There are various ways to add in background into the mechanics
Simplest:
You a biologist (or sub category) = damage to organics +10%
A roboticist = damage to machines +10% or salvage from machines +10%
A physicist = effects of (self built and fragile if you don't know what you are doing) weapon mods increased +25%
A planetologist (or sub category) = gathered minerals +10%
A medical doctor = auto replenish 1 medigel per time period or colony growth +10%
A logistic background = Increased inventory space
A finance background = trading gains with aliens +10%
A military background = damage reduction +10%
More complex
Each background has conversation choices linked to it and in abundance rather than just a little side quest (ME2)
Most complex (too much effort for too little revenue so this is highly unlikely)
Use down time to actually create new tech through a designer interface, such as
roboticists - better robotic sentries that become available in base defense missions
engineers - mixed mods that combine 2 or more mods
biologists - short live organic warriors that go with you on missions but cannot be recovered on dying (will break the 4 man team ruie)
<<<<<<<<<<>>>>>>>>>>
I understand what you are saying. But, it's a simple tweak to the resource gathering, scientific discovery or combat "per turn" application of said parameters mechanic.
My first impression, from the original comment(s), that choosing a scientific class would change the game scripting in a significant way. That choice paths, opportunities or events would open and close so that replaying the game with another class would be quite a different game.... as a prior example such as Star Trek vs Starship Troopers.
In essence, I believe that the ability to choose a scientist as a profession is equivalent to the Origins stories from DA:O. The game can probably be tweaked to support this approach but I fear it may be too late. We are about 14mo away before the game gets locked down then made ready to go GOLD.





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