cinnamonbride73 wrote...
Oh and one more thought to add to my above post: please let's have some more non-humanoid aliens. As someone who works in a scientific field I think we need to think more outside the box when imagining and creating "aliens". The Hanar and Rachni are the only non-vaguely humanoid aliens in the ME universe (maybe the Elcor too, but they resemble gorillas which are Primates as are humans so I don't count them). Why do we assume that you need to walk upright on two legs to evolve into sentience and have civilization? I'd like to see more non-humanoid alien species in the next ME game to give it more of that real Sci-Fi feeling.
YES! Again HUGE agreement here! I had post earlier on this thread about aliens being "too human" in Mass Effect but also in sci-fi and gaming in general. I'm also very interested in biology and evolution, and as likely as alien life is, I think it is EXTREMELY unlikely that we're going to find "humanoid" life anywhere out there. The only excuse for "humanoid aliens" in sci-fi is casting human actors as aliens, or using "industry standard" animation software to design characters. Personally, I think the best alien in Mass Effect was the Thorian. A giant, sessile fungi (as it really doesn't resemble a "plant") that uses broods of "creepers" as tools and drones: Brilliant!
I would also like to see exploration make a comeback and you got me thinking about some ways they could do that.
As much as I loved the Mako in ME1, I think that wide spread, open-world ground-based exploration would take too many resources away from other aspects of the game. I'd rather they did fewer places really well, than more places that are mediocre. I think vehicle play in Mass Effect was best done in "Overlord" where you use the Hammerhead to go from one mission to the next on one planet and there vehicle-centric challenges to get there.
I would actually prefer to see exploration revolve more around the ship in space. In ME1 you basically just click on planets and hit "scan": too simplistic. But as you pointed out the "mining" in ME2 is tedious and doesn't even really make any sense.
Here's what I'd suggest: On every "layer" of the galaxy map (galaxy, cluster, star-system, planet/ship/asteroid/etc.) you have several "sensor filter" buttons, which when activated allow you to "scan" for specific things.
- One could be some kind of LIDAR for detecting solid objects like ships, space-stations, asteroids, buildings, etc.
- Another could be an "emissions sensor" that looks for energy sources, communications signals, etc.
- There could be some kind of spectroscope to tell us the actual composition of objects, mineral concentrations (eg: light metals, heavy metals, rare earths, etc.)
- And there could be another that scans for mass effect fields indicating advanced technology, biotics, eezo, etc.
At any layer on the galaxy map the player could cycle through these filters and pan around the cluster/system/planet/etc. looking for "anomalies". When something jumps out at you, you can travel there or launch a probe for more information. Sometimes the probe might comeback empty, or you'd need to investigate further (travel there/zoom-in and repeat the scanning process); or the probe might come back with hidden lore, loot, resources, maybe even a few side missions. There'd be none of this 'scanning-every-square-inch-of-a-planet-by-hand' nonsense. It would streamline the whole process, while at the same time actually expanding the player's role in it! Essentially, you'd be "surveying" systems, planets, derelicts, etc. - which is what explorers actually do!
Another thing I think might be interesting is if they took this element OUT of the "galaxy map screen" and actually projected the galaxy, star-clusters, systems, planets, asteroids, ships, etc. right into the CIC itself. So instead of seeing all this against some random star-field, you actually have the CIC as the backdrop. They could even have several different consoles around the CIC to control different aspects of exploration. For example, a command-console to actually control the galaxy map, and a sensor console/officer to cycle through different filters. You might have to talk to your pilot to actually travel somewhere, and your weapons officer to (among other things) launch probes. Obviously this would requiring totally redesigning the CIC around this new dynamic for ease and convenience (i.e. don't put the pilot down at the end of hallway for no reason!)
A system like this could even form the basis for some "space battles" which many players felt were lacking (especially in ME3), but keeps the onus is on making decisions (like a commander actually would) rather than personally moving ships around on a map like an actual strategy game.
The only other thing I want to mention is your suggesting regarding 'less overall combat but more challenging combat encounters'. While I think this sort thing would apeal to both of us, I don't think that appeals to the broadest range of gamers. Ideally a mix of both would be preferable.
This also goes back to some suggestions I made a page or two back, about getting rid of classes in favor of totally customizable character creation/development; or basing "classes" on game dynamics that are actually unique to the class. The reason I feel they should do this is again - to appeal to the broadest range of gamers. Casual gamers who like to simply "Rambo" their way through a mission can build "combat heavy classes" who draw their abilities from weapons and armor. Character-building and fighting-game enthusiasts could build the ultimate biotic with all kinds of nasty combo attacks, high jumping, slow falling, and knocking down walls, etc. Whereas gamers like you and me, could play "tech heavy" classes who use stealth, guile, clever tactics, and drones/omni-tool "applications" (actual software gear) to overcome or avoid enemies.
By designing a game to appeal to broadest range of gamers, you build a game that gives a lot to the player - and THAT is the secret of every great game!
Modifié par Aethgeir, 04 janvier 2014 - 01:17 .