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If the ME Trilogy was one massive game...


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#1
TheMyron

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Hypothetically, If the whole Mass Effect trilogy was remade and released as one massive game, three games with one main menu, graphic levels and things like that will be the equal, (duh).  In your opinion, what game controls/mechanics should stay and which ones should go? Let's discuss each others ideas.

My two cents...

Taking cover like in ME1 should be automatic, all you have to do is press up against it and Shepard does it automatically. Crouching should also stay, I was dismayed when they removed it.

The "interrupt" introduced in ME2 was very helpful, and I can think of a few areas in ME1 where an "interrupt" was needed, but alas, it didn't exist. (i.e. Fai Dan's death.)

The ME3 "health beads" were a good idea because the health bar from ME2 pretty much voided the need for medi-gel.

EDIT: Anyone agree? Disagree? Have your own ideas to discuss?

Modifié par TheMyron, 22 novembre 2013 - 10:48 .


#2
billpickles

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Being able to run without stopping and dodge in ME3 were sorely lacking in the first two games. The whole "you can only run for 10 paces" crap in the first two games was ANNOYING.

The further development on combos in ME3 was good, but it also made the game too damn easy, especially because most enemies only have health. A compromise of the protection system of ME2 with the increased combos of ME3 would be good. On Insanity, I shouldn't be able to drop a Singularity on the spawn point and immediately disable 90% of the enemies in the game. Put armor back on my Husks and shields/barriers on mook-level enemies from all factions.

#3
TheMyron

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Whenever a comrade was rendered incapacitated, and he happened to be right next to some cover, reviving him is painful because I keep "taking cover".

"Sprint" and "Interact" should obviously have been separate keys, like the way in ME1 and almost all other games.

#4
TheMyron

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The carrying of heavy weapons (Like in ME2) AND the carrying of grenades (not the flying disks of ME1) should both be available.

#5
billpickles

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I thought that about heavy weapons at first too, but having played it through several times now, I just don't think I can support any change that makes ME3 any easier than it already is. Frankly, the only time I really even use heavy weapons in ME2 are to trivialize the two Preatorians and bypass the final husk fight on the Reaper IFF. Cain FTW!

Oh wait...I also use the Collector Particle Beam on the Human Reaper fight. Otherwise, I find I run out of ammo way too fast.

#6
Ribosome

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I demand the ability to slap omni gel on anything and everything across the entirety of my Mass Effect journey

#7
capn233

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1. Less overall points, and potentially back to a structure more similar to ME1 that required some thinking as to what powers to invest in. Most likely a different hybrid of ME1 and ME2 trees that is somewhat different from what we received in ME3.

2. Bigger difference in effectiveness of low level powers vs evolved powers against higher tier units, as was the case in ME1. Eg. maxed Pull with correct evolutions might be able to lift a Brute or Pyro.

3. Agility of ME3.

4. Protection mechanics of ME2. This means that armor is back to being a defense layer and armor damage reduction does not exist. Powers cannot "ragdoll" protected enemies.

5. Full implementation of defense multipliers for weapons, as in ME2.

6. ME3 weapon damage formula. So no range modifier like in ME2.

7. Combo system that is more similar to ME2. Some combinations of biotic abilities may give a biotic explosion, but physics based combos would still exist and would be more efficient on lone enemies. Tech combos would likewise be limited, and CE and FE's would go back to be limited to on death only, likely with a detonation threshold.

8 a. Class weapon restrictions from ME2, in modified form. Roll advanced weapon training into a passive evolution opposed to power damage or recharge speed. This would be something of a hybrid of ME2's system and the ME1 weapon talent system.

8 b. No encumbrance system since it really just made balance more difficult rather than acting as any sort of handicap or reward.

9. Reviving squad mates always costs medigel, as in ME2, but you must manually revive them (as per ME3's free system) unless you have an armor module upgrade for Unity.

10. ME3 heavy weapon system, which basically means no heavy weapons in default loadouts, but some may be laying around on maps.

11. Ability to holster weapon as per ME1 and ME2, which technically only matters if you design levels to have more seamless transisitons between combat and story portions...

12. Multiple hub worlds accessible throughout the game, as they more or less were through ME1 and ME2.

13. Health does not regenerate, unless medigel used or you have a medical armor module.

14. Revamp armor system with pieces that have some properties from some ME1 modules (eg health regen, toxin resistance, environmental hazard resistance).

15. More open side world missions and environmental hazards, as per ME1. Interestingly ME1 had much more diverse environments while practically being only a handful of environments. Quite the paradox...

16. Enemies use actual powers against you, as in ME1.

#8
known_hero

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Well, Capn233 hit every single point I wanted to make. So, in order to prevent my post from being completely useless, I will post this awesome picture of a femshep cosplayer...

Image IPB

#9
TheMyron

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When One visits a HUB world, as (s)he exits the ship, there should be two options pop up:

Shore Leave: Everyone leaves and you can find them scattered throughout the HUB world and you walk alone. (ME3)

Quick Stop: Everyone stays on board and only Shepard and two companions go ashore for whatever reason. (ME1 and ME2)

Oh, and you can ask for squadmate opinions whenever you want like in ME1 and not just at certain points like in ME2.

#10
TheMyron

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The dialogue wheel should never have fewer than three choices, unless there is most truly nothing else to say.
ME1 and ME2 have a few examples of these.

#11
capn233

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ME1 dialogue wheel had some odd moments when it only had 2 choices and Shepard would say the same thing regardless.

#12
TheMyron

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capn233 wrote...

ME1 dialogue wheel had some odd moments when it only had 2 choices and Shepard would say the same thing regardless.


True, but often I heard a slight change in voice tone. The tone of your voice is what often matters in real life.

#13
TheMyron

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The concept of reloading (like with thermal clips) should stay as well, the explanation for "unlimited ammo" in ME1 made no sense...

#14
TheMyron

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TheMyron wrote...



The "interrupt" introduced in ME2 was very helpful, and I can think of a few areas in ME1 where an "interrupt" was needed, but alas, it didn't exist. (i.e. Fai Dan's death.)


Oh, I just now realized, Balak could have been prevented from escaping AND the hostages could have been saved, because if you choose to attack him, Shepard just stands there and gives Balak the few seconds he needs to use his Omni-tool to incinerate the hostages. A good opportunity for an interrupt that, alas, wasn't there.Image IPB

#15
TheMyron

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In my humble opinion: The weapon variety of ME3 should stay, but the weapon upgrade system should be that of ME2. All available attachments attached to my gun is the best way to go. The various non-sniper rifle scopes of ME3 would stay too.

#16
TheMyron

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TheMyron wrote...

TheMyron wrote...



The "interrupt" introduced in ME2 was very helpful, and I can think of a few areas in ME1 where an "interrupt" was needed, but alas, it didn't exist. (i.e. Fai Dan's death.)


Oh, I just now realized, Balak could have been prevented from escaping AND the hostages could have been saved, because if you choose to attack him, Shepard just stands there and gives Balak the few seconds he needs to use his Omni-tool to incinerate the hostages. A good opportunity for an interrupt that, alas, wasn't there.Image IPB


Having both a Renegade and Paragon Interruption available at the same time might be possible...Image IPB

#17
Locutus_of_BORG

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capn233 wrote...

6. ME3 weapon damage formula. So no range modifier like in ME2.

I actually wished ME3 had a range modifiers. I much much prefer the way weapon balance was sorted out in ME2 and I think there was more to it than just the lack of an encumberance mechanic. Put simply, I think it was wrong that SGs and Pistols were more efficient at mid and long range shooting than most ARs and SRs in ME3.

Speaking of encumberance, I think they went about it wrong in ME3. If they really wanted it to be a factor in game balancing, they should have made a hard weight limit that varied between classes, so that certain classes simply would'nt be able to carry as much stuff as others. Also, the effect on power cooldown definitely should've been relaxed a lot for soldiers.

#18
capn233

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The lack of protection modifiers and then introduction of armor damage reduction is what made the biggest difference between ME2 and ME3, IMO. Really I am not sure how big the range modifier really was in ME2 outside of making shotguns bad at range.

#19
cap and gown

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I like ME3.

That is all.

#20
TheMyron

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Locutus_of_BORG wrote...


Speaking of encumberance, I think they went about it wrong in ME3. If they really wanted it to be a factor in game balancing, they should have made a hard weight limit that varied between classes, so that certain classes simply would'nt be able to carry as much stuff as others. Also, the effect on power cooldown definitely should've been relaxed a lot for soldiers.



No, no, no, Power cool-down should be based on the quality of your Omni-tool like in ME1.

#21
friezen

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I think a mix of ME1 and ME2/3 cooldowns should be used where tech powers share the same cooldown, biotic powers share a cooldown, etc. And to compensate for adepts and engineers, they could fire two powers in a row before triggering a cooldown.

#22
TheMyron

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TheMyron wrote...

In my humble opinion: The weapon variety of ME3 should stay, but the weapon upgrade system should be that of ME2. All available attachments attached to my gun is the best way to go. The various non-sniper rifle scopes of ME3 would stay too.


I honestly see little bleedin' difference between the Avenger I and the Avenger X on any of the stats of ME3, but its impossible not to see the improvements in ME2 after using Mordin's lab.

Dammit, Why did Bioware the Alliance remove that lab? I liked it...

#23
cap and gown

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TheMyron wrote...


Dammit, Why did Bioware the Alliance remove that lab? I liked it...


From what I can tell, you are in the minority there.

#24
TheMyron

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cap and gown wrote...

TheMyron wrote...


Dammit, Why did Bioware the Alliance remove that lab? I liked it...


From what I can tell, you are in the minority there.


You gotta poll or something to prove that?Image IPB

#25
cap and gown

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TheMyron wrote...

cap and gown wrote...

TheMyron wrote...


Dammit, Why did Bioware the Alliance remove that lab? I liked it...


From what I can tell, you are in the minority there.


You gotta poll or something to prove that?Image IPB


I am not sure I saw a poll, or it is just my sense from reading various reviews, but I got the distinct impression that people prefered the moddable system of ME3. Perhaps not the 10 levels stuff, but they dislike the vanilla research upgrade thingy.