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Concept: ME3 Multiplayer DLC


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#1
Tsuntani

Tsuntani
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Few words before I start,

Just a simple concept involving a few good weeks of discussion, both focused and random, between me and a friend while we played the multiplayer as well as experiences in single player and even the past games. All values and stuff may be too strong or too weak, but it's more the concept. Do I expect this to become an actual DLC? No, I only hope it serves as inspiration to something, official or fanmade.

DLC Name: Reserves

Throughout each species history, select members have always been witheld from fighting in wars and have always been bound to fill roles in society, if they want to or not. With the cost of loosing the war with Reapers being extinction, these limits are being dropped, all who can take up arms are doing so, and though these fighters might not have been in the front lines before, they bring with them skills and traits that make them just as much a threat, if not more so, than the rest of their species.

6 New Characters
3 New Weapons
3 New Maps

New Abilities: [listed seperately for convienence]

Shaman's Aura: Passive On/Off ability. Grants buffs to the user and allies within the radius proportionate to how many allies are within the radius[a.k.a. no allies, no buff but three allies equals maximum buff]. While on, 5% of the damage done to allies are redirected to the user of the ability, cooldown increased by 20%. When Aura is broken trigger a shield recharge for all allies, cooldown activates when both turning it on and off.
Lvl 1: Radius = 4m, 4% per ally buff to shields, recharge rate, and damage resistance
Lvl 2: Increase movement by 4% per ally
Lvl 3: Increase Weapon Damage by 4% per ally
Lvl 4: Increase Shields by an additional 6% per ally / Increase fire rate by 10% per ally
Lvl 5: Decrease Shield recharge rate by an additional 6% per ally / Increase Weapon Damage by 6% per ally
Lvl 6:
-Decrease the damage taken by an additional 6% and reduce cooldown penalty to 10% and increase radius by 50%
-Instantely Revive fallen (not dead) squad mates within the radius at the cost of one bar of health per squadmate when aura is cancelled, will not work if only one bar of health left.

Warp Gate: Create a 'wall' in front of the user, appearance of a segment of biotic sphere. Wall is approximately 1 m tall and 2 wide. All friendly bullets shot through the 'gate' gain damage.
Lvl 1: 10% damage increase to ally bullets, 10 second lasting time
Lvl 2: Decrease cooldown time
Lvl 3: Increase duration to 20 seconds
Lvl 4: Decrease weapon damage of enemy shots by 10% / Increase Size to 3 m across
Lvl 5: Increase Weapon Damage by an additional 10 % / Decrease Cooldown time
Lvl 6:
-Add warp status to bullets, amplifying existing warp ammo and allowing biotic detonations via bullets if high enough DPS
-Decrease Enemy bullet damage by 10%, Increase duration to 30 seconds, increase weapon damage by 5%

Mark: Instantanious ability that marks a target, increasing the force of biotic abilities that hit the marked target, Does not cause biotic explosions, is not replaced by other biotic abilities like warp or dark channel, disipates after target is hit by a force based biotic attack such as push, pull, lash, even charge. Only one mark can be active at a time.
Lvl 1: Increase force of biotic abilities by 20%, 1 min duration
Lvl 2: Decrease Cooldown time
Lvl 3: Increase Duration by 50%
Lvl 4: Increase force bonus by 20% / Increase Duration by 50%
Lvl 5: Decrease Cooldown time / Increase active mark limit to two
Lvl 6:
-Marked targets shields/barriers take an additional 10% damage, biotic damage amplified by 20%, force bonus increased by 5%
-Force based biotic attacks effect shielded targets at the cost of 50% of the force, (shield bypass lash will do 100% force)

Neurotoxin Grenade: Grenade that releases both neurotoxin and 'false' data that effects both organics and synthetics to become frenzied and randomly shoot about them, boss level enemies are immune
Lvl 1: Radius of 5m, Duration of 20 seconds
Lvl 2: Increase Grenade capacity by 1
Lvl 3: Increase Radius by 1 m
Lvl 4: Increase Duration by 100% / Increase damage dealt by target to enemies by 50%
Lvl 5: Increase Grenade capacity by 1 / Increase Duration by 50 % and Radus by 1m
Lvl 6:
-Increase Damage Dealt to enemies by enemies by 50%, Increase Radius by 2m and duration by 20%
-Create a persistant cloud of toxin that lasts for 20 seconds, afflicted targets take increased damage from all sources

Hack: Hack into the HUD or implants of a target, temporarily cuasing the target to fight enemies. Organic 'sabotage', does not effect banshees. Upgrades meant to branch between Reapers or Cerberus and limited to only one target
Lvl 1: Duration of 10 seconds, 2.5m radius
Lvl 2: Decrease Cooldown Time
Lvl 3: Increase radius by 1m
Lvl 4: Increase weapon damage of afflicted targets by 50% / Increase melee damage by 100% of afflicted targets
Lvl 5: Decrease cooldown Time / Increase Movement speed of afflicted targets by 50%
Lvl 6:
-Afflicted targets take 50% more damage from all powers, grenade wielding enemies will detonate them upon death
-Increase Duration by 40%, Radius by 40%, and number of max afflicted targets by one

Biotic Spike: Create a sudden 'spike' of biotic energy under target's feet, pushing them upward and pushing all enemies around them back, can ignite biotic explosions. Each use drains a portion of barriers, has a small delay upon activation. Does not use a 'biotic projectile' and can be used through walls.
Lvl 1: Base Damage, 1.5m radius, base force
Lvl 2: Decrease Cooldown time
Lvl 3: Increase radius by 50%
Lvl 4: Increase Damage by 50% / Increase force by 40%
Lvl 5: Negate barrier depletion penalty / Decrease Cooldown time
Lvl 6:
-Increase Force and Damage by 40%, increase damage to shields/barriers
-Increase Radius by 50%, bypass shields/barriers at the cost of 50% of force

Tactical Camo: Passive On/Off ability, causes the user to blend into the surrounding, allowing a constant cloak like ability yet less powerful than Tactical Cloak. Decrease shields by 20% while active. When not moving gain a 'transparency' bonus that prevents enemies from seeing you from a certain distance (30m or something) Effect is negated if last one left alive in a round, just like Cloak.
Lvl 1: Transparency active after 2 seconds
Lvl 2: Decrease shield penalty to 15%
Lvl 3: Decrease minimum distance any enemy can't detect you by 5m
Lvl 4: Decrease active time to 1 second / Gain a damage bonus while transparent
Lvl 5: Decrease minumum distance by 10 m / Increase movement speed by 10%, decrease shield penalty to 10%
Lvl 6:
-Transparency is active at all times, increase movement speed by 10%
-Negate shield penalty completely, gain bonus damage, shots and powers don't reset transparency

Assassinate: Deal massive damage to a target at the cost of a large cooldown, causes an 'instant kill' animation if the initial damage causes a kill to human shaped and sized opponents. Has a close range animation (0 to 1m away)  and a slightly longer (1.1 to 3m away) animation, the longer one doing less damage but both ending in the user directly next to the target. Uses a series of punches at close range, a somersault into snapping the neck with the legs for the killing animation. Like Shadow Strike, it's based off melee damage.
Lvl 1: Base Damage, reduce damage taken during the ability by 25%, can't be staggered during the ability
Lvl 2: Decrease Cooldown Time
Lvl 3: Increase Damage
Lvl 4: Increase Damage / Cause surviving targets to be slowed by 50% for 2 seconds
Lvl 5: Decrease cooldown time / Increase movement speed for 2 seconds after, increase damage reduction to 50%
Lvl 6:
-Automatically target  up to two other nearby targets to assassinate, both the original targets and the extra ones need to be weak enough to die
-During the ability, redirect 25% of the damage taken to targetted enemy

Smoke Grenade: Toss a smoke grenade at users feet, cloaking them to anyone inside and outside of the smoke field, using filaments in the smoke it causes enemies inside the smoke to glow orange to user and allies HUDs, as well.
Lvl 1: Radius of 3m, Duration of 20 seconds
Lvl 2: Increase Grenade capacity by 1
Lvl 3: Increase Radius by 50%
Lvl 4: Increase Duration of smoke by 100% / Enemies in the smoke take 50% more damge to shields/barriers
Lvl 5: Increase Grenade capacity by 2 / Increase Duration by 50 % and Radus by  50%
Lvl 6:
-Increase Movement speed and melee damage of user by 30% and 50% respectively when inside the smoke
-Slow targets inside the smoke by 50%, cause enemies to fire upon each other

Shred: Fire two biotic projectiles, one from each hand that travel parrallel to each other. When they hit the target they violently pull the opponent from two sides, causing damage to armor, joints, and limbs. Double projectiles are cosmetic, really only one projectile. Can ignite Biotic Explosions, will rip away a guardian's shields.
Lvl 1: Base Damage, Cooldown, Force
Lvl 2: Decrease Cooldown time
Lvl 3: Increase Force by 30%
Lvl 4: Increase Damage / Slow targets for 30% for 10 seconds
Lvl 5: Increase Force by 40% /  Decrease Cooldown time
Lvl 6:
-Hit targets take 20% more damage from all sources, increase damage to shields/barriers
-Weaken armored enemies, increase force, decrease cooldown by 10%

Biotic Javelin: Launch a biotic projectile that acts like a physical projectile, impaling targets and inflicting a large amount of damage, drains a portion of barriers and has a delay before launching projectile. Travels in a straight path and has a high chance to stagger an opponent.
Lvl 1: Base Damage, Force, Cooldown
Lvl 2: Decrease Cooldown time
Lvl 3: Force increase by 40%
Lvl 4: Increase Damage / Afflict hit targets with a detonatable biotic aura
Lvl 5: Decrease Cooldown / Add a radius of 2m to the impact of the projectile
Lvl 6:
-Impaled targets gain a bleeding effect and are slowed by 30% and are unable to dodge or roll for 10 seconds
-Increase Damage and Force, Increase Radius by 100% when hit target has a shield/barrier


6 new characters

Adept:
Krogan Shaman - Female Shaman Krogan who fights so her species newborn will have a planet to call their own
-Shaman's Aura
-Slam [ME2, Miranda]
-Warp
-Krogan Shaman (Shotguns and Heavy Pistols)
-Rage
Headbutt light melee
Chargeable Heavy melee, raises a fist before striking the ground releasing biotic energy, potential to knockback enemies but takes several seconds of vulnerability to charge
-Dressed in robes similar to Eve, uses biotic barriers for protection

Soldier:
Asari - Asari sniper that focuses on marksmanship and assisting biotic abilities
-Warp Gate
-Marksman
-Mark
-Asari Marksman (Sniper Rifles and Assault Rifles)
-Fitness
Weapon based light melee
Omni-blade heavy melee with biotic power
-Armored, more so than the justicar, wears a helmet

Engineer:
Drell Saboteur - Female Drell who manipulates the enemy, causing chaos among their ranks
-Sabotage
-Neurotoxin Grenade
-Hack
-Saboteur (Pistol and SMG)
-Fitness
Multihit, acrobatic 'basic drell' light melee
Heavy melee has similar animation to male drell, but inflicts the weapon of the enemy with 'overheat' status
-Wears clothing similar to 'spy' thane from Mass Effect 2. Assumption: Female drell would be gray instead of bright green and being reptilian and similar to the krogan and salarian in that regard would not have 'chests' like mammals.

Sentinel:
Turian - Female Turian who uses strong, turian based biotics that are strong but can inflict damage on the user
-Biotic Spike
-Overload
-Slam
-Turian Biotic (Assault Rifle and Heavy Pistol)
-Fitness
Basic Light Melee
Focuse biotic heavy melee, a 'one directional asari heavy melee' capable of staggering or even knocking back, depletes a section of barriers
-Wears basic Turian armor but also has a helmet

Infiltrator:
Drell - Female Drell assassin, once tasked with the most secretive jobs in the universe, now that skill is used to fight the reapers
-Tactical Camo
-Smoke Grenade
-Assassination
-Drell Assassin (Sniper Rifle and Heavy Pistol)
-Fitness
Basic Drell light melee
Heavy Melee causes the drell to flip, jump, kick and punch, causing consistant AOE damage as long as the melee is held
-Dressed in light armor (similar to basic Asari) as well as a mask like helmet, similar to the one worn by the base human engineers and infiltrators, but slightly modified.

Vanguard:
Turian - Female Turian who forgoes possible personal damage in exchange for raw damage biotics
-Biotic Spike
-Biotic Javelin
-Shred
-Turian Biotic (Assault Rifle and Heavy Pistol)
-Fitness
Basic Light Melee
Focuse biotic heavy melee, a 'one directional asari
heavy melee' capable of staggering or even knocking back, depletes a
section of barriers
-Armor is a bit more decorated and ornamental than basic turian armor, no helmet is worn but there is an eyepiece in reference to Garrus


3 new weapons

Drell Sniper Rifle - lightweigh silenced sniper rifle created by the hanar for the drell that inflicts massive damage via headshots, but is less than effective at shots to the other part of the body. A four shot rifle that holds a decent amount of spare ammo, the rounds, smaller than most sniper rifle rounds,  pierce the visor of helmets, embedding the round into the skull and exploding in the soft tissue of the head. Rounds are rigged to not explode except  for headshots as to not give away the pressence of the sniper if the shot should go astray. The rifle is made to have a delay between concecutive shots but have a fast reload.
-Has a very large multiplier to headshots, but damage outside of that is beat by rifles like the javelin, and widows. Ideal for taking out targets that are vulnerable to headshots, but not as effective against bosses. Lightweight, effectively the 'asari weapon of sniper rifles'

Graal 'Pincushion' - Using the concept of the Graal spike thrower, the pincushion was an SMG developed by a Krogan of questionable sanity. It's rapid fire, impact force, and large flechettes make some observes wonder if it's truly an SMG or a LMG in disguise. Before the reaper war the council was doing all it could to keep these devestating weapons from being manufactered due to the brutality it could cause and the fact it was made to be used on non-thresher maws, unlike the spike thrower. With the reaper threat though, the weapon is backed by the council, being very effective against the reaper forces.
-The pincushion fires smaller flechettes than the spike thrower and only fires one at a time. Unlike most SMGs, the pinchusion's clip size is rather small at only twenty shots, but consecutive shots can easily stagger targets and each shot inflicts the bleeding status due to the nature of the projectiles. Holds about one hundred spare ammo. Also unlike most SMGs, the pincushion is rather heavy.

Graal Thorn Spewer - While few Krogan use pistols, even of the heavy caliber, the Spewer is an exception. Based off technology of the Graal Spike Launcher, the spewer is actually a collaboration of turian and krogan and thus is a newer weapon that could be farther improved. The Thorn Spewer shoots large flechettes almost identical to those of the Spike Launcher, but are hooked at the tip, causing more damage should the target attempt to remove the projectile after being hit. While the pistol is able to shoot just a spike, Turian design allows it to be charged and create a splintering, explosive shot as well, impaling a target before exploding and launching shrapnel.
-Only holds two shots per clip and a charged shot taking both. Roughly a charged shot deals 1.25 times that of a base shot with the explosion matching that at the very center of the explosion, damage dealth decreasing the farther from the blast. Both shots and within a certain radius deals bleeding status. The pistol is heavy like the talon.


3 new maps:

Firebase Eden: A fight that takes place in an ancient city on Ranoch, unlike ME2, this city will be well maintained by the geth and a prime example of quarian acritecture surrounded by scenery and jungle, the barriers of the map are formed via geth barrier and formations. The map is relitevely flat in exchange for a large area.

Firebase Poseidon: Fighting has come to a hanar world, fight among one of the many metal platforms that dot the oceanic world, while used by other species and the drell, these platforms now serve as yet another battle for survival against the reapers. A multilevel map, having 'above water' and 'below water'. The sky would be clear and blue with an approaching storm in the distance. The underwater portion would have many glass pannels showing the vast body of water and maybe the appearance of several fish, maybe even large ones.

Firebase Scarab: When the geth joined the fight against the reapers, they were actively attacked by the reapers, this fight has lead to reaper forces invading a geth ship before it had the chance to escape. Though the ship is now in deep space and most of the geth aboard dead, it's up to the Alliance and allies to cleanse the ship, gather data, and regain control of the geth ship.


Drell fix:
Another concept to make the drell a bit more playable
class branch (second from bottom) - Biotic upgrades also increase movement speed
Melee - each light melee hit 'steals' ammunition from enemies that use guns (geth and cerberus only)
Movement speed grants a proportionate damage reduction bonus, more speed = less damage taken

Modifié par Tsuntani, 30 juillet 2012 - 11:57 .


#2
DirtySHISN0

DirtySHISN0
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You can't put a helmet on an asari, it might aswell be human.

Head gear like a visor or mask yes, but not a helmet.