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Mass Effect 4: Praetor


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#26
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Thomas Andresen wrote...

Arcian wrote...
None of the endings will be taken into account, to prevent them from having an effect on the story in ME4.

This. No. Not this, not ever.

Yes, because having the geth and every other AI in the galaxy wiped out, the Reapers being the new galactic police, everyone being half-organic/half-machine or the new story being set 50,000 years into the future with all new species in a galactic culture not even remotely reminiscent to the one we have come to love and cherish is so preferrable.

#27
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Realized I have a problem with my race lineup. Geth are synthetic and cannot be biotics. That excludes them from a whopping three classes, causing a serious class imbalance. It may require me to remove them as a race altogether, unfortunately.

#28
Volc19

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Arcian wrote...

Realized I have a problem with my race lineup. Geth are synthetic and cannot be biotics. That excludes them from a whopping three classes, causing a serious class imbalance. It may require me to remove them as a race altogether, unfortunately.


WELL, Biotics are simply an organic sending electricity through their nervous system to ezzo in their body. A synthetic could likely replicate this with the proper hardware. Just note that "Biotic Geth" have a miniature eezo core in their bodies, along with notable caches of eezo along their bodies.

#29
Gemini Freak

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One thing about crafting:

You basically said that as a Prothean, you get bonus experience in handling Prothean equipment.

But if you, well, craft a lot of Krogan weapons and armor, are you supposed to get extra experience in using Krogan equipment?

#30
Volc19

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Well, if you still plan on removing Geth, why not replace them with Raloi? Playing as a new species would be a welcome change of pace.

Sure, some lore regarding them would be needed to accurately craft them into a playable species, but it would be interesting.

#31
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Gemini Freak wrote...

One thing about crafting:

You basically said that as a Prothean, you get bonus experience in handling Prothean equipment.

But if you, well, craft a lot of Krogan weapons and armor, are you supposed to get extra experience in using Krogan equipment?

You've misinterpreted it. Crafting determines the stats of the equipment. For example, weapons have stats such as damage, accuracy, weight, ammo, heat dissipation, etc. PC's using weapons of their own species gives said weapons a 25% stat bonus. This is called Native Equipment Training, and every race gets it.

When protheans make non-prothean weapons, they count as if they were prothean for the Native Equipment Training trait. Prothean weapons made by protheans are by nature 25% better, and this stacks with the NET trait for a 50% stat bonus.

Equipment bonus stats does not increase the experience gained for the equipment while using it.

None of the numbers are final.

#32
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Volc19 wrote...

Well, if you still plan on removing Geth, why not replace them with Raloi? Playing as a new species would be a welcome change of pace.

Sure, some lore regarding them would be needed to accurately craft them into a playable species, but it would be interesting.

Could work, though like you said, the problem is what niche they would fill, combat-wise.

Another problem with the geth, now that I think of it, is romance content. They're not exactly built for lovin'.

In regards to the current race line-up, I went with the Council races because people are familiar with them and because I hadn't decided whether the Proxies were going to be working for the Council or not at the time.

I would love to add new races, especially from powers associated with the yahg, but without removing some Council races the line-up is going to get crazy bloated.

Modifié par Arcian, 11 décembre 2012 - 09:06 .


#33
Charcolt

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A bloated lineup is fine, especially considering that there won't be side-missions for the backgrounds. Like Volc19 said, biotic geth could be possible with advancing technology. Similarly, perhaps Tali transfered her nerve-stim program to some geth and got them interested in some organic-lovin'.

If the Proxies really are independent, it may be interesting to have a playable yahg character. Other playable races could include the raloi, EDI-like synthetics, and any of your incredibly detailed playable races.

#34
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I'll consider your suggestions. Thanks!

#35
The Sarendoctrinator

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Awesome idea. I'm still reading through all of the character creation options! Can't wait to see who the squadmates will be. Having a large number to choose from was actually what I had hoped for in ME3.

#36
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The geth are back in.

#37
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Shameless bump from the void.

#38
Volc19

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Arcian wrote...

Volc19 wrote...

Well, if you still plan on removing Geth, why not replace them with Raloi? Playing as a new species would be a welcome change of pace.

Sure, some lore regarding them would be needed to accurately craft them into a playable species, but it would be interesting.

Could work, though like you said, the problem is what niche they would fill, combat-wise.

Another problem with the geth, now that I think of it, is romance content. They're not exactly built for lovin'.

In regards to the current race line-up, I went with the Council races because people are familiar with them and because I hadn't decided whether the Proxies were going to be working for the Council or not at the time.

I would love to add new races, especially from powers associated with the yahg, but without removing some Council races the line-up is going to get crazy bloated.


Do you even Legion-mance? It's an adorable concept.

#39
Charcolt

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Geth are back in, along with mutaru. Legion-mance confirmed

#40
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Volc19 wrote...

Arcian wrote...

Volc19 wrote...

Well, if you still plan on removing Geth, why not replace them with Raloi? Playing as a new species would be a welcome change of pace.

Sure, some lore regarding them would be needed to accurately craft them into a playable species, but it would be interesting.

Could work, though like you said, the problem is what niche they would fill, combat-wise.

Another problem with the geth, now that I think of it, is romance content. They're not exactly built for lovin'.

In regards to the current race line-up, I went with the Council races because people are familiar with them and because I hadn't decided whether the Proxies were going to be working for the Council or not at the time.

I would love to add new races, especially from powers associated with the yahg, but without removing some Council races the line-up is going to get crazy bloated.


Do you even Legion-mance? It's an adorable concept.

I know. Romance is easy. Sex? Well, with the necessary hardware upgrades, maybe.

#41
Armass81

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A lot of choices youve put in for characters, reminds me of Skyrim. Or something from Guild Wars 2. Intresting read so far, thanks for putting effort on this.

Modifié par Armass81, 18 décembre 2012 - 12:26 .


#42
bastichizer

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Some good ideas, I would like to see the whole Paragon/Renegade/Neutral thing done away with though. It's always p***ed me off that in order to build a particular persuasion skill to max, I'm railroaded into picking a certain response/action all the time, doesn't do much for role playing in my opinion. They should just be skills you can put points into irrespective of your previous choices, why can't I have a charming renegade or intimidating paragon?

Modifié par bastichizer, 18 décembre 2012 - 01:06 .


#43
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bastichizer wrote...

Some good ideas, I would like to see the whole Paragon/Renegade/Neutral thing done away with though. It's always p***ed me off that in order to build a particular persuasion skill to max, I'm railroaded into picking a certain response/action all the time, doesn't do much for role playing in my opinion. They should just be skills you can put points into irrespective of your previous choices, why can't I have a charming renegade or intimidating paragon?

I'm not sure if I have made the intended changes in the docs yet, but I've done away with the morality railroading and instead have the Charisma aptitude determine the ability to use morality prompts. As a secret interstellar agent, you need to be morally flexible.

#44
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Character section is up. Just lists so far, no bios yet.

#45
Charcolt

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Is the Kechlu on the roster some kind of operative named after the figure who helped to give the yahg their advanced technology, or do we actually get a zombie yahg as a squadmate?

#46
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Charcolt wrote...

Is the Kechlu on the roster some kind of operative named after the figure who helped to give the yahg their advanced technology, or do we actually get a zombie yahg as a squadmate?

The modern Kechlu is a bit of a mystery. A lot of yahg believes he's the real deal. He certainly implies as much.

That said, being vaporized is kind of a big setback, isn't it?

#47
The Sarendoctrinator

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A lot of squadmates and crew members from the new alien species. That should be interesting.

I'm also glad to see Bakara and Javik on the list of councillors. Bakara's awesome, and maybe now I'll be able to play a character who can meet Javik.

#48
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Seems like everybody is getting onto the Council. Except the volus. A damn shame, after their heroic deployment of mighty warriors against the Reaper menace

#49
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Charcolt wrote...

Seems like everybody is getting onto the Council. Except the volus. A damn shame, after their heroic deployment of mighty warriors against the Reaper menace

Oops, forgot about them. They're supposed to be on the Council with the rest.

#50
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Bump disguised as an update:

I've begun adding physical descriptions of most new playable Yahg Empire species in the galaxy section.