Soja57 wrote...
I've read both of your ideas, and they are awesome. Personally, I would make classes have powers unique to their class, so there isn't a class that shares powers with another. It would allow each class to be more defined in there own way.
I don't really like the idea of picking from a pool of powers for an entire class, as it easily leads to min/maxing builds. I would probably leave it to bonus powers only. Maybe later I'll post my own ideas.
Nevertheless, I praise both of you for the awesome posts and discussion. I haven't read these kinds of "fan creations" in a long time, and it brings back memories of when I first came up with my Multiplayer DLC packs.
Please do post your own ideas.
You want classes with their own unique powers?
I have something in mind.___________________________________________________________________________________
Mods, medigel and equipmentAmmo mods and grenades will return as equipment (like in Mass Effect 1)
Improvements to medigel effectiveness and capacity can be purchassed
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Any class can equip any weapon. Soldiers have the highest weapon damage in every category, except shotguns (where they're equal to vanguards) and sniper rifles (where they're equal to infiltrators).
Vanguards have the best melee damage. Are also very good with shotguns.
Infiltrators have the best sniper rifle damage. Are also very good with shotguns.
Adepts have the best biotic damage. Weak weapon damage
Engineers have the best tech damage. Weak weapon damage.
Sentinels don't deal much damage as they are a defensive class.
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Melee:All six classes have varients of the 5 situational melee attacks.
Regular Punch
Unique Thrust
Unique Running Melee
Unique Cover Grab
Unique Stealth Melee
Soldier: Omniblade
Sentinel: Cryo Omniblade
Engineer: Incendiary Omniblade
Infiltrator: Disruptor Omniblade
Adept: Biotic Palm Strike
Vanguard: Biotic Punch
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Character Card:Class Power 1
Class Power 2
Class Power 3
Class Power 4
Class Power 5
Class Power 6
Bonus Power
Class Passive
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Soldier:Adrenaline Rush - Slow down time and increase personal weapon damage output. Includes some buffs to damage resistance and melee damage.
Concussive Shot - A powerful projectile that sends unprotected enemies flying and staggers protected foes. In addition concussive shot deals some moderate damage.
Stim Pack - Restores health and shields to the soldier and provide a 30 second speed boost and melee damage boost. This power has its own separate cooldown.
Tactical Boost - Boosts the damage bonus of entire squad. Also boosts the defence against all attacks.
Sound Assault: Weapons make a lot more noise. This can cause foes to panic, reducing the quality of enemy AI. Enemies will have increased odds of missing their targets and may even shoot each other. This ability has a short duration.
Shield Burner - This is a sustained ability that can be toggled on or off without cooldowns. Your omnitool expends some of its shields to deal extra weapon damage. Weapon ammo is still consumed.
Shield burner cannot be active whilst adrenaline rush is active.
Bonus Power - Can pick one power from a pool of bonus powers.
Combat Mastery - [Passive] Affects weapon damage and all exclusive soldier powers. Also affects sneaking ability, health, shields and melee.
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Sentinel: Please note that although damage resistance powers can be stacked, the maximum damage resistance bonus is 60%.
Tech Armour - Can have an automatic detonation (like in Mass Effect 2) or a manual detonation (like in Mass Effect 3) depending on spec.
Hex Shield - Errect a piece of cover that is indestructible and lasts 30 seconds. Due to Frostbite 3 engine all other cover is destructible.
Shield Boost - Restore your shields and those of nearby allies.
Biotic Sphere - Foes within the sphere take more damage from all sources. If they are hit with warp, then there will be a biotic explosion. Allies gain damage protection.
Ensnare: Draw 100% of the aggro, making allies effectively invisible. This power also reduces enemy accuracy and damage output.
Stasis - Hold an enemy in a stasis field. This can be a Mass Effect 2 style stasis field or a Mass Effect 3 style stasis field depending on spec.
Bonus Power - Can pick one power from a pool of bonus powers.
Defensive Mastery: [Passive] Improve the duration of your powers, shorten cooldowns (sentinel has the longest cooldowns) and improves weapon damage.
Also affects sneaking ability, health, shields and melee. [Please note that the sneak ability is impossible when Ensnare is active].
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Engineer:
Tactical Module - At rank 1 this power sends out a small stationary orb that distracts foes and deals damage. This can be evolved into a sentry turret, a combat drone, a defence drone or a medical turret that heals allies periodically by shooting at them.
Overload: Zapps shields and barriers away, Can be evolved into Energy Drain, Chain Overload, a jet version of overload (similiar to flamer) and a proximity trap version.
Incinerate: Sets foes on fire. Can be evolved into, an instant cast version, a flame missile, a jet version (flamer), or a proximity trap version.
Cryo Blast: Freeze foes with a freezing projectile. Can be evolved into an instant cast version, a cryo missile, a short ranged blast (snap freeze) or a proximity trap version.
Sabotage: Sabotages enemy weapons causing them to backfire and hacks synthetic foes turning them into tempoary allies.
Dampening: Disables a foes ability to cast powers, dispels any buffing powers a foe might have active. If casted on an ally it will remove negative effects.
Bonus Power - Can pick one power from a pool of bonus powers.
Tech Mastery - [Passive] Improves the power damage output greatly. Has some buffs to weapon damage too.
Also affects sneaking ability, health, shields and melee.
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Infiltrator:Tactical Cloak: Turns the infiltrator pseudo invisible. Makes sneak attacks easier. Whilst tactical cloak is active, enemies will be drawn towards a decoy of yourself. Also provides a laser point to weapons, making the next shot deal extra damage as long as it is a headshot.
Smoke Screen: Can blind enemies within a cloud of smoke. If incinerate or warp is casted upon the cloud then there will be a massive explosion.
Tactical Scan: Enemies affected by tactical scan will take more damage from all sources. Tactical scan can also setup tech bursts which can be exploited by the engineer.
Flash Bang: Can make foes blind, make weapons backfire and has a neural shock effect that can cause paralyze organic foes.
Proximity Mine: When a foe is close to the mine, it will explode. This can be evolved into cain trip mine, cluster mines, silent mine and a neural shock mine.
Phasic Mode: The Infiltrator's powers and weapon fire can literally phase through light cover. In addition the infiltrator can ignore cover. This also increases damage output of the infiltrator. This ability can be toggled on or off. However, when active the infiltrator will take more damage from all sources.
Bonus Power - Can pick one power from a pool of bonus powers.
Operative Mastery [Passive] - Improves the effectiveness of powers and weapons. Also affects sneaking ability, health, shields and melee.
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Adept:
Biotic Trap: When foes close in on the trap they take damage. This can be evolved into singularity that draws enemies towards it, a repulsion field that repels foes who are too close, an explosive mine or a field that slows down foes within.
Warp: A projectile that detonates biotic explosions when it comes into contact with a foe affected by biotics. It can be evolved into Reave, Flare, Biotic Orbs and Dark Channel.
Lift: Lifts enemies into the air. Can be evolved into: pull, lash, slam and levitation field.
Throw: Throws enemies away from the caster. Can be evolved into: heavy throw, dual throw shockwave and nova.
Deflection Shield: A shield that has a % chance deflect enemy powers back to the enemy caster. Also provides the adept with some damage protection.
Biotic Focus: An ability that reduces biotic cooldowns. Adepts tend to have long cooldowns so the biotic focus is very useful. The biotic focus has its own separate cooldown.
Bonus Power - Can pick one power from a pool of bonus powers.
Biotic Mastery - [Passive] Improves the effectiveness of biotic powers. Also has some buffs to weapon damage.
Also affects sneaking ability, health, shields and melee.
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Vanguard:Biotic Charge: Charge towards an enemy dealing heavy damage. This ability can restore barriers to the vanguard and provide a tempoary damage bonus to powers, weapons and melee attacks.
Annihilation Field: A fiery biotic field that deals damage to enemies close by. This field can be detonated to deal a close
Whiplash: A biotic whip that deals plenty of damage to targets within close range. This can be evolved into a dual whip smashes a targets, or two whips that attacks separate enemies or dual lasso that yanks foes towards the vanguard, two whips that yank two separate enemies.
Carnage: Fires a short ranged fiery projectile from weapon. This doesn't eat up cooldowns. Instead it eats up the ammo within the weapon itself expending the entirety of the clip. It is most effective with shotguns.
Phase Disruptor: Expend your barrier to deal long ranged damage with projectiles.
Berserker Rage: Increase the movement speed of the vanguard. Also increase the damage output of melee attacks and make the vanguard resistant against melee attacks.
In addition Berserker Rage provides negative effects to melee attacks. These can slow down affected enemies, poison enemies (dealing damage over time), sabotage enemy weapons, disable power usage etc. The negative effects that Weave melee attacks dish out are completely random, however there is a 100% chance of at least one negative effect being dished out with every attack.
Bonus Power - Can pick one power from a pool of bonus powers.
Offensive Mastery - Increases the damage output of weapons and powers. Also affects sneaking ability, health, shields and melee.
Sneak improves the use of Weave and Warpath abilities. However when Berserker Rage is activated, stealth will be ineffective.
Modifié par Abraham_uk, 10 janvier 2014 - 10:24 .