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If the ME Trilogy was one massive game...


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#126
capn233

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TheMyron wrote...

Why is everyone anti "the more the merrier" when it comes to squad size?

I'm not against it per se.

In ME2 the reason you had so many available was really because you didn't have to recruit them all.  Really I think this was something of a missed opportunity for ME3 (and that is partially plot based and a whole different discussion).

As far as power overlap, most of the squadmates were different enough in 2 for me, even if they shared powers.  This was partly due to having less powers on each squadmate though.

You could argue that rolling powers together as they did for ME3 was counterproductive though, and you could undo those changes to add in more powers.

Squad recruitment has been plot driven all three games though, and without any idea of how ME4 would actually work it is hard to say what they should really do as far as squadmate powers and numbers go.

#127
TheMyron

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RedCaesar97 wrote...

TheMyron wrote...
Tsk tsk tsk, am I the only who cares more for story than for gameplay? All you think about is power.


Even with branching dialogue trees and multiple squadmates, eventually the story will hold no more surprises. And squad-based combat is about 50% of the game, and the combat is what keeps me coming back.

And story-wise, fewer squadmates means the writers can focus on each squadmate more, meaning more dialogue for each squadmate which can lead to more well-written or fleshed-out characters.

More characters means each character will have less dialogue and each character will end up being more one-note characters. As it is, BioWare writers already recycle the same characters in every game they make.  You have to try to make them distinct.


But alas, Mass Effect has been the only series of BW games I have ever played... so things like that I don't notice...

#128
RedCaesar97

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Another question about cooldowns: For Shepard, what would you consider an acceptable cooldowns range, from the shortest to longest?

For the most part, it seems that the players in this thread think that ME1 cooldown ranges were too long, ME3 cooldowns ranges could be too short, and that ME2 got it mostly right. But what would be an acceptable range for cooldowns? To give you a better idea of what I am asking, here is a breakdown of the maximum possible cooldowns for Shepard in Mass Effect 2:


Base cooldowns in Mass Effect 2:
12 second cooldown = Tech Armor, Barrier, Geth Shield Boost

6 second cooldown = Overload, Incinerate, AI Hacking, Energy Drain, Reave, Concussive Shot, Stasis, Dominate, Shockwave, Flashbang Grenade, Inferno Grenade, Charge

4.5 second cooldown = Singularity, Cryo Blast, Tactical Cloak

3 second cooldown = Pull, Throw, Combat Drone, Slam, Neural Shock, Ammo powers


Recharge speed bonuses in Mass Effect 2:
Tech Cooldown upgrade = +20% recharge speed
Biotic Cooldown upgrade = +20% recharge speed

Soldier = no recharge speed bonuses
Infiltrator/Vanguard = +9% or +15% recharge speed
Engineer/Adept = +20% recharge speed
Sentinel = +20% or +30% recharge speed


Recharge speeds of 12s powers:
12.0 seconds - 0% = 12.0 seconds
12.0 seconds - 9% = 10.92 seconds
12.0 seconds - 15% = 10.2 seconds
12.0 seconds - 20% = 9.6 seconds
12.0 seconds - 29% = 8.52 seconds
12.0 seconds - 30% = 8.4 seconds
12.0 seconds - 35% = 7.8 seconds
12.0 seconds - 40% = 7.2 seconds
12.0 seconds - 50% = 6.0 seconds


Recharge speeds of 6s powers:
6.0 seconds - 0% = 6.0 seconds
6.0 seconds - 9% = 5.46 seconds
6.0 seconds - 15% = 5.1 seconds
6.0 seconds - 20% = 4.8 seconds
6.0 seconds - 29% = 4.26 seconds
6.0 seconds - 30% = 4.2 seconds
6.0 seconds - 35% = 3.9 seconds
6.0 seconds - 40% = 3.6 seconds
6.0 seconds - 50% = 3.0 seconds


Recharge speeds of 4.5s powers:
4.5 seconds - 0% = 4.5 seconds
4.5 seconds - 9% = 4.095 seconds
4.5 seconds - 15% = 3.825 seconds
4.5 seconds - 20% = 3.6 seconds
4.5 seconds - 29% = 3.195 seconds
4.5 seconds - 30% = 3.15 seconds
4.5 seconds - 35% = 2.925 seconds
4.5 seconds - 40% = 2.7 seconds
4.5 seconds - 50% = 2.25 seconds


Recharge speeds of 3s powers:
3.0 seconds - 0% = 3.0 seconds
3.0 seconds - 9% = 2.73 seconds
3.0 seconds - 15% = 2.55 seconds
3.0 seconds - 20% = 2.4 seconds
3.0 seconds - 29% = 2.13 seconds
3.0 seconds - 30% = 2.1 seconds
3.0 seconds - 35% = 1.95 seconds
3.0 seconds - 40% = 1.8 seconds
3.0 seconds - 50% = 1.5 seconds



So what is a good cooldown range for a power? 
1) For something like Throw or Combat Drone: 2 to 4s? 1.5 to 3s?
2) For something like Singularity or Cryo Blast: 3 to 6s? 2.25 to 4.5s?
3) For something like Overload or Incinerate: 4 to 8s? 3 to 6s?

Modifié par RedCaesar97, 11 janvier 2014 - 03:26 .


#129
TheMyron

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Should Armor be an extra layer of protection like in ME2? Or just an "Extra-Strong" form of health like in ME3?

#130
RedCaesar97

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TheMyron wrote...
Should Armor be an extra layer of protection like in ME2? Or just an "Extra-Strong" form of health like in ME3?

Definitely a layer of protection like in ME2. 

#131
capn233

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TheMyron wrote...

Should Armor be an extra layer of protection like in ME2? Or just an "Extra-Strong" form of health like in ME3?

If I was designing a game from the ground up, I would make it a separate entity with chance based penetration, but for a Mass Effect game it probably works better as a protection layer.

#132
Locutus_of_BORG

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Layer protection. Probably with some sort of protective bonus versus electric-type damage and lifting powers.

#133
mesiasmith

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IMO

Weapon loadout, cooldown system, combat like ME3
Storyline/plot complex like ME1
Ending epic like ME2 (real multi-ending depending on what you have chose)

Modifié par mesiasmith, 13 février 2014 - 07:07 .