

Praetor is my (Work in Progress) vision for a new Mass Effect trilogy, starting with Mass Effect 4, which takes place 400 years into the future after Shepard defeated the Reapers. Praetor disregards some elements of ME3:
- The endings. The use of the Crucible still occurs and its function is to kill Reapers, but it does so ambiguously and without unnecessary collateral damage. The Relays are still damaged, but mildly so (EC is a point of reference for damage). The Catalyst is no longer an AI, but a physical component of the communication system between the Citadel and the Relays.
- The Citadel was not moved. The last battle instead took place in the Widow System, with Shepard and company having used the Conduit on Ilos to board the station and confront the Illusive Man. In addition, the Crucible was activated remotely without Shepard being the trigger-man, so to speak.
- Legion's upgrade code is no longer a Reaper creation. Legion wrote the code himself as a last resort plan to save his people from becoming Reaper slaves, at the cost of their consensus and group consciousness.

The year is 2559, and the Citadel Concord is at odds with the Yahg Empire. The yahg, who achieved spaceflight and FTL in rapid succession after the Reaper War, has since claimed Omega Station as their capital, conquered the Terminus Systems and forged an empire out of the ashes. The two galactic powers are now locked in a galactic war in the Attican Traverse bridging their territories.
Five years ago, Praetor was an NCO Master Sergeant and fought for the independent government at the Battle of Mathos in 2554. Reymal, the star system of the garden world Mathos and its less developed twin world Vecchal, was deemed strategically significant by the Concord and Empire because of its location in the Traverse at a relay "fast lane" between Omega and the Citadel.
Praetor saw the population centers of Mathos and Vecchal burn and Concord and Empire flags being erected over the ruins. Disheartened over the loss of the planets, Praetor dropped off the grid.
Five years later, Praetor is ex-military and pursues a life free from the influence of the Concord and the Empire. After procuring a ship and a crew, Praetor undertakes jobs, legal and illegal, to make ends meet. But one job, provided by the mysterious Taeldrus, inevitably draws Praetor right back into the galactic conflict...

- Much more emphasis on RPG aspects and choice. Praetor will be capable of completing the entire trilogy without killing a single enemy or being detected (i.e Ghost playthrough), as well as using diplomacy and subterfuge to achieve objectives and getting past enemies. Some missions will be strictly non-combat, such as puzzle missions and investigative missions where Praetor has to use dialogue and speech to reach a goal (eg. gathering evidence to get a person acquitted/sentenced in an important trial).
- Non-linear levels and non-linear mission progression. Praetor will have several paths to select between, with many of them being affected by Praetor's Aptitudes.
- Fly solo or hunt in a pack. Complete missions all alone or use the standard two squadmates. Some missions will be more geared towards solo ops, while other missions will be the exact opposite. The choice, however, lies with the player.
- No auto-dialogue. In 95% of the cases, Praetor won't open his/her mouth without input from the player.
- Neutral path. In addition to Paragon/Renegade and Charm/Intimidate is Arbiter/Appeal, which is a middle-ground between the Saint and the Sinner focused on a rational and logic approach as opposed to the emotionally driven approaches of Paragon and Renegade.
- Increased customization - modify Praetor's appearance with cybernetics and tattoos, and his/her gear with mods, colors and decals. Choose between Light, Medium and Heavy modular armor.
- Equipment weight changes. Instead of crippling your casting recharge rates, being over the weight cap incurs a point-to-percentage penalty. This penalty decreases movement speed by 0.5% per point, and increases noise and decreases mobility by 1% per point. The "soft weight cap", below which there are no penalties, is 100. The "hard weight cap", which is the maximum possible weight possible, is 200.
- Crafting. Use gathered resources and schematics obtained to craft your own weapons, armor and equipment. Each race has their own class of crafting, and using the gear of your own race results in bonus efficiency.
- Mining changes. Instead of chucking probes all over a planet, you now have to probe a single target on certain planets and asteroids. These nodes produces resources at a regular interval that is sent to Praetor's ship.
- Limb damage. Shooting a guy in the hand will now hurt his hand and cripple his ability to aim and hold a weapon properly. Shooting a guy in the foot will now cripple his movement. This applies to Praetor as well. Certain health regeneration mods will heal limb damage over time, while using medi-gel will heal all limbs to full over a short duration.
- Regenerating health and shields. Regenerating health is removed, and shields are now more powerful but recharges slower.
- Aptitudes. Charisma (speech, reputation), Endurance (health, resistances), Agility (combat-rolls, "duct-crawling"), Furtiveness (stealth), Momentum (Speed), Strength (melee damage, weight bonus, can lift certain doors/break through walls), Intelligence (crafting, hacking) and Perception (tracking bonus). Newly created Praetors start out with 40 points to allocate as they wish, earning one additional point per level up to 60 extra points. Each Aptitude can be upgraded 20 times. Each race (except humans) have six plus points allocated in certain Aptitudes, and six minus points allocated in others. Plus points in an Aptitude means you have to spend less points to max it out - minus points means the exact opposite.
- Races are distinguished through traits and different starting Aptitudes. Eg. a krogan is naturally strong and resilient, but has a poor agility, intelligence and are the anti-thesis of stealthy (you can still play a krogan infiltrator, though!).
- Same classes, same playstyle, more choice. Each class has three unique skills, six cross-class skills and one unique skill per race.
- Plenty of friends. Build your team. 18 squadmates to choose from (though only 9 can join your crew at any one time).
And plenty more, which I will add over time.

EDIT: The BSN broke my link.
EDIT: Again. Goddamn you, BSN.
Modifié par Arcian, 09 mars 2013 - 02:32 .





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