Aller au contenu

Better party control for ME4.


  • Veuillez vous connecter pour répondre
15 réponses à ce sujet

#1
Guest_simfamUP_*

Guest_simfamUP_*
  • Guests
Assuming that ME4 will play like the ME Trilogy, can I suggest better control mechanics for this game? Replaying the series again, I've always thought of how awesome it would be to have that pause and map mechanic seen in the ME1 demo, where you could essentially 'dragon age' the game by pausing the game and moving the camera through the map.

Also, since we're at it, perhaps more command options should be available. Hold fire, group up, retreat, flank etc... the AI will hopefully be improved, so that's a pointless thing to suggest.

I know that ME is an RPG that is supposed to play like a shooter, but adding this might quench the fires of purists who can't utter the word RPG if there isn't at least a strength and charisma stat xD

#2
pelojian

pelojian
  • Members
  • 73 messages
I'd like to see more flexible squad AI that lets you set how aggressive/defensive they are on the fly.

what use is a squaddie with a shotgun if they wont advance into optimum range for the weapon while taking cover along the way or say setting how many shots they fire from cover each burst?

i know in the citadel DLC Wrex and Grunt will advance on enemies to use their melee and shotguns to their best use. kinda wish they'd done something similar with james.

#3
Derpy

Derpy
  • Members
  • 3 824 messages
I would rather have the AI not run up on bosses and get nuked. Lol, everytime I tell them to take cover, they run up on anyone that shoots. I had all my squad die on the SM on ME2 because they thought it would be brave to charge the reaper.


That and I want to choose any of the type of weapons for them. I want to give Tali a assault rifle because her shotguns are crappy Image IPB 

#4
AlexMBrennan

AlexMBrennan
  • Members
  • 7 002 messages

where you could essentially 'dragon age' the game by pausing the game and moving the camera through the map.

You mean like The Bureau: XCOM Declassified? With the much-lauded controls?

Hold fire

What possible reason could there be in GoW game to not shoot the enemy? Unless you want to completely change everything and turn the game into a tactical shooter?

retreat

Why? Hiding in cover for 5s will fix everything, and you are not going to be able to command multiple teams so there is really no need for that.

I know that ME is an RPG that is supposed to play like a shooter, but adding this might quench the fires of purists who can't utter the word RPG if there isn't at least a strength and charisma stat xD

So, to placate the RPG purists you suggest turning the game into a tactical shooter? I don't see how that makes any sense whatsoever.

#5
Guest_StreetMagic_*

Guest_StreetMagic_*
  • Guests
You can get a tactical shooter feel at high difficulty and with good map design (grissom, for example. Or maybe the Collector Ship in ME2). Albeit, just with Shepard, of course. Not your whole squad. It's not the same, but kind of fills the same void.

Modifié par StreetMagic, 28 octobre 2013 - 10:20 .


#6
Wulfram

Wulfram
  • Members
  • 18 950 messages
What I'd want is something like the DA tactics system. That way I could get them using powers effectively and taking advantage of what my character does, with out having to direct them too much.

#7
cap and gown

cap and gown
  • Members
  • 4 812 messages
My own biggest desire would be to see a system that allows easy, not sure how to put this, displacement? What I mean is: in ME2 there were a number of maps where you would fight forward through a group of enemies stretching back into the distance. I am thinking of Thane's recruitment mission in particular. I always liked that map because as we press forward I would order a squad mate to take position where I was currently taking cover while I would advance further forward. It felt more like I was actually in command of my squad rather than just having some spare powers to call on.

I wouldn't mind seeing the AI beefed up some to allow covering fire to be effective. Order a squad mate to lay down suppressive fire while Shepard maneuvers to either close with the enemies, or flank them.

One thing I would like to get away from is ME3's spawn-from-space system. I feel like this is all about how good you are with the controller and much less about battlefield assessment and intelligent control of your squad. Again, I felt ME2 battlefields were generally superior to ME3 battlefields.

Modifié par cap and gown, 28 octobre 2013 - 11:09 .


#8
cap and gown

cap and gown
  • Members
  • 4 812 messages

Wulfram wrote...

What I'd want is something like the DA tactics system. That way I could get them using powers effectively and taking advantage of what my character does, with out having to direct them too much.


As long as they provide a tutorial. It was never very clear to me how that system worked.

#9
MrFob

MrFob
  • Members
  • 5 413 messages
No! I want to to speak for ME's control system here because I think the ME trilogy has one of the best party control systems I have ever seen for a story driven action RPG.
You can give order to your squad, you can send them to places, cover, have them attack, choose their powers and abilities, etc.
But while all that is possible, you maintain the illusion that these are characters separate from Shepard. You can't "shoot for them", you can only give them orders and they'll follow them on their own. With the DA like party control, I always feel like I am actually switching characters. I am not the Warden any more when I give Morrigan her orders. In ME, I am Shepard all the way through. Sure, I can pause the game but it feels more like some sort of "concentration mode" I can't just switch the perspective to someone else. If I don't have a good line of sight on what's happening, I can't give as accurate orders, so I have to maintain some battlefield awareness from Shep's point of view. Also, I spend way less time in pause mode than I do in a game like DA, which immerses me more in the action (there are playthroughs where I make it a point not to pause at all, short of mapping powers to the number keys).
Don't get me wrong, I have nothing against a nice tactical gameplay and I am happy that we have games like the DA series which do that sort of thing. But for Mass Effect? No, please don't.

Wulfram wrote...

What I'd want is something like the DA tactics system. That way I could get them using powers effectively and taking advantage of what my character does, with out having to direct them too much.


Now that on the other hand is a nice idea. Say, a briefing room on the ship, where we can call in the crew and discuss tactics. That would make for a nice ui to set things up before going onto missions. That said, I like to set my squad to use defensive powers by themselves only. That way, I do have pretty good control over them in real time.

Modifié par MrFob, 29 octobre 2013 - 12:05 .


#10
Guest_StreetMagic_*

Guest_StreetMagic_*
  • Guests

MrFob wrote...

Don't get me wrong, I have nothing against a nice tactical gameplay and I am happy that we have games like the DA series which do that sort of thing. But for Mass Effect? No, please don't.


There already is tactical gameplay. It's not like ME is a pure shooter either. It's somewhere inbetween Da and shooters. You just have to play Insanity to get it more often. And like I said, the map design is key. I think many maps are more real time friendly and with lots of safe cover, but those maps like Grissom or the Collector platforms, where enemies can swarm you from different directions..that's when the tactical game can really shine.

Modifié par StreetMagic, 29 octobre 2013 - 12:10 .


#11
MrFob

MrFob
  • Members
  • 5 413 messages

StreetMagic wrote...

There already is tactical gameplay. It's not like ME is a pure shooter either. It's somewhere inbetween Da and shooters. You just have to play Insanity to get it more often. And like I said, the map design is key. I think many maps are more real time friendly and with lots of safe cover, but those maps like Grissom or the Collector platforms, where enemies can swarm you from different directions..that's when the tactical game can really shine.

Well, that's kind of what I meant. IMO, ME has the right amount of tactical gameplay as it is. What's important for me is that it feels like I am playing this one guy, who is in command and has opportunities to command but is just that one guy. I don't want to play that bodiless entity that floats around between squad members, not in Mass Effect anyway. As far as I am concerned, that is the crux of the matter and ME has handled that very well so far.

#12
Guest_StreetMagic_*

Guest_StreetMagic_*
  • Guests

MrFob wrote...

StreetMagic wrote...

There already is tactical gameplay. It's not like ME is a pure shooter either. It's somewhere inbetween Da and shooters. You just have to play Insanity to get it more often. And like I said, the map design is key. I think many maps are more real time friendly and with lots of safe cover, but those maps like Grissom or the Collector platforms, where enemies can swarm you from different directions..that's when the tactical game can really shine.

Well, that's kind of what I meant. IMO, ME has the right amount of tactical gameplay as it is. What's important for me is that it feels like I am playing this one guy, who is in command and has opportunities to command but is just that one guy. I don't want to play that bodiless entity that floats around between squad members, not in Mass Effect anyway. As far as I am concerned, that is the crux of the matter and ME has handled that very well so far.


Ah I see. We're in agreement then. I understand what you mean about just wanting to be immersed through the player character.

I just wish for more level design like I mentioned. Not a change to combat per se.

Modifié par StreetMagic, 29 octobre 2013 - 12:20 .


#13
cap and gown

cap and gown
  • Members
  • 4 812 messages

MrFob wrote...

Well, that's kind of what I meant. IMO, ME has the right amount of tactical gameplay as it is. What's important for me is that it feels like I am playing this one guy, who is in command and has opportunities to command but is just that one guy. I don't want to play that bodiless entity that floats around between squad members, not in Mass Effect anyway. As far as I am concerned, that is the crux of the matter and ME has handled that very well so far.


I agree 100%. I do not like DA's switching perspective. I want to be a leader, not every soldier on the battlefield.

#14
eyezonlyii

eyezonlyii
  • Members
  • 1 715 messages

StreetMagic wrote...

MrFob wrote...

StreetMagic wrote...

There already is tactical gameplay. It's not like ME is a pure shooter either. It's somewhere inbetween Da and shooters. You just have to play Insanity to get it more often. And like I said, the map design is key. I think many maps are more real time friendly and with lots of safe cover, but those maps like Grissom or the Collector platforms, where enemies can swarm you from different directions..that's when the tactical game can really shine.

Well, that's kind of what I meant. IMO, ME has the right amount of tactical gameplay as it is. What's important for me is that it feels like I am playing this one guy, who is in command and has opportunities to command but is just that one guy. I don't want to play that bodiless entity that floats around between squad members, not in Mass Effect anyway. As far as I am concerned, that is the crux of the matter and ME has handled that very well so far.


Ah I see. We're in agreement then. I understand what you mean about just wanting to be immersed through the player character.

I just wish for more level design like I mentioned. Not a change to combat per se.


I agree with this agreement.

#15
Guest_simfamUP_*

Guest_simfamUP_*
  • Guests

You mean like The Bureau: XCOM Declassified? With the much-lauded controls?


I haven't played it; so I can't make the comparison.

What possible reason could there be in GoW game to not shoot the enemy? Unless you want to completely change everything and turn the game into a tactical shooter?


You don't need to change everything. Just give us the option. As to *not* to shoot an enemy? Well, simple: aggro. Also, what if I want to scout ahead, and not have the three musketeers give away my position by blasting geth 5 miles away.

Why? Hiding in cover for 5s will fix everything, and you are not going to be able to command multiple teams so there is really no need for that.


Oh hell yeah there is! I don't know if you've been in a sticky situation in insanity, but getting your team to retreat effectively is a kick to the balls. Especially with the limited view from the third-person-only perspective on the pause menu.

So, to placate the RPG purists you suggest turning the game into a tactical shooter? I don't see how that makes any sense whatsoever.


There is no need to go to the opposite end of the spectrum. Just giving us a better use of our squaddies is enough. ME can be played like a tactical shooter now anyway... just not a very good one. You can go through it without pausing (which is a **** on insanity) or you just excessively pause per turn to shoot (I believe Sylvius the Mad played ME1 like that.)

#16
Guest_simfamUP_*

Guest_simfamUP_*
  • Guests

. You just have to play Insanity to get it more often. And like I said, the map design is key. I think many maps are more real time friendly and with lots of safe cover, but those maps like Grissom or the Collector platforms, where enemies can swarm you from different directions..that's when the tactical game can really shine.


I know, but I'd still prefer the game to give me more options. With it comes improved AI, but I expect that if this is going to be next-gen.

I've played this series on insanity since my second playthrough, and there are some moments of frustration where I just wish the bloody game had given me more control.

Sometimes when you tell your party to go behind cover, they squat 2 feet away and insisit on getting shot at. Now, I know that's an AI problem, but a quick command that'd allow me (in desperate situations) to instruct them to take cover anyway would have been very handy in situations like the above, where, with the limits of the camera, I can't effectively tell my party to retreat behind a box since placing an arrow there would mean running back myself and 7/10 times it leads to my death.