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Mass Effect 4: Gameplay/Combat Design


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#176
Vazgen

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I'm not sure what to say. You seem to get something completely different from my posts than I say. Is my English that bad?

 

Your exact words were "BioWare games do have be you + two squad mates killing hordes of enemies". I gave you the example of Dragon Age Origins where you could go solo through the entire game if you wished so. You then proceeded to tell me it's a different franchise completely deviating from your original statement. Notice that I never mentioned anything about Orzammar, it's your supposition (wrong one). I referred to the option of not taking squadmates right from the start.

 

The statement may sound ridiculous to you, but for me "DLCs are not parts of the main game thus they can't be considered when discussing what influences the developers for the next game" is ridiculous. There is a party with your allies in the end of Dragon Age Inquisition. If you believe they came up with it independently of Citadel DLC's success, be my guest. 

I never said anything will "miraculously appear" in Mass Effect Next, just because it was in a DLC, what I said was that "there is a possibility that Bioware will implement stealth based on them trying it twice previously". I'm pretty sure some of the Edmonton staff is already helping out with ME:Next and some may join up later. Though I can't claim anything about it since I don't know anything about the inner structure of Bioware. Oh, and about "this is not Mass Effect 4" they have also said that it will be "familiar".

 

During the development different teams work together. Concept art comes a little earlier than implementation of depicted features in the game. Artists work together with level and character designers. The first group tries to draw something that can be created in the engine, the second group tries to implement it in the game as close to the art as possible. It does not happen vice versa. We've only been shown concept art and Mako riding in a completely empty environment which with a stretch can be considered a draft. So no, I don't think they have already completed the level design. 

 

None of what I suggested requires rewrite of the combat system. Same goes with AI mechanics. And for the 100th time, no, I don't look for a predator system like in Batman, Skyrim, Thief, Dishonored, Styx:Master of Shadows, Splinter Cell, Assassin's Creed or any other stealth game you can come up with (Skyrim is not actually a stealth game and its stealth leaves a lot to be desired but we'll not focus on that).

 

Silent takedowns are your idea, I never said I want them in (though they can be implemented similarly to grab instakills in ME3, but we'll leave it out). 

Let me give you an example of a system I'm talking about.

Imagine infiltrating a base, like Virmire to get some data. There is an option to go through the nearby tunnel or to fight your way through the front entrance. First route takes longer and can result in enemies managing to upload the data elsewhere and destroy the servers. However, there are hostages in the base and because you didn't raise the alarm, they live. Second route is shorter, enemies don't manage to upload the data in time. But the hostages are killed when the alarm is raised. If you're discovered the hostages die and the data is almost uploaded, but you do get some traces. Isn't this what Bioware excels in?

Examples of each of the additions I was talking about.

Silencer - self explanatory, killing lone targets silently. I'd give it a headshot bonus and overall damage penalty (I think Counter Strike uses similar system)

Alternate pathways - can be discovered (reward for exploration), opened up if you've bought/crafted/found the appropriate upgrades (say, an advanced hacking module that allows you to hack more secure terminals), created (lifting a crate with biotics, ability present in ME1 and can be fully utilized with Frostbite). They should help to flank enemies, take higher ground, completely bypass them in some cases (obviously missing out XP). All it requires is clever level design. Some examples are already present in ME trilogy. For example, Zaeed's LM. Make us choose the pathway ourselves, not show a cutscene how we choose it. Or, another example, the beginning of Admiral Koris mission. You can circle around the first group of geth and surround them, without them noticing you. Another example from Admiral Koris mission - left jamming tower. You can fight the geth head-on and face machine-gun fire, or you can circle around and get from behind the turret.

Distractions - imagine hacking a crane to lift its weight. Guards notice it and investigate (does not require new AI coding, already present in Citadel DLC, just use dead body discovery algorithm). Once they move, you can attack them (when they are grouped), get past them (their patrol routes reset after a certain time).

All of these can even be scripted events, not entirely under our control. 

 

"completely avoid or remove every enemy without being detected". Not every enemy (it'll be a plus, but won't happen) but stealth sequences like in other TPS games I listed (except Ghost Recon, if you want).

 

"The experience you want has no precedent nor foundation in any of the games." This is just plain wrong, the experience I want is already present in Citadel DLC and Save Admiral Koris mission, though to a limited amount. I'm merely suggesting expanding on it. 

 

I appreciate the sentiment of you trying to shield me from unnecessary disappointment, but I'll pass. This is a thread for suggestions, not about speculations on what will be in ME:Next. You started telling people that their suggestions are unreasonable and we should not expect them to be in the game. The same thing was said for your topic in Feedback & Suggestions and you retorted with "if you do not like my ideas, simply do not post and move to another topic. It's really that simple". An advice I've followed and suggest you to do the same.



#177
Revan Reborn

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I'm not sure what to say. You seem to get something completely different from my posts than I say. Is my English that bad?

 

Your exact words were "BioWare games do have be you + two squad mates killing hordes of enemies". I gave you the example of Dragon Age Origins where you could go solo through the entire game if you wished so. You then proceeded to tell me it's a different franchise completely deviating from your original statement. Notice that I never mentioned anything about Orzammar, it's your supposition (wrong one). I referred to the option of not taking squadmates right from the start.

 

The statement may sound ridiculous to you, but for me "DLCs are not parts of the main game thus they can't be considered when discussing what influences the developers for the next game" is ridiculous. There is a party with your allies in the end of Dragon Age Inquisition. If you believe they came up with it independently of Citadel DLC's success, be my guest. 

I never said anything will "miraculously appear" in Mass Effect Next, just because it was in a DLC, what I said was that "there is a possibility that Bioware will implement stealth based on them trying it twice previously". I'm pretty sure some of the Edmonton staff is already helping out with ME:Next and some may join up later. Though I can't claim anything about it since I don't know anything about the inner structure of Bioware. Oh, and about "this is not Mass Effect 4" they have also said that it will be "familiar".

 

During the development different teams work together. Concept art comes a little earlier than implementation of depicted features in the game. Artists work together with level and character designers. The first group tries to draw something that can be created in the engine, the second group tries to implement it in the game as close to the art as possible. It does not happen vice versa. We've only been shown concept art and Mako riding in a completely empty environment which with a stretch can be considered a draft. So no, I don't think they have already completed the level design. 

 

None of what I suggested requires rewrite of the combat system. Same goes with AI mechanics. And for the 100th time, no, I don't look for a predator system like in Batman, Skyrim, Thief, Dishonored, Styx:Master of Shadows, Splinter Cell, Assassin's Creed or any other stealth game you can come up with (Skyrim is not actually a stealth game and its stealth leaves a lot to be desired but we'll not focus on that).

 

Silent takedowns are your idea, I never said I want them in (though they can be implemented similarly to grab instakills in ME3, but we'll leave it out). 

Let me give you an example of a system I'm talking about.

Imagine infiltrating a base, like Virmire to get some data. There is an option to go through the nearby tunnel or to fight your way through the front entrance. First route takes longer and can result in enemies managing to upload the data elsewhere and destroy the servers. However, there are hostages in the base and because you didn't raise the alarm, they live. Second route is shorter, enemies don't manage to upload the data in time. But the hostages are killed when the alarm is raised. If you're discovered the hostages die and the data is almost uploaded, but you do get some traces. Isn't this what Bioware excels in?

Examples of each of the additions I was talking about.

Silencer - self explanatory, killing lone targets silently. I'd give it a headshot bonus and overall damage penalty (I think Counter Strike uses similar system)

Alternate pathways - can be discovered (reward for exploration), opened up if you've bought/crafted/found the appropriate upgrades (say, an advanced hacking module that allows you to hack more secure terminals), created (lifting a crate with biotics, ability present in ME1 and can be fully utilized with Frostbite). They should help to flank enemies, take higher ground, completely bypass them in some cases (obviously missing out XP). All it requires is clever level design. Some examples are already present in ME trilogy. For example, Zaeed's LM. Make us choose the pathway ourselves, not show a cutscene how we choose it. Or, another example, the beginning of Admiral Koris mission. You can circle around the first group of geth and surround them, without them noticing you. Another example from Admiral Koris mission - left jamming tower. You can fight the geth head-on and face machine-gun fire, or you can circle around and get from behind the turret.

Distractions - imagine hacking a crane to lift its weight. Guards notice it and investigate (does not require new AI coding, already present in Citadel DLC, just use dead body discovery algorithm). Once they move, you can attack them (when they are grouped), get past them (their patrol routes reset after a certain time).

All of these can even be scripted events, not entirely under our control. 

 

"completely avoid or remove every enemy without being detected". Not every enemy (it'll be a plus, but won't happen) but stealth sequences like in other TPS games I listed (except Ghost Recon, if you want).

 

"The experience you want has no precedent nor foundation in any of the games." This is just plain wrong, the experience I want is already present in Citadel DLC and Save Admiral Koris mission, though to a limited amount. I'm merely suggesting expanding on it. 

 

I appreciate the sentiment of you trying to shield me from unnecessary disappointment, but I'll pass. This is a thread for suggestions, not about speculations on what will be in ME:Next. You started telling people that their suggestions are unreasonable and we should not expect them to be in the game. The same thing was said for your topic in Feedback & Suggestions and you retorted with "if you do not like my ideas, simply do not post and move to another topic. It's really that simple". An advice I've followed and suggest you to do the same.

Wow. This escalated quickly.

 

You constantly use DAO as an example of a "solo" experience. Just because BioWare allows you to not take companions doesn't automatically mean the game is a solo experience. On the contrary, they recommend you have a full party, and it's certainly a lot more necessary with DAO's tactical, party-based system.

 

I will not assume the "party" at the end of Inquisition came from the Citadel. DAI has been in development since 2010 and the story and writing was done early on. It could very well be that Mass Effect got the party idea from DAI. Didn't consider that? Did you?

 

Your examples are far from the idea of stealth that you want to incorporate. You believe a few rare gameplay scenarios will become main features in the next game and further expanded on? Okay, whatever floats your boat. Believe what you'd like.

 

The next Mass Effect will be familiar in the sense that there will be overarching themes and core pillars that are similar to its predecessor (with the addition of exploration as a core pillar). Other than that, it's going to be an entirely new interpretation of Mass Effect. This is again why I wouldn't rely so heavily on small components of add-on content... Again, if you are that desperate for it to be a reality, it's on you.

 

Again, level design and environments are one of the first things a developer completes, especially for open world games. You don't have to take my word for it, just do some research and look at the development cycle of most AAA games.

 

So you want diverging paths based on your choices? DAI already does that. I don't see how you consider that "stealth" as you are merely choosing your path and such a choice will have consequences. You are still making grand leaps with where you think level design is going. I don't know how many shooters you've played, but that kind of layout isn't a standard in the genre. It's also, again, not a standard for BioWare. You continue to say you don't want Batman, yet many of your ideas seem to be straight out of the Arkham games.

 

On the contrary, this is purely a speculation thread. If it was about suggestions or feedback, it would be in that part of the forums. That was advice for a troll who stated "yet another terrible suggestions thread." I'm all for constructive criticism, but blatant insults for no apparent reason? That's just foolishness. Again, what to have a stealth/predator system in the next Mass Effect? I suggest you make a suggestion thread about it. I was just merely voicing the small chance of what you want coming to fruition in the next Mass Effect has BioWare has given us no indication of this very specific path you are advocating for.



#178
Vazgen

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The original post 

 


What would you guys like to see change in the gameplay in ME 4 and what needs to be fixed? 

Scuttlebutt forum part description

 


Want to get your thoughts directly to the BioWare Community Team? Put it down on paper here.

Feedback & Suggestions forum part description

 


Want to get your thoughts directly to the BioWare Community Team? Put it down on paper here.

 

Once again, I don't use DA Origins as an example of "solo" experience. I'm saying that there is an option to play solo in a Bioware game that, according to you "has to be you + two squad mates killing hordes of enemies". 

 

It might be. Do you think we would've seen the party scene if fans hated it in Citadel DLC? 

 

"Your examples are far from the idea of stealth that you want to incorporate."

Now that's interesting. You know what I want better than me? 

I gave you a clear example of what I want to see implemented in ME:Next. 

 

We are talking about different things. I link you three articles describing game development process: 1, 2 and 3. What I'm saying is that we've seen a lot of concepts and no actual implementation of those concepts. Based on that, I believe the game is on a quite early stage of development process and levels, in particular, are far from completion.

 

I know that this kind of layout isn't a standard for the genre. Mass Effect is not a standard shooter either. 

 

Bioware has given us no indication about the combat system in ME:Next. None. Everything we expect, even including TPS gameplay, can very well not be in the next game. We just try to get our ideas to the devs, who (hopefully) listen.



#179
StealthGamer92

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Let me phrase it this way... Shepard was a renown N7 Operative. He was the first Human Spectre. Because of the way progression worked in ME1, he couldn't even hold a sniper steady until after Virmire... How is that in anyway remotely realistic or practical from a storytelling standpoint? Humanity's finest has to slot points in order to hold and use weapons properly. That might make sense for a novice and a recruit, but not a war hero. That's largely why BioWare changed the progression, because it was bad from a storytelling standpoint and from a third person shooter perspective.

 

I felt tech abilities were overall uninspiring. Especially with grenades, that was a horrible system. Not having any thermal clips? Incredibly broken and overpowered. The shooting mechanics themselves were rough, to say the least. Insanity wasn't challenging, enemies were just OP because they had a lot of health and took forever to kill... I loved the story in ME1 and it was a great introduction game, but the gameplay was borderline mediocre to bad in my opinion. Yes, ME2 "downgraded" in a sense, but really more so they streamlined systems and made the combat actually fun, while basing the progression around skills and abilities instead of whether you can hold a scope straight.

I admited the weapon handleing started exagerated, my way of saying ridiculously lousy, but if it was started as slight sway then became rock steady after say 3-5 points it would've been more realistic. The point was more abou how in later games SR's started feeling more like a glorified marksman rifle.

 

Overall I was praising the sub-bonusses associated with powers not so much the powers. Tech started to seem more like elemental abillity in ME2-3. Whereas in ME1 they seemed like a verry specialized tool more than an ability.

 

Don't misunderstand me I can live with fire/ice attacks, but the tech-mines of ME1 seemed more, for lack of a better term, realistic.


Modifié par StealthGamer92, 27 novembre 2014 - 09:35 .


#180
Revan Reborn

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The original post 

 

Scuttlebutt forum part description

 

Feedback & Suggestions forum part description

 

 

Once again, I don't use DA Origins as an example of "solo" experience. I'm saying that there is an option to play solo in a Bioware game that, according to you "has to be you + two squad mates killing hordes of enemies". 

 

It might be. Do you think we would've seen the party scene if fans hated it in Citadel DLC? 

 

"Your examples are far from the idea of stealth that you want to incorporate."

Now that's interesting. You know what I want better than me? 

I gave you a clear example of what I want to see implemented in ME:Next. 

 

We are talking about different things. I link you three articles describing game development process: 1, 2 and 3. What I'm saying is that we've seen a lot of concepts and no actual implementation of those concepts. Based on that, I believe the game is on a quite early stage of development process and levels, in particular, are far from completion.

 

I know that this kind of layout isn't a standard for the genre. Mass Effect is not a standard shooter either. 

 

Bioware has given us no indication about the combat system in ME:Next. None. Everything we expect, even including TPS gameplay, can very well not be in the next game. We just try to get our ideas to the devs, who (hopefully) listen.

DAO is a party-based game. DAI is a party-based game. They both allow you to have the option to go "solo," yet they are still party-based and built around that philosophy. There is no mechanisms in the game that are built for a solo experience. That is my point.

 

Writing is one of the few components of a BioWare game that will not change after it is done (unless extreme circumstances such as ME3's script being leaked before release).

 

Yes. Your examples aren't supported currently in Mass Effect. You gave a few standalone, minor examples that could suggest an expansion based on your rationale. Again, Mass Effect is a tactical party-based, third person shooter and I don't see that changing. What you want would largely subvert that.

 

You have have only seen concepts. We've actually seen in-game screenshots before as well as the footage of the Mako driving around. I should add at this game has been in a playable state since December 2013. It's a lot farther along in development than you realize. BioWare just isn't sharing.

 

As far as gameplay is considered, it's not too different from other shooters in its category. What makes it different is largely the BioWare RPG elements and the story. The combat itself isn't really unique in its own right.

 

As you, yourself, said, the next Mass Effect will be "familiar." We can expect BioWare story, companions, exploration, and party-based gameplay. Those are BioWare standards. Is it likely that the core of the combat system will remain intact and probably be improved? Yes. BioWare is going to innovate and evolve on systems already predominantly present. Their combat system was fairly polished by ME3, and I expect they'll continue that trend without completely tossing the system.



#181
Revan Reborn

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I admited the weapon handleing started exagerated, my way of saying ridiculously lousy, but if it was started as slight sway then became rock steady after say 3-5 points it would've been more realistic. The point was more abou how in later games SR's started feeling more like a glorified marksman rifle.

 

Overall I was praising the sub-bonusses associated with powers not so much the powers. Tech started to seem more like elemental abillity in ME2-3. Whereas in ME1 they seemed like a verry specialized tool more than an ability.

 

Don't misunderstand me I can live with fire/ice attacks, but the tech-mines of ME1 seemed more, for lack of a better term, realistic.

I'd say a good comparison would be the sniper rifle in Halo. In Mass Effect, you don't have the ability to prone, wear a ghillie suit or camoflauge. Maps also aren't vastly large in scope like Battlefield 4 (although that will change in the next Mass Effect), so realistic sniping was never practical. Perhaps it may be something BioWare further refines, but sniping, in general, tends to be overpowered and would probably ruin the fun and joy of the game.

 

BioWare was on a very strict and short time schedule to get ME2 and ME3 out the door. They didn't have the luxury of time like they did with ME1 building a new franchise. I expect will see a much greater attention to detail with the next Mass Effect. Hopefully skills and abilities will receive a nice revamp to be more than generic MMO abilities, like you've suggested. We shall see.



#182
Vazgen

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That I can relate to. I never argued for solo experience, stealth can easily work with a squad. I'd like to see an option to go solo though.

 

I would consider fans hating a certain idea an extreme circumstance, but that's just me. Truth is, we don't know, and thus, dismissing any source of information is wrong.

 

I know that my examples are not present in Mass Effect, that's why I suggest implementing them. Stealth sequences do not subvert tactical third-person shooter playstyle. Here is an example. The game is straight-to-the-face TPS shooter for the most part, but there are sequences like this.

 

I should note that all they've shown are, to quote, "conceptual prototypes". So, yeah, concepts. "Playable state" is a broad definition. The Mass Effect FPS video I linked was in a playable state. It didn't end up in the game, however.

 

Expecting those is fine, I expect those too. It doesn't mean there is no possibility that our expectations will not be met, or will be met in ways we didn't think of. Implementing stealth is not as resource-intensive as open world environments and given their previous tries of implementing it, with one being the latest ME3 DLC, I expect it to play some part in the game. 

 

@StealthGamer, what do you think of this redesign of tech powers?



#183
StealthGamer92

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I'd say a good comparison would be the sniper rifle in Halo. In Mass Effect, you don't have the ability to prone, wear a ghillie suit or camoflauge. Maps also aren't vastly large in scope like Battlefield 4 (although that will change in the next Mass Effect), so realistic sniping was never practical. Perhaps it may be something BioWare further refines, but sniping, in general, tends to be overpowered and would probably ruin the fun and joy of the game.

 

BioWare was on a very strict and short time schedule to get ME2 and ME3 out the door. They didn't have the luxury of time like they did with ME1 building a new franchise. I expect will see a much greater attention to detail with the next Mass Effect. Hopefully skills and abilities will receive a nice revamp to be more than generic MMO abilities, like you've suggested. We shall see.

Halo? How so? Also, I understood the change but I also missed the two stage zoom for targets that were further away thus making my sniper rifle useless at sniper rifle-ish ranges.

 

Since they are changeing the customization I think they could get back the feel(like Electronics not only gave "Overload" but also gave "+x shield Capacity") of the PC self moding equipment by letting

 

Engineers mod omnitool-shields-and other electronics to large extent

 

Soldier mod weapons extensively-wear heaviest armor options and mod its effectiveness 

 

Biotic to mod amps extensively and have extensive mental discipline

 

And for Class combos to be able to mod thing but half as well in each respective category.

 

This wouldnt be related to skill points but insted to level and resources(currency minerals bueprints manuals anything that would make sense) so you get to spend skill points on your abillities.

 

Example could be a workstation, like the weapon table in ME3, you could go to to mod equipment types and not just guns.Say I'm an Engineer I would get the options Mod Omni-Tool, Mod Armor(Shield). I choose Mod Shield it has different mods for damage resistance, recharge, or cappacity. They all have multiple levels requiring certain PC lvl skill tree investment etc. Where as as a Soldier gets the options Mod Weapon, Mod Armor(Material), or Mod Grenade. under armor there woul be say Heavy Density Materials, Medium density material. And Armor for Vanguard would be the Medium density or Ligh Ablative Coat.


Modifié par StealthGamer92, 27 novembre 2014 - 10:50 .


#184
StealthGamer92

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@StealthGamer, what do you think of this redesign of tech powers?

It is interesting but I still personally like this plus a return of Tech Mines like ME1 had. I mean give it a maximum distance with a launch ark probabl. I remember starting ME2 useing Overload for the first time(in ME1 I always would set it in pathways as a trap) and thinking wtf nothing was near it then realizing it must auto detonate on impat making it more EMP grenade than EMP mine.



#185
Vazgen

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It is interesting but I still personally like this plus a return of Tech Mines like ME1 had. I mean give it a maximum distance with a launch ark probabl. I remember starting ME2 useing Overload for the first time(in ME1 I always would set it in pathways as a trap) and thinking wtf nothing was near it then realizing it must auto detonate on impat making it more EMP grenade than EMP mine.

Hmm, interesting, I never used those mines as traps. Grenades, yes, but tech powers - never. I always used them ME2 style and got annoyed when the mine got stuck at some tree branch or a crate



#186
StealthGamer92

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Hmm, interesting, I never used those mines as traps. Grenades, yes, but tech powers - never. I always used them ME2 style and got annoyed when the mine got stuck at some tree branch or a crate

It was mor to weaken them for Wrex and Ash than to kill. And I used Sabotage and Dampening as traps and Overload was used 50/50 trap and grenade.



#187
Vazgen

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It was mor to weaken them for Wrex and Ash than to kill. And I used Sabotage and Dampening as traps and Overload was used 50/50 trap and grenade.

How I used them. Not as effective but close to this



#188
StealthGamer92

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Just shows how two players can take the same thing and use it different ways. Als whats youre opinio on my idea a few posts up since you like tech apparently this would customize the experience considerably.



#189
Vazgen

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Just shows how two players can take the same thing and use it different ways. Als whats youre opinio on my idea a few posts up since you like tech apparently this would customize the experience considerably.

I like it. Not a fan of omni-weapons (which can sound strange since I've done a playthrough using only melee) but I can see tech shields like CAT heavies use to be implemented. The thing with shields is that they sacrifice mobility and in my mind Engineers are a class focused on casting powers and debuffing their oponnents, not protecting them from damage with a shield (which would suit a Sentinel more). I'm all for more customization, tinkering with our omni-tools and bio-amps should be a great addition.
I don't like skill level affecting character attributes like Electronics in ME1. I would've preferred if skill level modified how much power we will be able to put in shield batteries during customization and let those batteries influence our shield capacity.
Certain mods only an Engineer can craft (too complex), only a Soldier can use (weapon recoil to be too much on other classes), certain amp power level only Adepts can reach and mixes of those for mixed classes.

#190
StealthGamer92

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I like it. Not a fan of omni-weapons (which can sound strange since I've done a playthrough using only melee) but I can see tech shields like CAT heavies use to be implemented. The thing with shields is that they sacrifice mobility and in my mind Engineers are a class focused on casting powers and debuffing their oponnents, not protecting them from damage with a shield (which would suit a Sentinel more). I'm all for more customization, tinkering with our omni-tools and bio-amps should be a great addition.
I don't like skill level affecting character attributes like Electronics in ME1. I would've preferred if skill level modified how much power we will be able to put in shield batteries during customization and let those batteries influence our shield capacity.
Certain mods only an Engineer can craft (too complex), only a Soldier can use (weapon recoil to be too much on other classes), certain amp power level only Adepts can reach and mixes of those for mixed classes.

To the first bolded part I think there was a misunderstanding, I used shields as shorthand fo kinetic barrier.

 

To the second I don't understand what you are trying to say.



#191
Vazgen

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To the first bolded part I think there was a misunderstanding, I used shields as shorthand fo kinetic barrier.

To the second I don't understand what you are trying to say.

I was talking about how to make customization more class-specific. Engineers should be the best at it and get the best tech upgrades. Soldiers are the strongest and can increase weapon damage by sacrificing suit's built-in stabilization systems. Adepts can push implants to the highest power spikes. Infiltrator has worse tech upgrades than an Engineer and worse weapon damage than a Soldier but has both. Vanguard is a mix of a Soldier and Adept. Sentinel is a mix of Adept and Engineer.
Each class will also be able to focus on their certain class powers making them more powerful at the expense of the others. So I can make my Engineer's omni-tool to be able to maintain hack and drone for a longer duration at the expense of cooldown...

Edit: sorry, that seems to be pretty much what you said :)
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#192
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I was talking about how to make customization more class-specific. Engineers should be the best at it and get the best tech upgrades. Soldiers are the strongest and can increase weapon damage by sacrificing suit's built-in stabilization systems. Adepts can push implants to the highest power spikes. Infiltrator has worse tech upgrades than an Engineer and worse weapon damage than a Soldier but has both. Vanguard is a mix of a Soldier and Adept. Sentinel is a mix of Adept and Engineer.
Each class will also be able to focus on their certain class powers making them more powerful at the expense of the others. So I can make my Engineer's omni-tool to be able to maintain hack and drone for a longer duration at the expense of cooldown...

Edit: sorry, that seems to be pretty much what you said :)

No problem. :) I would've gone more in depth like you did but typeing through my xbox would take so long to do that.


  • Vazgen aime ceci

#193
eternal_napalm

eternal_napalm
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Scorpion V + adrenaline.

Nuff said.