Combat drones don't make any sense lore-wise. Spawning holograms that can damage enemies and explode is as space magic as it gets. There are biotic powers for that. Tech should be, well, tech.
Tech powers feeling more "tech"
#51
Posté 03 décembre 2014 - 08:56
#52
Posté 03 décembre 2014 - 09:06
How about making the combat drone a real physical (hover) drone. Somewhat similar (in its behaviour) to the one we have now.
Instead of a pure holographic drone, the holo overlay could be a 'tech armor' power-ugrade, similar to the current rocket upgrade.
An engineer could carry a limited set of inactive drones, similar to the current grenade mechanics -so they don't just spawn out of thin air.
#53
Posté 03 décembre 2014 - 09:10
How about making the combat drone a real physical (hover) drone. Somewhat similar (in its behaviour) to the one we have now.
Instead of a pure holographic drone, the holo overlay could be a 'tech armor' power-ugrade, similar to the current rocket upgrade.
An engineer could carry a limited set of inactive drones, similar to the current grenade mechanics -so they don't just spawn out of thin air.
I can relate to that. I have doubts about it being much fun, although it'll heavily depend on balance. Physical drones should be much more durable, repairable etc.
#54
Posté 03 décembre 2014 - 09:21
How about making the combat drone a real physical (hover) drone. Somewhat similar (in its behaviour) to the one we have now.
Instead of a pure holographic drone, the holo overlay could be a 'tech armor' power-ugrade, similar to the current rocket upgrade.
An engineer could carry a limited set of inactive drones, similar to the current grenade mechanics -so they don't just spawn out of thin air.
Didn't TIM use a a holo-drone thing in ME3 to talk to you? I'm sure one of those would suffice.
I can imagine having around 3 drones each with their own separate (relatively long) cooldowns that return to the user after use or upon taking too much damage. They could also potentially have different effects (zapping things out of cover, boosting shields, creating cover, creating AoE hazards, etc.). I guess I'm saying that the engineer could focus more on controlling the battlefield, setting traps, and directing the flow of combat, rather than just dealing damage.
#55
Posté 03 décembre 2014 - 09:21
My ideas.
1- Seperate hack and sabotage.
2- Make them function like in ME1.
3- Replace combat drone class power with a ME1 style shield boost for the engineer that he can use on allies.
4- Make stores and equipment more ME1 style. By that I mean let us buy Amps, Omni-Tools, armor, and guns from multiple manufacturers from levels one to ten. Make us buy multiple copies if we want them on other characters. Make us sell old stuff instead of upgradeing them.
I miss this last part more than anything from ME1! I'm not saying make it exactly like ME1, just more believable like ME1 was. Well aside from all guns just being paint variation on two models of each gun. ![]()
#56
Posté 03 décembre 2014 - 10:25
I agree they do feel too similar to biotic characters; instead of firing blue space magic you instead fire orange space magic. I think they should require some kind of "ammo" to use their abilities since their abilities are not drawn from their bodies energy reserves like a biotic person. Nanomachines maybe?
I think tech should be split into 4 categories:
Biology
* Bringing a line of tech that would allow for the original ME medic to make a returm
* Direct heals, heal over time, ranged resurection, health fortification, pain resistance
* Or damaging abilities like viruses and poisons
Chemistry
* Fire, ice, shock and acid attacks fairly similar to ME2/ME3 engineer
Mechanical & Electrical Engineering
* Allow the engineer to have a more permanent physical (not a timed holographic) robot pet following them around
* Deploy turrets and shield generators similar to Cerberus engineers; also ammo dispensers
* I'm kinda thinking along the lines of a TF2 engineer, so the turrets, robots, shield gens etc should be upgradable mid battle
* Abilities to repair the above
Electronic & Computer Engineering
* Forcing enemy omnitools to run viruses to hack robots, overloading shields, overheating weapons and locking tech powers
* Boosting ally shields, optimizing their weapons and tech power cooldowns
I don't even play the tech classes, but I like this idea. Could be used in regards to the other classes too, split up the abilities into specializations.
- StealthGamer92 et Vazgen aiment ceci
#57
Posté 03 décembre 2014 - 11:29
I think the Engineer should be more of a space thief/rogue class, in a sense. Their abilities aren't built specifically for combat but rather for manipulating the environment; stuff like opening doors, bypassing security systems, disabling and repairing mechanisms, turning turrets on enemies, hacking computers, etc. (obviously for this to work manipulable stuff has to be added to the levels). The drones I think should be the ones that come up in the lore and their function is to act as an expendable version of the engineer that can do stuff at a distance from the operator. Infiltrators and Sentinels will have the various abilities divvied up between them.
The abilities that do relate to combat are more akin to ME1. Overloading shields, sabotaging weapons and enemy implants, hacking enemy mechs and such, maybe rigging explosives, stuff like that. I don't know what should be the mechanism for using them. Maybe tech mines that only exist in limited numbers but unlike grenades can be retrieved and recharged.
- wiyazzie aime ceci





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