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What new game mechanic would you like to see in ME4 (or whatever they decide to call it)


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#26
Ome6ablak

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cap and gown wrote...

I have no use for the Dragon Age system. Am I Morrigan? Am I Alistar? Am I Leliana? I am no one and every one. Yeah, I have to always take the Warden along, but I am not really the Warden since I can play anyone of the others for the entire time.

There are some additional squad commands that would be nice to have, if the enemy AI was smarter and more "realistic." Things like covering fire. But I want to COMMAND them, not BE them. I am Commander Shepard (or whoever the next MC is), not Miranda, not Garrus.


I can see where your coming from. So what about if there were 2 MC's? Is that too much?

#27
Tron Mega

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I actually want the opposite of more squad commands. If im expecting enemy AI to be improved im also expecting my squad AI to be better too. I dont want to nor do i really have a concern about what my squad mates r doing. As a matter of fact id advocate for removing the squad commands from the Dpad and instead utilize the Dpad for my own abilities.

#28
PinkysPain

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Maybe make the whole dialogue system time sensitive ala Alpha Protocol ... I think it suits what Bioware wants to achieve with Mass Effect.

#29
crimzontearz

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[/quote]Maybe make the whole dialogue system time sensitive ala Alpha Protocol ... I think it suits what Bioware wants to achieve with Mass Effect. [/quote]

Which would screw over slow readers and people who are not alone and might have to put the controller down during dialogue....


No thanks

#30
Artifex_Imperius

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Different ways to approach a mission i.e. Stealth or Assault. like Go through here or go through there.
Assault path would be your normal gameplay shoot through the game hack n' slash modo. While Stealth would be more complex. Remain Undetected, Kill silently/hide corpses, Solve puzzles & even Timed.

This also affects your squad choice. choosing a krogan for stealth-path. would lead to disaster and death of said squadie. like wise for choosing a salarian for an assault-path. And Yet this is same mission.

This could also affect outcome by choosing the latter.

#31
JonathonPR

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Artifex_Imperius wrote...

Different ways to approach a mission i.e. Stealth or Assault. like Go through here or go through there.
Assault path would be your normal gameplay shoot through the game hack n' slash modo. While Stealth would be more complex. Remain Undetected, Kill silently/hide corpses, Solve puzzles & even Timed.

This also affects your squad choice. choosing a krogan for stealth-path. would lead to disaster and death of said squadie. like wise for choosing a salarian for an assault-path. And Yet this is same mission.

This could also affect outcome by choosing the latter.


Why not talk our way through? Or hack?

Have to get informatio?
Shoot your way through.
Sneek around to storage.
Bluff the guards and security personel.
Remote hack into network without entering the building.

#32
KaiserShep

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crimzontearz wrote...

Maybe make the whole dialogue system time sensitive ala Alpha Protocol ... I think it suits what Bioware wants to achieve with Mass Effect.


Which would screw over slow readers and people who are not alone and might have to put the controller down during dialogue....


No thanks


Never played Alpha Protocol, but The Walking Dead has a similar system, which made the gameplay pretty interesting, since pausing would create a totally different response. Still, I'd rather the writing of the dialogue be well put together before they go ahead and change its mechanics. 

Modifié par KaiserShep, 27 novembre 2013 - 02:52 .


#33
KaiserShep

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Ome6ablak wrote...

KaiserShep wrote...

As for bringing more than 2 squad members, I agree with Robosexual that 4 would be my limit. More than that would make power/weapon management too convoluted, and essentially we'd be tossing out this control in favor of leaving it entirely to the squad AI, which I never do. I think 1 extra would be the absolute limit to which controls could be programmed to direct your individual squad members on the map, like telling them where to take cover, or having them stand in a certain spot to cover you, etc..


After you and Robosexual have made a valid point, I think that it would be too much to have more than 4 squad mates at one time. After thinking about it more, I will say that there should be 2 individual squads, like in ME1 Krogan cloning facility or ME2 suicide mission or Citadel DLC, where your main character controls one squad on one part of the base and you designate a leader for squad 2. This shouldn't happen for all mission of course, but for larger levels. I know i keep saying this but it would make tactical sense to have 2 teams attacking from 2 different areas so that one team can draw fire away from the other team so as to thin out enemy ranks.


I actually do love the idea of having multiple teams go on a mission, like the suicide mission, but I prefer this sort of thing to stay mainly as part of a major plot point(s) in the game. The fact that the suicide mission was the only mission in ME2 where the entire team was actively fighting alongside Shepard was what made it so effective, because it elevated the scale of the combat for the grand finale, especially with the fact that our choices of specialists had a direct effect on the lives of the squad (while to the detriment of the treatment of characters in ME3, was still immensely fun the first go around). 

Modifié par KaiserShep, 27 novembre 2013 - 03:06 .


#34
Nightdragon8

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Ome6ablak wrote...

KaiserShep wrote...

As for bringing more than 2 squad members, I agree with Robosexual that 4 would be my limit. More than that would make power/weapon management too convoluted, and essentially we'd be tossing out this control in favor of leaving it entirely to the squad AI, which I never do. I think 1 extra would be the absolute limit to which controls could be programmed to direct your individual squad members on the map, like telling them where to take cover, or having them stand in a certain spot to cover you, etc..


After you and Robosexual have made a valid point, I think that it would be too much to have more than 4 squad mates at one time. After thinking about it more, I will say that there should be 2 individual squads, like in ME1 Krogan cloning facility or ME2 suicide mission or Citadel DLC, where your main character controls one squad on one part of the base and you designate a leader for squad 2. This shouldn't happen for all mission of course, but for larger levels. I know i keep saying this but it would make tactical sense to have 2 teams attacking from 2 different areas so that one team can draw fire away from the other team so as to thin out enemy ranks.


3 is fine for "direct control" also I don't really wanna micro manage the other groups so much. But I do want it to feel like the other groups are there and maing a difference.

#35
Rasofe

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Is Mocap an actual game mechanic?
Anyway, my suggestion would probably be an energy bar. They make a point of biorics being exhausting but we never see that in gameplay. Likewise, Omnitools should have a limited energy supply. And Adrenaline Rush should probably start killing the player if abused...

#36
DeinonSlayer

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Stealth and/or nonlethal tactics. I'd prefer fewer situations where I'm gunning down gaggles of faceless mooks for almost no reason (ex: Samara recruitment, ME2), more opportunity for subtlety and tact. There's a place for mook waves, but not necessarily every five minutes.

More complex missions where timing and teamwork are key to success - one idea I had was this: you're raiding a slaver barge and have to take down the slavers as quickly as possible. The slaves on board have been "wired" with chemical packs implanted in their brains which will burst and kill them if they ever stray beyond a wireless signal generated by a device in the possession of their masters (per Talitha in ME1, you go too far, they take your brains away). You have to take the slavers down before they can shut off the wireless transmitter on board their ship which is keeping the slaves alive. It'll take the coordinated effort of multiple teams coming through more than one entrance simultaneously to put them down fast enough.

Multiplayer mode, maybe?

Modifié par DeinonSlayer, 27 novembre 2013 - 07:49 .


#37
InvincibleHero

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I would like some puzzles to solve by commanding the squad. Make it feel like real command decisions. Have areas built where you can take advantage of certain characters. For example a krogan teammate can knock down a wall allowing a flanking of an enemy group or a biotic can throw gasoline drums to incinerate part of the force arrayed against you.

#38
sharkboy421

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I do agree with the previous comments about adding another person to squad and being able to approach missions in a different fashion.  It would be great if you could be an infiltrator and actually play stealthy a-la Splinter Cell or Ghost Recon.  Or be an Engineer and find a terminal to hack and gather whatever you need that way. 

One combat feature I really want to see is a stronger squad control element.  I always waiver back and forth about whether I like to have direct control over my squad or if I don't want to micro manage and just let them fight.  In all 3 ME games I rarely positioned my squaddies and basically used them as mobile power dispeners and had little trouble in almost any sequence. 

I think it might be cool to take the high level of control from a game like The Bureau: Xcom Declassified and apply that to Mass Effect.  I mean afterall that game did borrow the power wheel and dialogue wheel so maybe ME can borrow and improve the tactical squad commands.

#39
Ome6ablak

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Rasofe wrote...

Is Mocap an actual game mechanic?
Anyway, my suggestion would probably be an energy bar. They make a point of biorics being exhausting but we never see that in gameplay. Likewise, Omnitools should have a limited energy supply. And Adrenaline Rush should probably start killing the player if abused...


If you ever had the chance to play L.A Noire, they used MoCap as a game mechanic. To keep it simple, you played a detective and you would ask people questions about a crime that took place. Based on their facial expressions you had to tell if the person was lying or telling the truth.
SHould that happen in ME? No. But just saying MoCap can be a game mechanic.

#40
Nitrocuban

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Instead of lots of stun supression fire mechanic (for plaers and enemies) would be a good idea.

#41
Rasofe

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Ome6ablak wrote...

Rasofe wrote...

Is Mocap an actual game mechanic?
Anyway, my suggestion would probably be an energy bar. They make a point of biorics being exhausting but we never see that in gameplay. Likewise, Omnitools should have a limited energy supply. And Adrenaline Rush should probably start killing the player if abused...


If you ever had the chance to play L.A Noire, they used MoCap as a game mechanic. To keep it simple, you played a detective and you would ask people questions about a crime that took place. Based on their facial expressions you had to tell if the person was lying or telling the truth.
SHould that happen in ME? No. But just saying MoCap can be a game mechanic.

The characters aren't mocaped live, you know...
It's great aesthetically and it helps with the game mechanic of investigation you describe, but it could be done - albeit less effectively - with artificial simulation like in HL2.

#42
NeonFlux117

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Using the environment in battles. This is frostbite 3 after all. I want explosions, destruction and chaos all around me in glorious frostbite 3 goodness. I want to be able to area charge a group of enemies and send the rag-dolling them another group or into exploding barrels that take out infrastructure.

#43
Nitrocuban

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Krogans should be able to headbutt walls into pieces. That what's levolution is meant for

#44
Ome6ablak

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Using the environment for destruction and creating tactical advantages would be nice. So long as it's only one of 3 or 4 ways to complete the objective. I don't want it to just be there for the sake of being there.

#45
AlexMBrennan

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If you ever had the chance to play L.A Noire, they used MoCap as a game mechanic. To keep it simple, you played a detective and you would ask people questions about a crime that took place. Based on their facial expressions you had to tell if the person was lying or telling the truth.

You should maybe mention that the result is comically and hilariously over the top acting that's very difficult to take seriously.

#46
Ome6ablak

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AlexMBrennan wrote...

If you ever had the chance to play L.A Noire, they used MoCap as a game mechanic. To keep it simple, you played a detective and you would ask people questions about a crime that took place. Based on their facial expressions you had to tell if the person was lying or telling the truth.

You should maybe mention that the result is comically and hilariously over the top acting that's very difficult to take seriously.


I never said it was good. LOL. Plus I really wanted MoCap for body movement more than anything. But given the fact you have aliens with different body mechanics, it might not work so well.

#47
Ome6ablak

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What does everyone think about sending squad mates on missions independent of the MC? For instance, if everyone remembers how the trailer for ME1 (), instead of having to choose which planet to go to, you could send a group of squad mates. And depending on their level and abilities those missions would have varying levels of success. 100% success rate nets half of the XP you would have gained if the MC went themselves. But with lower success rates the XP would drop. And a straight failure gets you nothing and possibly have some crew members killed or seriously injured.

Modifié par Ome6ablak, 30 novembre 2013 - 06:22 .


#48
Zehealingman

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I'd love to controll other squadmates. Sure, in ME 1-3 you were the commander and gave orders but now the new MC isn't '' A second Shepard '' so one big ''hell yeah'' for squadmate controll.

#49
Wulfram

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The tactics system from Dragon Age

#50
DQX

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I know a developer (not here) and he says that one of the toughest things to do is to provide high definition rendering to a growing number of objects- one of the reasons why Rome Total War battle scenes are so crappy. If they are developing ME4 now they are using today's tech and sorry- there aren't in-line 32GB GPUs out there. So, personally, I'd rather see a great rendering of 3 team members with more realistic and smart targets and maps than deal with an expanding brawl. I'd much rather have more personal flexibility and agility- like Assassin's creed 3 and really be able kick someone's **** if I don't like them.
Vehicles would be nice too- but I'd like to see something more futuristic like a tank that can roll, fly, swim and hide. ME3 was great at being able to hurdle obstacles, but by this time in the future, you should be able get gear that jumps higher than clearing chairs and tables.
I guess I like combat where you have to take care of your own butt more.

Modifié par DQX, 30 novembre 2013 - 02:41 .