Aller au contenu

Photo

Do not let MP philosophy influence SP gameplay


  • Veuillez vous connecter pour répondre
86 réponses à ce sujet

#76
Excella Gionne

Excella Gionne
  • Members
  • 10 443 messages
MP is superior in gameplay and action, SP is superior in story, obviously.

#77
sr2josh

sr2josh
  • Members
  • 960 messages

Nitrocuban wrote...

I think only like 5% of players finished the game on Insanity, we should not expect BW to put much time into it. If players want a challenge they can play Platinum MP (and spend some $ in troll store)



#78
Guglio08

Guglio08
  • Members
  • 782 messages

johnnythao89 wrote...

MP is superior in gameplay and action, SP is superior in story, obviously.

SP is superior in gameplay because you get more powers and more customization. I could never play my Sentinel in MP like I do in SP.

#79
Rotward

Rotward
  • Members
  • 1 372 messages
*scratches head* you don't use cover in multiplayer?

#80
KaiserShep

KaiserShep
  • Members
  • 23 801 messages

Guglio08 wrote...

johnnythao89 wrote...

MP is superior in gameplay and action, SP is superior in story, obviously.

SP is superior in gameplay because you get more powers and more customization. I could never play my Sentinel in MP like I do in SP.


The frustrating thing to me is the roulette-style store. I'm not particularly fond of the Woot-Bag-Of-Crap method of getting new stuff from the store. I know it's supposed to incentivize more frequent play, as it significantly raises your chances of getting something decent, but it's just doesn't really do it for me. I do wish certain abilities were available in single player, though. Like the N7 Paladin's omni-shield is pretty awesome. I'd love to have something like that for Shepard.

#81
eyezonlyii

eyezonlyii
  • Members
  • 1 715 messages
 I can see where the OP is coming from and I can almost agree, only because it's like the system in Skyrim. However, I would make a few changes, but before I do that, excuse the long post.
I know the character we get probably won't be another soldier and in fact may be of any race, but let's assume for a second that my character is human and I want to make an N7 Sentinel Paladin (*ahem* a true Sentinel, with Biotics and Tech thank you)
Anyway, when the game startsI am prompted to choose myrace/class (stay with me here it gets better) so any of the races we've seen so far (in combat): Human, Asari, Turian, Krogan, Quarian, Salarian, Batarian 

From there I can choose: Combat, Tech, or Biotic
Now in order to be either a Vanguard or Sentinel (Adept as well obviously) you HAVE to choose Biotic first, just to fit with the lore...

So I choose Biotic. At start I have access to basic biotic abilities from Mass Effect 1: Barrier, Lift, Throw and Warp

After some gameplay and a few levels you get to your second decision. To either Specialize or Diversify. From here, you have access to the next level of your chosen tree, or you can start a new tree. So a Vanguard would choose Combat and my Sentinel would choose Tech. 

My Sentiel would now learn some basic Tech abilities: Incinerate, Cryo Blast, Sabotage, Tech Armor

After that it would be a matter of refining the powers through continuous levels and choices. For instance:
Tech Armor ->Omni Blade OR Omni Bow->Omni Shield
Cryo Blast->Cryo Ammo OR Snap Freeze
Incinerate->Inferno Ammo OR Flamer
Sabotage->Energy Drain->Overload OR Sabotage-> Defense Matrix->Repair Matrix
Damping->Disrupter Ammo or Phasic Ammo

Warp->Reave->Dark Channel OR Warp->Reave->Warp Ammo
Barrier->Annihilation Field OR Biotic Focus
Lift->Pull->Lash OR Lift->Slam->Smash
Throw->Shockwave->Salvo (From Mass Effect Infiltrator. It sounded pretty cool and seemed like a good upgrade match)

These are just some ideas. To earn new skills would be like ME1 when you went far enough in one tree to unlock the skill, and then like in ME3, you would get to choose the upgrades for each individual skill. Roleplaying for EVERYONE!!!

Modifié par eyezonlyii, 29 novembre 2013 - 09:51 .


#82
Erez Kristal

Erez Kristal
  • Members
  • 1 656 messages

crimzontearz wrote...

Ok, so, my idea is to have 3 major upgrades categories

Armor, Biotics, Tech

Each of them with upgrades you can purchase through leveling up but in a limited way (say there are 100 possible upgrades even at a maxed out level you can only buy 25 or something along those lines)

So, Armor for instance, you might have "unflinching" skill which negates knockback/unscoping, Medigel upgrades, Damage Hardening (past the shields), cloak, Melee servos, aiming stabilizers Weapon slots and so on.

Tech: Overshield, Hacking, Sabotaging, Synthetic Self Destruct, Drone, sound suppression and so on

Biotics: over barrier, Stasis, push/pull/lift (and environmental attacks), Singularity, jump, fall break, slowdown,

That way you CAN play exactly as you want, maximizing your character OR being able to do a little bit of everything adding variety to the game play which is an awesome thing

i was thinking about something of this line to the reimagined project. 
no to level up system which is ridiculous and breaks immersion.
Yes to armor and weapon customization(which is basicly very similar to level up. but doesnt break immersion.)
three Main classes, Soldier, Biotic, Tech.
Each class can take minor skils in other groups skills from a limited pool of points which is picked at the beginning and stays with you until the end.

#83
Nitrocuban

Nitrocuban
  • Members
  • 5 767 messages

Rotward wrote...

*scratches head* you don't use cover in multiplayer?


It's better to keep mobile, avoid damage with soft cover and right hand advantage. Draws less aggro and makes avoiding grenades easier.
On top of this BW added enemies to MP (Geth Bombers, Nuke Husks, Dragoons, Pyros not grabbable, Trollector grenade spam etc) that punish camping and force you out of cover, cause making credits on FB White was too easy.
So yeah, one does not use cover in MP very much.

#84
AlanC9

AlanC9
  • Members
  • 35 593 messages

Nitrocuban wrote...

It's better to keep mobile, avoid damage with soft cover and right hand advantage. Draws less aggro and makes avoiding grenades easier.


I'm not quite clear what "soft cover" means in this context.  Can someone clear that up for me?

#85
cap and gown

cap and gown
  • Members
  • 4 810 messages

AlanC9 wrote...

Nitrocuban wrote...

It's better to keep mobile, avoid damage with soft cover and right hand advantage. Draws less aggro and makes avoiding grenades easier.


I'm not quite clear what "soft cover" means in this context.  Can someone clear that up for me?


Hard cover is when you hit the "duck/cover" button to hide behind some object. Soft cover is when you stand behind a wall or something but don't use the "duck/cover" command. Right hand advantage is about standing behind a wall with only the right side (weapon side) of your body exposed so that less of your character is in enemy LoS and therefore you are a smaller target.

Modifié par cap and gown, 30 novembre 2013 - 04:04 .


#86
crimzontearz

crimzontearz
  • Members
  • 16 779 messages
That is not what soft cover means in the mainstream lingo....

#87
AlanC9

AlanC9
  • Members
  • 35 593 messages
Right, which is why I asked. In the RW we don't need a distinction based on whether or not you hit the "cover" button.