[quote]silverexile17s wrote...
[quote]Maxster_ wrote...
[quote]silverexile17s wrote...
[quote]Maxster_ wrote...
[quote]silverexile17s wrote...
But it should have been. That's what should have been done. Make there be a difference between what happens if you have a salarian fleet, and what happens if you have heavy krogan support.
That would have been a key part in making Priority: Earth a much better experance.
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You need to redesign entire game for that. And this will never happen.
Game was designed with meaningless EMS. It was decision of EAWare direction.
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I
don't think re-deigning of the entire game is nessessary at all. Just
an expansion. A large one, like 3-4 GB. But it would be something that
fans would receve well.
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There are reasons.
1. EMS are meaningless. What is 1 EMS? Nothing, undefined.
2. EMS are uncategorized(to be precise - categories are meaningless) and unbalanced. Crucible category - meaningless, Crucible always built. Citadel category - meaningless, Citadel always captured.
3. Choices are unbalanced and there is no difference for different categories. Like for choice between krogan(ground forces) and salarians(fleets).
So, to make EMS meaningful gameplay-wise - you need.
1. Completely separate multiplayer EMS. Throw them away.
They have no meaning in-universe.
2. Define meaningful and structured categories for EMS.
3. Define what 1 EMS is gameplay-wise.
4. Balance choices like krogan-salarian.
And only then you could start designing final mission(missions).
It is just impossible.
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Not true at all. Absolutly not.
1. The number of EMS needs to matter. More EMS, easier time on Earth: Fix.
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EMS is undefined. Tell me, why Sanders EMS value is half of the entire fleet? It makes no sense.
What is 1 EMS? What we are gaining with 1 EMS? How much EMS we need to down 1 destroyer?
1/30 of Kahlee Sanders? 1/5 of Diana Allers? 1/10 of Khalisah?
1/60 of fleet?
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2-A. I said nothing about there being individual consiquences for all the war assets. Just the major ones, like the squad members, (Grunt, Jacob, Kasumi, Zaeed, Mordin, Miranda, Jack, Wrex, Ashley/Kaiden, Samara) or the krogan/salarian, and the rachni, and the quarian/geth, and the Leviathans: Fix.
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It is meaningless. Grunt is 40% of alliance fleet.
This is just nonsense. It can not be added as gameplay element without redesign.
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2-B. And there can be edits to show how much of the Citadel is evacuated during the attack, or if no one were attacked. Have Baily contact you at some point saying the Councilors got out safe if the Citadel was maxed out on prep: Fix.
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it is not a gameplay element.
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2-C. Edit to that only spicific options can be used. Say, if you don't max the Crucible, you still get the bad endings where Earth is damaged or destroyed: Fix.
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And this requires to redesign of the game. Look at Crucible assets - most of it from garbage minigame(scanning). And choices are - will you scan or not.
Also, you are narrowing endings to Crucible category - thus makes other categories even more meaningless than they are now. Crucible is only way of victory ME3 have - and you just nullified all other EMS.
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3. Make it that way. All you would need are a few cut scenes for the salarian space fleet, and a scene of krogan plowing through Reaper forces for the ground fight. Same for the others, like the rachni, and the quarian/geth: Fix.
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It is not a gameplay element.
Also, in current circumstances it would make even less sense than current mission. Especially priority:earth ground assault being completely unneeded.
What difference between krogan ground forces fighting for unneeded ground - and salarian fleets beating some reapers, helping Crucible to be delivered?
So, you choose krogans - how it will affect fleets operations? It doesn't.
So, you choose salarians - how it will affect ground operations? It doesn't.
You are still end up with burned armor and beam - regardless of what you do. And all you get is pointless cutscenes with completely no effect on outcome.
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4. Not true. Multiplayer does not need to be thrown out at all. There can be a report on a terminal about how N7 Special Forces are holding the line. Not even a cut scene. Just a series of messages, depending on how many imports you made: Fix.
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Lol. So, you narrowed EMS to only Crucible category - cutting out multiplayer EMS completely - and now you are telling that multiplayer EMS will affect something? And that something being what, exactly?
Also, not a gameplay element.
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5. It doesn't have to be that way. Just have the fleet get reinforecd by how many ships survived the Citadel for the citadel force asset, and the Crucible's best options be avalible for how many Crucible assets were collected. Those are the ones that need fixing the most: Fix.
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And this completely unaffects gameplay.
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6. Defining every single War Asset like tha is both messy and unessessary. Just group them up, and have a few diolouge lines, or communication messages, or cut scenes at the best, showing how each group (turian, asari, krogan) fairs depending on how built up it was: Fix.
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Those are not a gameplay elements.
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7. Like I said in 3, a few diolouge options, comm messages, or cut scenes at the best, would be all that is needed to do that, aside from lessening the enemies based on how many ground forces are recruted: Fix.
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Also not a gameplay elements.
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It is nowhere near impossible. An expansion, in the style of Dragon Age: Awakening, could easily patch this all in, and still have room for more.
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It will never be done, even in your shortened version.
First, everything you stated are not a gameplay elements.
Second, adding EMS as gameplay elements to current system is impossible.
Third, does it matter if you get more pointless and nonsensical cutscenes, if you still can't win?
And main point - it will cost too much even in your shortened version. Well, actually not, it should be done from start of ME3 development cycle - but if you adding war assets as gameplay elements - you need to throw out multiplayer, and to make EMS meaningful. And EAWare being too greedy - it will never happens. It is not a CD Project RED.
And if adding them just as cutscenes - you still get same garbage in the end.
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1. EMS doesn't need to be defined. Just grouped properly. And the moral support and symbolisim of one person can be effective in boosting the fighting spirit of an entire force. What do you think Shepard's EMS rating would be in Shepard was a war asset? It would be something like 100, or 150 even.
So no, the EMS and war assets do not need to be all individually defined. Just the group catagories.
2. Untrue. It just needs a cutscene, that shows that each character you had saved matters in the final fight. Simple cutscene additions, or comm messages, do not need to have the entire level redesigned. The Extended Cut was proof of that.
3. But it offers closure, and gives the feeling that building up the Citadel defence force actually mattered. It would not be that hard to get Baily's actor and record a few lines on how much (or little) of the Citadel and Council got out all right. And can improve the chances of succeding on Earth.
4. I beg to differ. It can indeed become a gameplay element.
If you get krogan, then you face less enemies on the ground, but you need higher EMS for the Crucible to get past the Reapers.
If you get salarians, then you need less total EMS to get the Crucible past the Reapers, but will face more enemies on the ground.
Simple expansion changes can incorporate this.
And the burned armor and the beam are scripted changes. That can come later, but right now, these changes at least make the choices feel like they have some actual weight on the final battle.
5. :mellow:What the hell are you talking about?
I never cut multiplayer out. And how does that factor into the Crucible?
What I said was, the Crucible should limit how well it functions, based on how many assets were put into it.
And that multiplayer doesn't need to be cut out. I never said that. You did.
Instead, I said, have a series of messages that say how well the N7 Special Forces Teams are holding the line, depending on how many imports you made from MP to SP.
Also, gameplay changes would be during the attack on that Destroyer? Have it so that the more imports, the less Reaper forces get through to Shepard and the missle trucks.
That my friend, is what we call, a gameplay element:lol:
6. Again, yes it does. Easer time getting the Crucible through the Reapers, thus giving a better chance of getting the best ending options. Gameplay element.
7. Inputing battle reports at the HQ before the beam, and comms saying that each race is holding, invaladates that, sir. It also offers closure in that you feel like each race has a better chance of surviving due to your actions.
It makes it feel worth it.
8. What exactally DO you consider a gameplay element, then?
Whatever I listed that doesn't fall into your narrow-minded view of the combat element of gameplay falls into the RPG aspect of the game, which are just as much gameplay elements as the combat, as they also vary on gamer input as much as combat does.
An expansion of cut-scenes, diolouge comm chatter, and messages, and some new character interactions, can fix most of the problems that you find so damningly impossible to bypass.
It is well within the realm of possibilaty, since,
First: These are all gameplay elements, either affecting combat difficulty, or gameplay narrative.
Second: Impossible is nowhere near the truth. Some coding and trigger cut-scenes and comm chatter, like what was done for the Extended Cut's slides, can make the major War Assets, like former party members, and the major species, gamplay elements of the RPG narrative.
Third: We haven't even gotten to the endings, and altering them. Right now, I'm trying to talk you through this first. And the endings can be affected through two things: Did you destroy or keep the collector base? And did you convince the Illusive Man to spare Anderson? THOSE will be what will determine the ending for me. All the other things are to bring closure to all loose ends of the story, which I think I have done well enough.
Also, cut scenes, and comm chatter, will not cost more then they are already willing to spend. It would be no less expensive then the development of Omega, From Ashes or Leviathan.
And like I said before, making every single Asset directly change the gameplay in a unique way for each individual Asset is messy, unnessary, and beyond phesibly cost-effective. Grouping them by catagory is the most efficent way. And much more cost effective. Your way, there is too much room for error if any try your idea of making all War Assets affect gameplay directly.
And multiplayer EMS has no reason to be thrown out, when altering how many Reaper forces break through the allied lines to reach Shepard and the missle trucks works just as well. Other elements can be added as well.
And NEVER say never. Fallout 3 got it's new ending. This can too. And look at the independent group that patched KotOR 2's restored content. Another studio, or division of BioWare could do it. BioWare's Montreal branch has taken over development of Mass Effect according to the posts, as they are confirmed to be working on everything having to do with the series now, including making Omega, and starting offical development on the series' next game.
New management. Possible new direction. Possible new responce to fan requests.
Anything is possible.





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