Ok how about this for an awesome mechanic:
Every friend, enemy, target, object has a mass value.
This mass value is not only defined by the type of target, but is also related to its current hit points. In the case of objects (like a crate) the mass value is static.
This mass value can be augmented by armour upgrades (hardening/shock absorbing, etc).
The effect of every biotic power on the target depends on the resultant mass value
- in the case of warp, the DoT would increase with lower mass (as things get torn apart)
- pull would have to overcome a threshold value on the target, and then its duration, strength and so on would scale with increasing rank.
In addition to this you can charge up powers for enhanced effects, and overcome the mass value of a target where using an uncharged power would be less effective (or ineffective). Best analogy is dual casting spells in skyrim.
Instead of the black and white "health" and "armour" bars, they are combined into a single bar. All targets wear some sort of armour, or have armour upgrades that increase the resultant mass value, though it should be much lower for mooks and much higher for say, mechs and bosses or whatever. Only truly unarmoured targets - like an object, or a person in clothing would have no bonuses to mass from armour.
Now here's the key part - as you damage the target and their hit points decrease, their resultant mass value also decreases! Edit: I should say there should be a minimum value for each target with zero health - can't have it decreasing to zero! But similar to how weapon damage varies now between levels I and X, so a range of values from max hit points down to zero hit points.
Imagine the tactics and possibilities.
This does not take into account shields and barriers, which should have a separate mechanic, and I do think shields should block biotics up to a point. Barriered targets should detonate if hit by a spatial distortion field, such as warp.
Modifié par Curunen, 16 janvier 2013 - 07:34 .