arms. Logically this enemy unit would be least affected by weight of player character.

Drell:
1. Increase agility which translates to melee defense by up to 30% over average, perhaps a slightly less defense boost against weapon attacks as well
2. Give a slight shield regen boost above average as a sort of counter to vorcha health regen with nearly identical stats otherwise.
3. GIve a slight melee boost to quickness of melee attacks to match the speed of a drell. Thus while melee damage is above average this combined with melee attack speed should make him more balanced. So in the time it takes to do one normal attack a drell could do 2 or 3. This would apply at least to the normal attack and is optional or debatable for heavy. The result is a machine gun like melee attack ability by the drell.
4. Drell could have a damage bonus to a first shot only against a particular target. This would be a nice assassin like ability.
5. Drell could do a revive slightly faster than other characters but not as fast as say a medic type character if one is ever added to mp. He could have this and/or a slight speed boost to completing some or all types of objectives.
6. Could add a new drell character or change one to have a dagger melee attack or even throw biotic generated daggers, he could also be made to have a neck attack but I am not sure if this is feasible. It was a specialty of some Drell like Thane though.
7. Could have a modest speed boost when fighting in dry region maps/climates
8. They could have a moral boost that might affect their health and raise hp for short periods when or if they fight near water.

Salarians:

1. They could have the fastest regenerating shields.
2. They should definitely get a speed boost for completing computer hacking objectives and/or repair objectives.
3. Give them a slight support boost that could make drones and turrets of allies stay razzed longer
4. Melee attacks while relatively weak compared to some other characters could have a bonus against enemy shields.
5. Their shields could be made to occasionally shock enemies that get within 2 meters or attack melee.

Human Soldiers:

1. Give a slight regen ability less than vorcha and Krogans.
2. Optional addition: add a unity skill that adds a small weapon damage bonus for any squad mates with in a 5 m radius of him. This is adjusted lower or higher for skill level. Unity could be a passive skill added to soldiers.

Batarians:

1. increase speed of heavy attack slightly so enemies do not always kill you or get killed by squad mates before you can finish your swing.
2. Cause enemies that try to instant kill or even melee to stagger due to the blade armor. This should at least happen some of the time if not most or all. It used to happen frequently then it seemed to stop. This was one of the benefits of using a Batarian. Even if a instant kill move is done it should still effect the enemy that did it with heavy damage due to the blade armor. Avoiding it all together by instant kill moves makes little sense if it works at all to deflect or harm enemies that try to melee which it is supposed to do.
3. Melee damage received can be decreased slightly from normal or average range due to toughness of Batarian and Blade armor worn.
4. Stagger can still affect Batarians but should be less often than average but not as much resistance to it as Krogans.

Ex Cerberus:

1. If they are really partly indoctrinated, should they not have some reaper like benefits? Maybe this could be a slight regen ability at least from power attacks or slightly higher than average hit points.
2. it has been posted a few times that fitness does not work, if this is still the case could this not be remedied?

Slayer:

1. Should this character not have a slightly higher agility and defense against melee attacks like suggested for Drell above? It might be less or slower than Drell but perhaps higher against swords or melee weapons.

Shadow:
1. Should this character not have a slightly higher agility and defense against melee attacks like suggested for Drell above? It might be less or slower than Drell but perhaps higher against swords or melee weapons.

Turians:
1. Turians honestly seem the most imbalanced of all with the exception of weapon stability bonuses. Marauders are Reaperfied Turians. As posted in another post, Marauders can roll but Turians can not, yet Turians are NOT heavy tank like characters especially compared to Krogan or Batarians and even to some extent Vorcha. So, a roll and a slight quickness is a pretty fair improvement.
2. Turians should probably have a more unique melee attack. This could be something like a tackle move or a basic kick and a upswing punch. Their melee attacks could be tweaked to affect Armor enemies more. They are used to fighting Krogan so this is not an implausible benefit.
3. Turians could be given Medium to Heavy armor options as extra skill slots if or when this is added to the MP game. This would also be a good balance for them, in that more Turian classes can wear heavier armor than any other. Traditionally beserkers wore little to no armor so at least one Krogan unit would theoretically be with out or with very light armor.
4. Turians could gain a defense bonus when taking cover. This would be most effective against enemy weapon fire. And only perhaps some human characters would also have such a skill. This skill would also be logical for a Sniper preference species like Turians. They could be the ONLY species that could with stand a Brute charge against cover.

Asari:

1. Given their natural slide ability, would it not be a neat idea to increase the speed at which then can side step or strafe? This would be one of their special beneficial skills. In the game ME3, Asari were on the Asari homeworld defending it when Shepard appears. Among them were what appeared to be snipers and commandos. Fast side to side movement would make sense given how they chose to defend against the enemy.
2. it might be logical to add some bonus if or when Asari fight on or near religious sites.
3. Perhaps it might be nice to add some accuracy bonus when using Asari made weapons.
4. There could be a slight penalty of Asari characters go straight at enemies instead of a side to side pattern.

Common Human Characters:

1. Some characters could incur penalties for certain types of armor or weapons, Humans could be the only species that does not receive such penalties or for that matter no bonuses either, with the exception perhaps of some weapons.
2. Humans could wear any type of armor and perhaps be the only species to be able to do so.
3. Humans could have a benefit skill of healing over time if a ops pack is used yet their health is full. This ops use could then be used to heal over time until a full health amount has been used up. Ops packs should not work if the character is at full health on any player character.
4. Any and all Support powers and skills could benefit humans slightly more than any other character or at least the common human characters.
5. Common Humans should in theory since they are the most Common easy to access Characters should be fairly even across advantages and disadvantages and have neither one in abundance. They may not be the best at any thing but would not be the worst at anything either. They should be a standard by which all other characters have advantages or disadvantages measured from, with the few exceptions mentioned but then again that makes them fairly average as well. The ops is only occasional and would be a slower rate and fewer hp per second than the human soldier would have or any other regen skilled characters. In ME 1, regen was given to human Soldiers at a fixed rate based on skill level. This measured from about 3 health points per second and a 4% health increase for the first level. This goes up to 14% health increase and 5.5 health points per second regen. Vorcha regen starts at about 50 health points per second regen for comparison.

Quarian Female Infiltrator:

1. This is the only character that has one power useless against most enemy units. This is sabotage. This could be adjusted to have a modest yet small effect against enemy shields or perhaps even weapons for shorter durations than it would affect synthetics. No other power of any character has such limited use.

Quarians:

1. In general they could do more damage with powers against synthetics and slightly more with weapons.
2. Give Quarians a modest speed boost when doing computer objectives or the bot escort objective.
3. They could be made to be modestly harder for synthetics to target than other enemies. Quarians are accustomed to fighting Geth. Would they not have some slightly better defenses when fighting against them or other such synthetic units?
4. By same token they could be made to be easier targets for organics.

It would be nice to see every character equally useful and playable. I am not talking about having the same stats. I would just like to see a trade off sense of balance. For example, if you are light and fast, you would be harder to catch, or shoot or hit, yet if you were you would not be able to take that many. If you are really good with weapons, you would probably not be as good with biotic or tech powers. I get the strong sense that the common characters and Turians are not very equally balanced compared to the other characters strengths and weaknesses. Some other slight adjustments to other characters as mentioned could also improve the sense of balance of advantages and disadvantages. Does anyone notice or not notice that generally speaking, the bottom two skill slots are mostly identical across the board with a few exceptions? For the most part, all characters get about the same boost to powers or weapons depending on what side they choose, or the same percent boost to health and shields or melee. Should this not be a bit more specialized by types of characters and species? There is some but not alot and I doubt enough. Power characters should probably get more power option boosts than non power characters (meaning engineers, vanguards, and adepts), non power characters should get slightly more weapon or armor boosts than power characters. Anti synthetic races/characters should get more bonuses against synthetics and penalties against non synthetics. This would even out the advantages and disadvantages more.

Here is another extra special Idea for you all.

Hanar Spectre: This is how it could be made possible to add them with out changing their model types. Give Hanar a humanoid shaped exo skeletal armor outfit. If you have ever seen shows like Babylon Five, this sort of thing is not all that new. The reasoning they could use such outfits is that most things spectres deal with are designed for bipedal humanoids. Maybe also it helps environmental conditions as a aid with breathing or against disease. In this type of set up, the Hanar would have a large helmet where most of the being resides. Appendages could extend down into the suit to operate it. It would be partly synthetic and a great bridge between Geth Characters and Organic characters. The suit would offer some of course, advantages and disadvantages.

#190
Xeraphas

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Enemy Fixes:

Geth:

1. Primes - Primes can get one Turret that lasts 60 seconds then disables similar to a character. If a prime activates the drone at the same time it lasts 45 seconds but has weaker hp stats like character and the Prime's shields get lower 10% to compensate for the EXTRA power used and need to operate 2 bots at a time. They no longer have that pointless point animation so their movement speed increases slightly. Instead of this animation they stop every 25 seconds and their head tilts forward while they UPLOAD and DOWNLOAD information to and from other Geth and deliver commands. This makes MUCH more sense. Geth Plasma cannons go straight and do not go through any walls only thin cover like a widow gun and only curve slightly like the Geth plasma shotgun. Any turn more than 40 degrees then the plasma shot loses its target. If a turret is destroyed it takes a Prime 45 seconds before they can recall it and 30 seconds for a Drone if a Drone is destroyed. Instead of hitting you with the gun, Primes try to head but like a Krogan then Kick or Stomp like a Human Destroyer. They can only melee within 2 meters or less. All other get can only melee within 1 meter or less since their reach is shorter not being a massive Prime. Primes have limited ammo and need a drop ship resupply call, or go to ammo crates themselves or time to recharge and alter matter or ammo could come from power usage and if they shoot too many rounds too fast their shields would be affected and start to drain. Ammo should work similar to either collector or particle rifles or perhaps like the falcon. If like particle it would not be able to fire after so many rounds are shot and energy is used up but they could also be given a option to go beyond that and use shield energy to keep firing longer.

2. Pyros - Pyros get Flame thrower that has a short range equal to the Firestorm from ME2 or the Reeger from ME3. Damage goes as far as the flame extent only and does not go through walls or around corners. Flame lasts for 2 minutes of solid use, after this the Pyro needs to refuel from a drop ship supply drop or they need time to recharge it and collect matter that can then be altered to provide a fuel source but this would take 5 minutes up to 10 minutes to do. A drop ship option could be 3- 6 minutes and should be faster than changing matter. While it changes matter it would semi shut down and be very vulnerable. It would not have to do this for a drop ship option. It could randomly choose instead to use a Predator pistol (but it would have to change weapons like a player character does with similar delay times) with same damage and ammo as the level 1 for bronze, 3 for silver, 7 for gold and 10 for plat. But if it does this it could not recharge fuel but it could wait or drop ship it would have to call a drop ship first by doing the same animation the Prime does for exchanging information and delivering commands as written above. One shot to the fuel tank causes a leak and a delayed explosion reaction (unless it happened to run out of fuel), a second shot would cause it to explode instantly. Damage would affect any near by enemy or even characters since it comes technically from an enemy.

3. Hunters - Hunters should have an 11.2 second cloak ability then appear. They get a 40% damage boost if attacking while cloaked like characters. They will not be invulnerable to any attack while cloaked if you can manage to hit them. They could however be given a higher evade or defense boost while cloaked that would make hitting them slightly harder but NOT impossible. I recommend equal to player character defaults or something modest like 20- 40% defense or evade boost tops. They should lose cloak after firing or be able to shoot once or use one power while cloaked and revealed with the next unless time runs out. Recharge should be the same as characters about 4 seconds to recharge, give or take. They should also have limited ammo and need use of crates, supply ship, or perhaps for him and all above a supply Geth unit.

4. (Geth Supply Unit) - a new unit type that could fulfill the resupply needs of geth instead of a drop ship or matter alteration or ammo crates. This unit would not be offensive but could perhaps shoot a mild electrical jolt to any enemy within 5 meters of it one shot per 5 seconds or something modest similar to say the Salarian Decoy attack. It would have very high shields and or hp and move slower than a Prime. it would have enough supplies to totally resupply up to 50 units before it runs out.

5. Rocket Troopers - Rocket troopers should have lower hp than regular troopers but slightly higher shields. They should avoid closing with player characters or their enemies. The rounds they shoot should be rockets which are dumbfire or call them missile troopers instead but make targeting realistic (cant go through walls unless it blows up the wall then of course it would blow up but may hit their target with collateral damage). Dumbfire rockets go straight period. Rockets go straight or they are generally called missiles. Since he uses one gun with one barrel he needs reload times. So he would have to reload each shot then fire let us use the claymore as a good baseline for reloading since it does high damage as well. Now then Rocket troopers fire straight line shots with no turns. They duck behind cover if possible to reload. They have a limited supply of rockets say 12 - 20 range then they need to reload. They could be given a smg as a back up but then they need a switch weapon delay and they would still have to resupply rockets before using them again.

6. (Geth Missile Trooper) - If the insistence on using this type of weapon is for more accuracy then the unit becomes a Geth Missile Trooper instead of Rocket Trooper. However missiles are also generally larger and take longer to load, aim, and fire. You would have to set the targeting information into the round if it was anything more than a lock on or heat seeker type which would have some limited guidance ability to a target. For missiles that actually target something specifically it takes more time to put that information into a Missile. A target selected and then the Geth would gather information sufficient to guide a missile. The smallest missile to date still does heavy damage enough to blow up a target the size of a standard construction side dump truck. The missiles the geth use could perhaps be smaller but must still follow some standards of what makes a missile. Like the Rocket Trooper, he would stay clear of melee range if possible, take cover to reload, have limited supplies perhaps fewer rounds than the Rocket trooper, and have lower health than the standard trooper but slightly higher shields.

7. Geth in general. - Geth should never be able to fire while falling down, or while downed, or while spinning in a pull or singularity type power trap. Geth should have cool down times for any and all special powers beyond standard combat with respect to melee and gun weapons. Head shots could stay the same or be changed to the chest because perhaps that is where the actual CPU is since geth are synthetic it does not mean their brain would be in their head like other lifeforms. This actually makes logical sense and is in fact where a robot brain often is located in fiction and in fact, not always but often. Geth characters should not be able to bleed to death since they are not organic.

Cerberus:

1. Atlas - Atlas should not be able to fire through walls unless it takes the wall with them and or punches a huge hole in it. This is not some small round they usually fire. Atlas should not be able to melee attack through walls either unless again they take the wall down as well.

2. Phantoms - Phantoms pick a weapon and use it. Players do not get to use 2 weapons at once so why should a phantom. It is in no way realistic that even if phantoms somehow have pistol guns embedded in the palms of their hands that it would be EITHER long range or very accurate in the least. If you want range and accuracy, then have her put down the swords when far from a enemy and get rid of the palm cannons then you can have some range and decent accuracy with a regular pistol. When she uses a sword there should be a switch weapon delay like players have. She should not be able to instantly kill every player character if they are not the same type of target. For example if she fights a Krogan, it logically would take a different move, and more sword hacks, and a bit more time and perhaps more than one total instant move kill to actually finish off a tough Krogan. If she faced a Batarian she should be wounded and staggered back if she gets too close, but if she stays in sword range and not elbow hit range, then she could swipe at him and avoid damage and a stagger affect. For the speedy Drell, she should have a very hard time getting a kill on him since he is supposed to be a martial artist and assassin himself and very agile, swift, acrobatic, tougher than other creatures his size due to higher muscle density, and so on. So she should have a much harder time killing him maybe a husk like effect where the drell has a chance to counter her instant kill move. He should be the most effective at such types of combat. To a lesser effect, slayers and shadows would also give the Phantom a hard time with a instant kill move. They are both fast, swift, agile, martial artists, and sword wielders just like the phantom. So maybe a fend off husk like action would take longer than for a Drell to fend off a Phantom instant attack. This would of course make more than one phantom pretty much a death sentence for the player. So you still have to be careful. If Hand Cannons are kept it should be about as accurate as a talon or less with as much damage as a predator pistol since if it is in the palm the barrel can not be that big or wide with out significantly compromising some other ability she has. Also keep her guns from being able to go through walls or turn 90 plus degrees. No player weapon can do that like that why should she? She is already very fast. And palm cannons? How could they either be that powerful or have the room for the kind of round that COULD turn and find targets?

3. Guardians - If this is truly a talon pistol and he is behind a shield, how can he have much range or accuracy? Cerberus already has at least one good sniper character they really do not need every unit with sniper ability.

4. Troopers - Tone down stomp death. It happens super fast many times EVEN in bronze level missions since the change to make it supposedly only happen faster in platinum and gold. Most players do not need every enemy or unit to be super hard to enjoy and there are other better more fun ways of making enemies and units still challenging with out simply adding extra numbers to every stat and number of enemy slot.

5. Nemesis - No that is NOT a Raptor you are using, change the gun or at least say in description it is a buffed up Raptor more clearly. It only says she shoots powerful shots but its a RAPTOR. It has no POWERFUL shots. And why does the player Raptor not have a laser scope? Also she seems to pay attention too well or moves too fast. Newsflash, if you are LOOKING THROUGH A SCOPE, you are not paying that much attention to things around you. Her reaction time while she is aiming should be slower regarding melee attacks or shots from angles slightly out of her scope target range.

6. Turrets - For crying out loud it is the most lethal unit in the game and has HP then most units. HP should be closer to a Geth Turret at lower difficulty. Should not damage as well be with in range of some weapons actually used in the game? I would LOVE to have an assault rifle upon which the Turret is based. This is a huge unit. Perhaps a slight time delay for setting it could occur. And would not engineers you know, logically sit behind them or near them? Players tend to do that and even Primes tend to rely on their turrets actually helping them. Engineers are too eager to get within melee range even they should be more prone to stay in the back ground than even snipers and rocket trooper types. Have them stay near turrets or atlases more or perhaps have them guard supply units that you could add for enemy factions. If they are going to be so powerful, at least spread them out when and if they are planted. It is dumb to have 2-4 turrets in the freaking landing zone and a bit impossibly unfair. Missiles are NOT accurate enough to rely on and use to take them all out from the safe distance and cover that is needed. And if you have phantoms, atlases and others coming at you from all sides on TOP of that, it is a virtual no win situation that frustrates players and is not fun. Perhaps put in some requirement that Turrets need to be so far apart to be set within the ai programming.

7. Engineers - See above. They should be more for support than pure combat but as it stands they tend to act more like special ops front line troops. Cerberus could use some BEHAVIOR variety. They actually seem to be nearly as weak as Geth in that regard but get at least has the potential if things were ya know, done more logically in a realistic way like pryo flame throwers that actually act like a flame thrower.

8. Centurians - no major changes here but hey do seem to be the most logical unit to act as a melee heavy combat close quarters trooper like a soldier or vanguard or sentinel for human characters would so they could perhaps use a slight motivation to act more like it. Have troopers follow them. Keep engineers and nemesis back more.

9. Cerberus in General - they could also have some resupply method. Mention of methods like this to add challenge have been posted before.

Reapers:

1. Banshees - Oh yes everyone LOVES Banshees, but Banshees are one of the most cheating units in the game. They have either been buffed well beyond their original characteristics or GLITCHED to super power magical status. Her vacuum power hands seem to have NO range limit is neither realistic or fair. Her ability to walk through walls when she can already move fast and teleport is a bit over the top. Her power shots can get you behind the thickest cover or behind the deepest walls even more than one wall. You can be behind 2 walls some 10 meters thick and well out of her visual range and still somehow be magically hit by her shots. So her physics parameters need some adjusting. If you have NO where to ever take cover it kind of makes doing a thing pointless let alone playing the game that seems to have no limits or rules for hits enemies yet has LOTS for players. Change her animation for some player kills too. Krogans for example are very tough, big, and heavy, so even SHE should strain under the stress of trying to pick up a Krogan. Have her kneel or lean over, and use both hands and take longer to do the kill thus make her vulnerable and weaker for a time if she chooses to do this. Her teleport is a bit stronger than before but the biggest flaws with the banshee are her super powered plasma shot and her ghost like ability to either TURN invisible or walk through solid walls with out using teleport. Her shots need to act more like perhaps the Geth Plasma Shot gun, take some time to charge up, and have some modest turning arcs to follow players but not beyond say 40 degree turns or through solid walls, maybe through light cover like the widow though. This would be fair and balanced with in the game parameters as it applies to players, it should apply to enemy. There are other ways to add difficulty then by destroying the game physics and rules in such a way that a player or one side has to obey many rules and limited parameters but an enemy or opponent does not. Sure this sort of tactic works well in many cases and types of games, but this one?? It is these basic rules that make playing it fun and finding ways to work within the rules and limitations fun. If the opponent has none then how are you supposed to do this?

2. Husks - They should not have the same ease or effect on every type of player character. Have it take 2 husks to do this to a Krogan. If they do it to a Batarian they do it for half the time but die with out the batarian doing a thing, since he has the best defense against THIS type of attack. Also if you turn and attack or something BEFORE they get to you, should you not be able to do just that? There is something wrong with the game engine in that the timing is OFF. In other ways it is off too when you hit a button or make a move your character or the enemy does not always respond in timely expected fashions. And this can not be blamed SOLELY on lag especially if it happens every time and even in SOLO games.

3. Ravagers - Only thing here is as usual the rounds from these creatures seem to find the player through physically impossible methods like behind solid cover or around walls or through walls at times. While it is not as bad as some other units, it still happens. If you DODGE behind a wall or out of the way of any enemy fire, it should prevent a hit unless it has some extra special turning ability but even that would and should have some limitations such as how much it turns depending on the weapon, round, or power.

4. Brute - again attacks work too much the same across the board. For some player characters there should be some differences. Such as Turian, lets say he has a extra defense boost behind cover, this would help differentiate him more and give him some more better balanced unique qualities. So that a Brute could not knock him out of cover or not with only one charge. Say if he tries to pick up a krogan with one arm he falls over and has to use a second but maybe drops him first so Krogans have a second chance. Yes this is humorous and as expected but brutes are dumb and some humor and different actions/animations would be very welcome. Fast characters should take more than one attempt to actually grab and get a hold of (drell, slayer, shadow), Batarians would cause damage to his hand and maybe prevent future instant kills.

5. Cannibals - Like so many other units they never seem to run out of ammo or grenades. Limit it and or add some method of resupply when they run low. This method of resupply could work faster at higher difficulties, one extra way to add challenge without inflating simple numbers.

6. Maruaders - are they weapon guys or melee guys? or both? If they are both why do they take cover more often than any other Reaper unit? Supply issues never runs low.

7. Reapers in general and all enemies in general - Platinum could be a way to add types of attacks and units only available to one enemy otherwise. So that now instead of fighting all 3 enemies in some implausible co op alliance, you could be fighting extra units that have similar qualities. This method was mentioned before. I do not remember the poster but it was mentioned methods of adding buffs or buff effects to the enemy with objective type objects and or other types of units. So for Gold and Platinum, these extras would be added with slightly increased effects or frequency. The details of how and what could be hammered out more thoroughly if this method is ever picked up on. I myself mentioned a few methods as well for alternatives to pure increased health stat and number of enemies such as veteran units that cost higher spawn points instead of purely just silver having all units higher stats. So I agree this would be a better route to go and alot more fun and honestly more challenging and rewarding. Just raising numbers blindly really only creates extra frustration which is antithesis to the goal of games in general. That is to have FUN!

#191
TurboQuarian

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Alright, could one of the active members copy this thread and update it until I can constantly update it again? I may never be able to update this again as it may die before I can but I'd like someone to keep it updated. Thanks.

#192
Haloburner

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TurboQuarian wrote...

Alright, could one of the active members copy this thread and update it until I can constantly update it again? I may never be able to update this again as it may die before I can but I'd like someone to keep it updated. Thanks.

You alright man?

#193
Xeraphas

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Firstly Turbo, what do you mean you may die? What is wrong?

Secondly, when was the last update made and from what last post? If that is known it would make the job easier for whoever does it.

#194
Xeraphas

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Turbo are you still posting here?

#195
NikkoJT

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Xeraphas wrote...

Firstly Turbo, what do you mean you may die? What is wrong?

Secondly, when was the last update made and from what last post? If that is known it would make the job easier for whoever does it.

He said the thread might die before he can update it again. His laptop failed a while ago (he mentioned it - maybe read the thread instead of in-and-out copy-pasting?), so he's doing quick updates when he can (which isn't often) until he gets a new PC, which apparently might not be until Christmas.

#196
Xeraphas

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With out intending to sound irritating or anything, where was the post about a bad computer? I looked back a month and did not see one. As for copy pasting, i did no such thing, I was concerned about Turbo pardon me for my humanity, I suppose. And I also did not want to see this thread die. Lastly, I apologize for my mistake, I did not see a connection where it was intended to mean the thread.

#197
TurboQuarian

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Well I might not be getting a new computer till Christmas 2013 so I really need someone to continue this thread. I'll try and post on the new thread every now and then but I'll probably not be that active on BSN anymore. Later.

#198
Xeraphas

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Level 20 Plus Characters: Allow players to select 3 of 4 or 5 powers to level up. Level 20 plus could offer a new skill slot for armor. 4 or 5 powers or a new armor slot or some combination or all could be used for a level 20 plus character. Also the level 20 plus character could be made allowable only in gold or platinum level missions. Would this not be a good set of circumstances to allow higher level characters without compromising other assets?

#199
YIRAWK

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Add a massive overhaul to customization options. Allow each individual armor piece to be picked from a list of available armor. Have the armor give various bonuses to the character. This would not be for just humans, the whole lot. Allow us to put helmets/visors on our aliens (I do not like looking at the back of the batarians head) and allow us to individually colour each piece of armor. Add a colour wheel to the colour selecting options, so we can get the exact colour hues we want. Allow us to put warpaint on our characters and paint the characters themselves. Allow us to stick additional pieces on the back of our armor so they look cooler (ala the samurai sword in halo 3).

#200
GGW KillerTiger

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The Nerfer! Firing this weapon at the enemies doesn't do damage to them but actually nerfs them so they're easier to kill/not get killed by.

It will look like a nerf toy gun.