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Community DLC Idea Compendium


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#51
MearasNZ

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More maps - maybe even some from the SP game. Rannoch at night, for example, that was beautiful. And MOOAAAR hazard maps!!


Edit: you already had that.  Woops...  Image IPB

Modifié par MearasNZ, 18 octobre 2012 - 09:17 .


#52
StrawHatMoose

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PhilBlouin wrote...

A fouth skill for every class. Adding consumables like grenade/stimulant for every class. Ressource managing is fun. Turrets and drones could be ressource depebdant and get a buff.

More heavy weapons. Or the ability to get random drops of heavy weapons from enemy. Flamer get spitfire. Reaper blackstar. Etc... They would have limited ammo of course and be dispensable.
Improved melee system. Let me equip a melee weapon of my choice and have it affect my movement speed and ability cooldown or something.

I want my geth and destroyer and sentinels to have armor instead of health


Where would this foruth skill go? Not all classes need grenades, that makes the grenade classes somewhat unique but also restircted because they kind of have to go with grenade capacity gear. 
How would turrets and drones be resoruce dependat? Like ammo and grenades? Would we have to fetch the ammo? Because that would suck.
I am not against the heavy weapons thing. Though I'm not sure how a reaper blackstar can drop from enemies that don't use guns (banshees and brutes). 
What class would melee weapons go in? I just don't see it happening. Closest we'll be getting IMO is the shotgun omni blade. Doubtful of it affecting movement speed but the system we have already affetcs recharge speed. 

#53
Rudest

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Updated again!

#54
Bayonet Hipshot

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Mendelevosa wrote...

-Vanguards and Infiltrators without Biotic Charge and Tactical Cloak
-The return of the Assassination power for future infiltrators


You know that Phoenix classes are basically Human versions of those partially huskified Dragoons. 

I am sure there must be Cerberus Agents who are human versions of Nemesis. It would be most appropriate to have Assassination for them I think. 

Also there could be customization to the way the powers look : Green colored Dark Channel (like the one for Javik) different colored Tech Armors, aesthetically different swords for Slayer & Shadow

#55
PhilBlouin

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Merc enemy faction.

When cerberus took omega they ralied the remaining mercs under one banner , the hellguards (cerberus, hellguards, get it) they would have pretty much the best elements of the merc factions. Blood pack vorcha and krogan as foot trooper. Varren and or dog mech as fast attack. Eclylse engeneer would spawn loki mechs and eclypse sentinels as melee units. Blue suns biotic as heavy and the big mechs as the super heavy. All under the banner of the new hellguadds. and all wearing the same black and white merc armor with a tree dog faces tstooed or printed somewhere.

Modifié par PhilBlouin, 18 octobre 2012 - 09:22 .


#56
-Shroomerz420

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My other crazy idea....since Bioware if from Canada and so is the best band in the world. Yes, I am biased. haha

How about getting some Rush tunes in ME? Without lyrics obviously, but their ambiance would fit well. I'm thinking more of their instrumentals and overall knack for creating amazing music.

That would literally blow my mind.

#57
DullahansXMark

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I was thinking, with the way the game is revolutionizing, that new parameters could be taken into account with class setups. And since Randall Ezno (protagonist of Mass Effect Infiltrator) could stand to see some form of appearance in ME3, I was thinking that they should make an Infiltrator class based on said character.

While Ezno was mostly a biotic, he did have the Tactical Cloak skill in his arsenal (Hence Mass Effect *Infiltrator*), which takes priority in determining which class he is. Combine this with the Asari Huntress Infiltrator's use of biotics, and we've got quite a fair bit to work with here.

I'm also sorely aware of the overabundance of human characters we have at the moment. In some sort of blind hope, I'm hoping that this idea is genius enough to allow people to overlook this and see this for what I hope is a grand and fun idea that would have people playing it for how unique it is.

Anyway, let's get this show rolling!

Image IPB
Note the similarity in appearance his armor bears to the Phoenix. There are a few minor differences, but they're largely the same, and it should probably stay this way (though maybe make some minor changes to patterns and such, so that we can match the Dragoon's appearance if we so wished. After all, don't we all love confusing our allies? I know I do.).

Tactical Cloak-largely the same as the standard cloak, except with the following change:

6b-Power Damage: Increase power damage by 20% for 10 seconds when Tactical Cloak is activated.

Storm-Unleash a vortex of energy that rips foes asunder across a 4 meter radius that lasts for 10 seconds. Considered a Combat power.

Recharge speed: 8 sec
Damage (per second): 120

1-Storm
2-Recharge Speed: Increase recharge speed by 25%.
3-Damage: Increase damage by 20%.
4a-Tesla Storm: Unleash an electrical pulse through the storm, setting up enemies for tech detonations.
4b-Biotic Storm: Unleash a biotic pulse through the storm, setting up enemies for biotic detonations.
5a-Shred Damage: Do an additional 50 damage per second to unarmored targets.
5b-Recharge Speed: Increase recharge speed by 35%.
6a-Damage: Increase damage by 50%.
6b-Detonate: Detonate Storm when the field dies to inflict 500 damage across 7 meters.

Salvo: Unleash powerful spheres of biotic power at a target. Can be upgraded to attack multiple targets. If these evolutions are taken, this is done by activating Salvo, unleashing the initial burst, then targeting the enemy you want the next burst to hit with a 2 second break in between each burst. Each burst past the first does not interrupt other actions (but the initial burst does). Each foe targeted gets hit by all Spheres Launched, they are not shared. Considered a Biotic power. Can set off biotic and tech detonations.

Recharge Speed: 8 sec
Spheres Launched: 3
Max Targets: 1 (up to 3)
Damage (per Sphere): 200

1-Salvo
2-Recharge speed: Increase recharge speed by 25%.
3-Damage: Increase damage by 20%.
4a-Max Targets: Increase the number of max targets by 1.
4b-Damage & Radius: Increase damage by 30%. Increase impact radius by 1.5 m.
5a-Incapacitate: Knock down weaker foes on impact.
5b-Damage Taken: Increase damage dealt to targets from all sources by 20% for 8 seconds.
6a-Max Targets: Increase max targets by 1.
6b-Spheres Launched: Increase the number of spheres launched at each target by 2.

Charon Espionage: These operatives are the best of their class, receiving implants that transform them into some of the most powerful operatives Cerberus had to offer.

Weapon Damage Bonus: 5%
Power Damage Bonus: 5%
Weight Capacity Bonus: 10

1-Charon Espionage
2-Weapon Damage: Increase weapon damage by 5%.
3-Power Damage: Increase power damage and force bonuses by 10%.
4a-Weapon Damage: Increase weapon damage by 7.5%.
4b-Power Damage & Capacity: Increase power damage and forces bonuses by 10%. Increase weight capacity bonus by 20.
5a-Power Damage-Increase power damage and force bonuses by 15%.
5b-Headshots-Increase headshot damage by 20%.
6a-Shotguns & Assault Rifles-Decrease the weight of shotguns and assault rifles by 20%.
6b-Increase weapon damage by 10%.

Training Path: Mostly the standard human fitness. However, due to the way their implants work, their powers (including his melee actions) change color depending on how they specialize themselves. Melee evolutions make the powers golden like the Cerberus Dragoon units, and health and shield evolutions make them a type of green like Prothean biotics. Changes only begin to take place from the fourth rank and beyond. In the case of a mixed evolution path, the path with more choices in its favor will make its power color dominant. In the event of a tie (ex: someone only went to rank 5, and chose Durability for rank 4 and Martial Artist for rank 5), or if the player only went to rank 3 in Training Path, the powers retain their normal blue color.

In other words...

Normal: Blue (Standard)
Melee: Golden (Dragoon)
Durability: Green (Prothean)

Base health/shields: 500/500

Melee: the Infiltrator launches a projectile that staggers unprotected, unarmored enemies. Does no damage.
Heavy Melee: the Infiltrator charges biotic power into his wrist and slams his palm forward, launching enemies around with a base value of 600 damage.
Grab Melee Kill: the Infiltrator leans up and lassos the victim with biotic power, levitates them, and flings them in the other direction. A reference to Leash from Mass Effect: Infiltrator.

Mobility is the same as standard human units.

- - - - -

Anyway, so that's what I had in mind. I set it up so that Charon Espionage would give him a max of 40% power bonuses (as opposed to the 45% of Phoenix operatives) to compensate for the extra weapon damage I gave him (27.5% as opposed to 25%), should you wish to take that route, as you can either play aggressively with his skills, or use them as support and play with heavy weaponry. Other than that, I just wanted to make him really unique in comparison to the other characters, especially considering that his powers enable you to play him as a tech detonator OR a biotic detonator, whichever you think is more important.



#58
StrawHatMoose

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Drell with kunai/shurikens.

#59
Rudest

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*Kit based on Randall Ezno (ME Infiltrator)
*Drell with kunai/shuriken

For all the music requests, I put in * Dynamic Music

#60
CobraJet97

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MORE SALARIANS!
Merc/ Rogue Pirate faction!

#61
StrawHatMoose

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Rudest wrote...

*Kit based on Randall Ezno (ME Infiltrator)
*Drell with kunai/shuriken

For all the music requests, I put in * Dynamic Music


yay!

#62
Draining Dragon

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Effort.

#63
Rudest

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>.>

#64
oO Stryfe Oo

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*A hazard for every map

*If unique playstyles and mechanics = UR, then more UR characters. One for each class at least. No two are the same race and Volus don't count (Ex: Engineer; Ex-Cerberus, Vanguard: Asari Commando, Sentinel: (smaller) Geth Prime, etc.)

*More Objective types

*New Characters recieve at least one unique power and a new model. No more of this lame re-skin stuff that is the majority of Retaliation's new characters.

*More Salarians, Turian Females, Mercenaries (we all know they're coming).

*More Gear and useful Weapon mods (Sniper Headshot module anyone?)

*More dynamic music

*Different game types? May be too much, but the above is all possible.

Modifié par oO Stryfe Oo, 18 octobre 2012 - 09:39 .


#65
ZerebusPrime

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What would I like to see?

1. More Hazard Maps.  They don't actually have to be hazardous, but adding atmosphere to otherwise sedate settings is incredibly effective.  Most maps already have a great deal of scenery if not activity, but dramatic changes to that makeup keep them fresh and new.

2. Husk Horde Map - The Derelict Reaper.  A multiplayer version of the derelict Reaper mission from ME2.  Swarms of husks and abominations plus the occassional Scion stand between the team and a series of objectives inside a "dead" Reaper.  WARNING: May cause longterm brain scarring.

#66
Rebel_Raven

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I'd like to see more light weight, deadly weapons added. Not pirahana madness, but weapons you'd feel comfortable with as a main weapon on any difficulty, and have a 150%+ cooldown.

#67
count_4

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JLoco11 wrote...

Naked Asari

I'd even settle for some clothed ones. 

#68
The Makr

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Racial bonuses for weapons, like the Geth have.

#69
oO Stryfe Oo

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count_4 wrote...

JLoco11 wrote...

Naked Asari

I'd even settle for some clothed ones. 


Some differently clothed ones would please me. I know there's a war going on, but I doubt every Asari came to battle in the same outfit.

#70
Rudest

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GAH! meant to edit not quite XD

* More UR characters with unique mechanics (Like the Volus)
* Sniper rifle headshot mod


>.> Im hoping the bloodpack executioner ends up being that 150ish weight weapon you speak of Raven.

Modifié par Rudest, 18 octobre 2012 - 09:54 .


#71
Gamemako

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I thought this was the last MPDLC? Well, anyway, things I wish were in ME3 MPDLC:

-Slam, like many have requested as well. Easy to balance, too -- 10 or 12 second cooldown and pierce shields. It doesn't do much damage anyway. Requires so little work, TBH. Will never be a great skill, just a funny one. .//EDIT: Slam was already mentioned.
-Biotic explosion skill, like Singularity's detonation evo without the busted duration issues. Balance it like Recon Mine with CC instead of expose bonuses -- long cooldown, CCs area, then blows up after a few seconds.
-A Warp grenade. Clusters detonate everything, so I want a grenade that sets up everything for biotic explosions.
-A turret-based Engineer, dammit.
-Return of Overkill as a sustained skill or Annihilation Field type long-duration buff. Reegar + Overkill would be so much win.
-Return of Fusion Grenades
-Return of Damping mines (basically taking the Sabotage mine functionality, reducing enemy ROF)

Most of these were taken from the create-a-DLC thread I never posted after I made one from the class polls a long time ago. Amusingly, I dreamed up a skill quite similar to Recon Mine, though their version is better with the scan and whatnot:

Drell Assassin Infiltrator:
Theme: DEATH FROM ELSEWHERE

-Tactical Cloak
-->Totally new power, never been seen before!

-Fusion Grenades (RETURNING FROM ME1)
-->Poisons enemies with radiation, doing damage over time
-->Reduced effectiveness vs. synthetics

-Remote Explosive (NEW POWER)
-->High-power explosive -- set it and detonate it from a distance.
-->Once set, power re-use will detonate the explosive.


Modifié par Gamemako, 18 octobre 2012 - 10:11 .


#72
MattH

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I'd love a DLC for Multiplayer based around the Omega mercs.
New Asari Vanguard, Salarian Sentinel etc etc

#73
p91cz7

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Hacked mech faction - Lokis, Ymirs, Fenris and a new engineer-like class
Two merc factions - one mixed Humans/Turians/Batarians/Salarians and another mixed Krogan/Vorcha
New Salarian playable characters
Rakhana map
Utukku map
Usable turrets or missile launchers at some open extraction sites (to be used once at the last-wave or as your last chance)
Ballance the Geth!!! And then give us Geth Colossus or Armatures as a last-wave boss of the bosses (if game mechanics allows the quadrupedal Ravagers...), Oh and bring some Geth Hoppers.
More music
More lines for the playable characters, like "I AM KROOOOGAAAAAN!!!" "WORTHLESS!!"

Modifié par p91cz7, 18 octobre 2012 - 10:58 .


#74
Versus Omnibus

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New kits consisting of the following:
Raloi soldier
Virtual Alien engineer
Rachni Broodwarrior vanguard
Lystheni Salarian adept

#75
Ultimas Dragon

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I'd really like to see several things, some are probably listed already, but here's some ideas.

*Female turians, possible an adept and vanguard since we know turians use biotics.
*More salarians, possible a Sentinel As seen in Me2 (would be geared towards the tech end like the paladin) and soldier, they seem to fit Salarians
*Female Drell, not sure what classes.
*more Quarians Male and Female, I don't think quarians use biotics so keep them in the tech end of things.
*Your tech armor color for sentinels should match your lights color. Or some other means to change it like a new character option in the appearance menu.

*New modes two fun ones (in my opinion at least) that I can think of would be one: An infinite survival mode, basically there would be no difficulty option for this. Wave one would be equal to say bronze and would progress from there and you would get a progressively larger sum of credits for each wave completed.
Every 10 or so waves your consumables would be replenished via a supply drop ship or other means to keep it logical. Of course these would be coming out of your own stock.
Possibly leave out the objective waves.
The simple logic for the game mode is that Alliance command needs you to hold the ground for as long as possible.

The second game mode I'd like to see more is actual "boss battles", no 'waves' of enemies, but instead each wave you work together to take down a reaper destroyer. There would be of course trash enemies, husks, cannibals, marauders Etc.
Each wave would consist of the team truly working together completing objectives that work towards the ultimate goal of bringing down the destroyer.
For example: wave 1 would be fighting your way in through typical reaper forces and securing the area.
Wave 2 would be the typical survive till every thing is dead, but all while dodging the destroyer's attacks.
Wave 3 could be guarding a missile truck/s till it/they gets in position. Wave 4 and 5 same as 2. Wave 6 could be a hack style objective around the truck/s while they acquire targeting date, while you're dodging the destroyer's attacks.
Waves 7-9 could be actually fighting the destroyer, firing at it when the shield panels are open on the beam cannon, obviously dodging it. This would serve to weaken it and hopefully open up a window long enough for the missiles to fire. At the same time some of the ground forces could be attacking still.
Wave 10 would be the final push. fighting off the reapers while protecting the launchers long enough for them to fire. and end the mission.
Wave 11 same as now, survive till extraction.

I know this sounds much like the same kind of scenario you face in the single player. (Avoiding Spoilers) But I think it could be worked in to the MP. And other kinds of scenarios are also possible, say like something with activating defense cannon towers, or even calling down an orbital strike etc. etc.

The other thing that would be interesting is a new type of map, rather then the 'sandbox' style every one running and gunning all over the place (albeit is fun as all get out), would be a linear start at Point A and work towards Point B at the end of the map and extraction. All while completing objectives along the way.
Each wave you would not be able to progress past an area till the wave complete.

Some overhaul ideas for the "store". One Charater class training and acquiring a character should be separate, I.E. you should only be able to acquire a class card till you have all the appearance options. Just as you stop receiving weapon cards after they max at 10. instead you should be able to receive uncommon class training cards instead of it being a specific character it would simply apply to the class I.E. Adept or Engineer traning. Also you would not receive these for a class that can not gain any exp. from (a level 20).
My reasoning for this is simple, I have every Gold and below gun, every character and most the gear bonuses at max lv. yet I still keep receiving gold card character training from both premium and specter packs that I do not need. rather then any of the many ultra rares I should be getting a higher chance on. that are painfully low lv or I don't have, that have been in MP since release.

The other optional solution to this is to make an actual store where you can pick what you want to buy and remove the randomness. even if getting a single lv of a weapon took several matches of credits to save for (in fact they should), it would be a better system.

Sorry for the lengthy post, but I love the MP in this game and I love how BW is really listening to the fans and keeping it fresh, so I thought I toss out a couple of ideas.