I've mentioned this in a few other threads, but I thought I'd create a whole new one dedicated to the idea and see what people think.
Throughout the series, the combat in ME has gone through redesigns, tweaks, and refinements, making it what I would consider a fairly well balanced and fun shooter RPG, but the core of the combat has remained as such: the player character and two NPC squad members proceed down a hallway or other narrow passage way until they encounter chest-high cover which signals a fire fight is imminent. They proceed to shoot it out with enemy NPCs and continue on to the next area littered with cover to repeat the process.
There are a few sections of the game that mix that up. Occasionally that mixing up is something as cool as the Vasir boss fight. Sometimes it's as uninspired as widening the combat area to a court yard or large room instead of a hallway. There are, of course, other variations, but this formula represents the bulk of the combat experience in these games.
What I want to see is something radically, conceptually different. I want to see a system that opens up the combat zone and allows us to assess the area and formulate plans of attack more complex than "shoot the guys on that side". A system that allows us to set ambushes, lure enemies into traps and cross fire. A system that makes stealth a functional and viable aspect of the game, where we can move into enemy encampments unseen and carry out sabotage and surgical strikes. A system that allows proper sniping, letting us take out enemy sentries or command units to change the tide of an up coming engagement.
I'd like to see more dynamic and organic combat that allows for and encourages experimentation with tactics. I want level design that gives us multiple points of entry in any given engagement. Things like that.
Something that ties into this is a concept I made another thread about; the Suicide Mission Mechanic being featured more regularly in Andromeda. By that, I mean the concept of taking our companions not currently on our squad and assigning them to secondary objectives for the mission while we take on the main objective, so that the full party is actively participating.
With that feature and a redesign of the nature I'm proposing, we could do things like pincer attacks on enemy forces, or other coordinated attacks, offering even more options.
I'm not asking for the complete removal of engagements in enclosed, tight spaces, and it's likely from a story line perspective that we'd often, or at least occasionally be the victims of an ambush as well, offering more variety. But for the standard engagement in MEA, I'd like to see something that encourages more creativity than we've seen thus far in the series; both in terms of creativity from the designers in what they can throw at us and the sandbox they can give us to play with, and creativity from us, the players, in terms of how we tackle the obstacles they put in our path.





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