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Hi BW. First off, thank you for the great series. I am one of many fans.
Wanted to suggest some things for ME's successor (should there be one, and I sure hope there is)
Single Player Save Games:
Saves Cap: Increase number of possible saves. Although I have yet to use this many saves, some people love more saves (per comments read in the forums).
Visual Cue: For each save (excluding Restart ___ Mission), use a screenshot as a placeholder. This will make it visually obvious exactly where that save took place.
Descriptions: Allow text naming (and/or short voice capture) as annotations to saves. For instance: "Right before decision xxx" Voice may be too much in terms of data, but being able to add a simple text description would be soooo awesome.
Multiplayer:
Power Assignment: Allow players to re-assign their powers. Example: I would assign an on/off power to Y (on Xbox) since it is used least. Most used powers on bumpers, assigned as desired. (possibly even allow players to reassign all buttons as desired)
Power Choice: (possibly) Allow players to choose powers from a pool specifically designed per class, so as to not allow for OP builds. (Ex: Tying into mission type, Engineers have 8 available powers, and must choose 3. Some powers are more useful to achieve certain missions [mission requirements listed] in lobby. Possibly allow for powers to be chosen, per mission. Ineffective load-outs would not allow mission to start.)
Gear: Scrolling through the list… Please allow for favorites, and/or most used powers to be accessed quickly. Also throwing the possibility that when we change character, that character will have the last gear they used already assigned. (if MP had Kinect support…I could just say “warfighter package”) Change layout, similar to N7 HQ (ie weapons). (Credit to Sabina in MP forum for the layout idea),
Re-spec: I can see the various angles on this one, but to be honest I would love the ability to re-spec at will to try out different builds. I would be willing to use some of those earned credits as is available in ME3 SP, but without the increasing credit amount each time. (Ex flat rate of 50/100K creds to re-spec a class)
Scoring System: Remove individual scores, focusing more on team contribution, and overall team performance. Perhaps an individual performance rating, based on team contribution, would be a good incentive towards improving the co-op aspect. Include points for support type players, like our friends the Volus, with dat shield boosting. If vehicles ever make it into ME MP, allow points for pilots/drivers (if they cannot attack) for support.
Dat RNG store: No need to discuss since the MP forum has covered that plenty.
Enemy Unit Counter: As silly as it may sound to some, it is frustrating to use a medi-gel only to find there were two mooks left, which the team took out 3secs later. Perhaps have a counter appear when there are only 5 enemies still around. If I knew 2 remaining, and neither were bosses (no boss sounds)...no need to waste a medi-gel.
Ally Vicinity Indicator: [Added March 30-13] With regard to being revived, please allow free look camera and/or ally vicinity indicator to show how close an ally is. Many medi-gels have been used when an ally was just about to you revive, and vice versa. Since not everyone uses mics (even if they have one) this would really come in handy.
Cover Systems - [Added March 30-13] A great idea, however, it has managed to get me (us) killed too often. Please remove the component where we are automatically put into cover if running past cover. This should be done manually only. Also, please tweak this so that we can actually get into cover if another player is close. Many times when you try to get into cover beside a teammate, but due to mechanics, if another player is too close yo ukeep popping back up, which often leads to death.
Reviving - When being revived, please allow players to have at least 5 seconds of invulnerability. The stun locks and shots keeping your stuck in place are too much.
Armor: Add customizable (via parts) and/or specialized—not upgradable—armor (Ex: Inferno Armor [perhaps buy with creds-expensive stuff!—but high level customized armor can be just as effective]). Armor upgrade slots for gear (perhaps 1-3 slots, dependent upon armor level). Ala ME1 armor system.
Weapon Upgrades: Increase from current two to three.
Power, consumable and gear information: please add more info to these. (Ex: Incendiary Ammo-adds fire damage (dps#) and primes target for Fire Explosions (dps#). Can be triggered by (powers, ammo types.) Would be great know how these items can be chosen to synergize well.
Primed Explosions: Rather than prioritize, allow the primed target to be triggered immediately. (Ex Biotic has primed target with warp, Engineer has next primed with Incinerate: Biotic throws and detonates Warp right away, rather than triggering FE first, then BE on next throw).
Modes of play: Chances are you folks are already looking into this in the background. Perhaps a larger scale PvE, with 2-4 squads of 2-4 players, and larger maps. Each squad is assigned specific objectives which must be achieved for the mission to succeed. At times, some (or all) squads will be called upon to complete an objective together (Ex1: "Sq1: get that AA turret up and running ASAP, Sq2 provide cover), (Ex2: "Sq1: cover the west wall, SQ2: cover the east wall, Sq3: jump on those turrets (2 fore, 1each E&W) and assist Sq1+2, with focus on armored units, Sq4: combine your Omni-tools to hack the objective")
Space Combat: [Added March30-13] I see this as a natural extension of the ME Universe. Please see the following thread: social.bioware.com/forum/1/topic/323/index/16400146/2#16426897
Here is the meat of the post I shared in the above thread on 'Space COmbat'
Potential Missions:
Defense - Enemy warships have been sighted in sector 114. We suspect they are seeking to destroy our research vessel Sir Isaac Newton, which is nearing a breakthrough in shielding improvements against their weapons technologies. The Sir Isaac Newton must be protected at all costs. You will lead the fighter group—gamma squadron—in fighter to fighter combat. Your primary objective is keeping enemy bombers at bay, and destroying any ordinance they manage to unleash. When the situation permits, engage enemy fighters. Alpha, beta, and delta squadrons will keep enemy fighters engaged, and provide cover fire.
Offensive - Intel received from covert ops has uncovered a key weakness in enemy supply lines. This location is relatively deep behind enemy lines, and lightly defended. The enemy likely does not suspect we would consider engaging this installation. This is a hit and run mission boys and girls, which must be dealt with quickly, before reinforcements can arrive. Gamma squadron, you will engage enemy fighters first. The Venjekar will assault the installation's shields and bring them down. Once enemy fighters are destroyed, and the installation's shields are down, you will assault the installation directly. Your primary objective is the power core. Be advised, although the installation has a small contingent of fighters, it is heavily armed with anti-fighter turrets. You are faster and unpredictable. Use this to your advantage. Alpha and beta squadrons will engage the enemy turrets and do their best to keep them busy. We believe our maximum time to accomplish this mission is appr 10 minutes. Any longer and we will face enemy reinforcements... I don't need to tell you what that means, fighting behind enemy lines.
Escort - The Venjekar has been called upon for escort duty. The Alice Young is carrying diplomats to a highly important meeting, seeking to bring xxx into the Alliance. It is crucial that this meeting take place. Alpha and gamma squadrons will protect the Alice Young, while beta and delta squadrons protect the Venjekar from enemy fighters and bombers. Keep an eye open for bomber units. The warheads they carry can decimate a small ship quickly.
Offense - Intel has uncovered an enemy ship yard. The good news is that the yard, although behinds enemy lines, is relatively close to Alliance controlled space. The bad news is that the location is smack dab in the middle of a war front. There will be heavy enemy resistance. I know how much you love these...another hit and run mission. Gamma squadron will have to get in close, inside the ship yard's shields, and focus on taking down the shield generators. Once their shields are down the Venjekar will take out the yard with heavy weapons. Alpha, beta, and delta squadrons will provide gamma squadron, and the Venjekar, with cover fire.
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Possible use of vehicles (ala BF). That's a whole new ballgame for ME, but I know you folks can do it.
Just some ideas I think would make ME greater. Thanks for your consideration BW, and again for such a great series. J
Modifié par Robbiesan, 31 mars 2013 - 05:14 .





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