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If there is a "war table" equivalent in Andromeda...


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#1
wolfhowwl

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Could we please just be able to pull it up on our omni-tools and access it in the field through a menu?

 

Having to return to base and sit through loading screens to perform a mundane task is quite the chore.


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#2
MrFob

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God, I really hope they'll re-imagine the concept if they want to use it. This is not a mobile/browser game. A "mission" that needs me to click once, then wait 8 hours and 23.6 minutes in real time and then click again is not fun in a story based RPG!

 

It doesn't even make sense since I could travel through half of thedas 10 times or more often in that time in game.


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#3
Xerxes52

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Agreed. If ME:A has a War Table analogue, I'd suggest that it be accessible in the field, and the missions on the short side (ten to thirty minutes for most, an hour at the very longest for missions that give powerful items). Having to wait fourteen plus hours for War Table missions to complete was ridiculous.

 

DA:I's War Table felt more like it was meant for an iPhone (without the obnoxious "Complete Operation now for $2.99!" ads).


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#4
Regan_Cousland

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Totally agree, OP.

Your suggestion made me think of the holographic gizmo that Big Boss uses in Metal Gear Solid 5.

 

It'd be a lot simpler and more enjoyable to make regular decisions in Mass Effect if our protagonist can simply log into his wrist-mounted computer, wherever he happens to be in the galaxy.



#5
MrObnoxiousUK

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Solar flares, electromagnetic interference and chocolate rain all contribute to needing to go  back to the command centre to get your briefings.


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#6
LordSwagley

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Agreed. Short text-based adventures would be preferrable to the drudgery of 30 hour "missions".



#7
Larry-3

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Why would it have a war table where Mass Effect is about exploring multiple planets in different systems and sectors? Is the West half of the galactic disk going to war with the east half of the galactic disk?

#8
Fidite Nemini

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God, I really hope they'll re-imagine the concept if they want to use it. This is not a mobile/browser game. A "mission" that needs me to click once, then wait 8 hours and 23.6 minutes in real time and then click again is not fun in a story based RPG!

 

It doesn'y even make sense since I could travel through half of thedas 10 times or more often in that time in game.

 

DAI wartable and the agent system could've been (a) nice game mechanic(s), if it wasn't a straight up playtime inflator and boringly linear upgrade system respectively and instead used in conjunction as a strategical element, possibly adding an intrigue and politics mechanic to the game parallel to ingame decision during quests ... or maybe, just maybe, serve as the command center to move the Inquisition's army/-ies as the name wartable suggests.  So yeah, reimagine they should if they want to bring something like it back.

 

Agreed. If ME:A has a War Table analogue, I'd suggest that it be accessible in the field, and the missions on the short side (ten to thirty minutes for most, an hour at the very longest for missions that give powerful items). Having to wait fourteen plus hours for War Table missions to complete was ridiculous.

 

DA:I's War Table felt more like it was meant for an iPhone (without the obnoxious "Complete Operation now for $2.99!" ads).

 

Don't give EA ideas!


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#9
MrFob

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Agreed. If ME:A has a War Table analogue, I'd suggest that it be accessible in the field, and the missions on the short side (ten to thirty minutes for most, an hour at the very longest for missions that give powerful items). Having to wait fourteen plus hours for War Table missions to complete was ridiculous.

 

DA:I's War Table felt more like it was meant for an iPhone (without the obnoxious "Complete Operation now for $2.99!" ads).

 

I think they should not use real time at all. In a game where we just skip travel times and a lot of other unimportant stuff, it makes no sense to use real time in such a mechanic IMO. You could use a mission counter or something like that instead maybe.

 

It's not only a lore problem, it's also a real world convenience problem for me. I like to play games like ME or DA at my own pace. If I have time on a rainy weekend, I may play 10 hours in a row. If I have lot's of work or other stuff going on, I might only play 1 hour in a week. The real time mechanic contradicts that freedom as it suggests (or in a worst case scenario forces) a pace on you. In DA:I for example, I actually like to read how the missions turned out, that was nicely done after all. But in the end, when I was ready to start the next plot mission, I'd have to wait for the stupid war table because I could never be sure if things would change or if I would not be able to do some WT missions if I didn't wait (first playthrough of the game so no meta-knowledge at the time). That is simply bad design, IMO.


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#10
Erstus

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The War Table was a neat and interesting concept but it fell short.

I agree it needs to be revised and improved. More control/choice over the missions and actual choice and consquence in how we handle the mission
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#11
Xerxes52

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Don't give EA ideas!

 

I um, uh oh.

 

:blink:

 

 

what-have-i-done.gif


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#12
Sylvius the Mad

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The real time aspect of the war table was poorly thought out.

These things need to be based on in-game time. That said, I'd also like to see travel take actual in-game time, as well. DAI did this inconsistently (people took time to travel, but news didn't), but space-based games offer a real opportunity to turn time into a resource to be managed.

And resource management is fun.

#13
MrFob

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The real time aspect of the war table was poorly thought out.

These things need to be based on in-game time. That said, I'd also like to see travel take actual in-game time, as well. DAI did this inconsistently (people took time to travel, but news didn't), but space-based games offer a real opportunity to turn time into a resource to be managed.

And resource management is fun.

 

Anyone remember the old 90s game Star Trek: Generations? Not that it was an overall great game but it did have two mechanics that could have worked really well in ME.

1. You had kind of a galaxy map in this game and travel, as well as missions, would cost specific amounts of time, which was a resource in this game and had to be carefully managed as you were pursuing the big bad before he could execute his master plan. Just flying around without a plan would get you in trouble real quick.

2. You could fail at missions without a game over. Instead, the game would take a different path and you'd have to maybe do another mission to compensate for your earlier "incompetence". Of course, you;d also loose some of your time recourse in the process. I am not sure now but I think if you did very well on some missions and interfered with the bad guy, you could also win time.

 

Imagine a mechanic like that during your hunt for Saren in ME1. Would have made a lot of sense IMO.


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#14
Dean_the_Young

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Agreed. If ME:A has a War Table analogue, I'd suggest that it be accessible in the field, and the missions on the short side (ten to thirty minutes for most, an hour at the very longest for missions that give powerful items). Having to wait fourteen plus hours for War Table missions to complete was ridiculous.

 

DA:I's War Table felt more like it was meant for an iPhone (without the obnoxious "Complete Operation now for $2.99!" ads).

 

I agree- but I think there's some merit to having a war table station as a consolidated place. It not only served as a narrative center of action for various scenes, but a place for advisor banter, receiving material rewards, and played the whole commanding from the stronghold angle.

 

I'd suggest a compromise that the field option can only send out for existing missions you had access to when you last departed- and that you don't get completion rewards until you come back. Part of this is that 'realism' factor- hey, let's magically give you weapons while you're in the field- but part of it is to encourage going back to what I mentioned above.

 

The field option is still useful and relevant- you can send agents out on those other missions for the time you have remaining on whatever mission you're on, rather than waste time- but it wouldn't threaten to eliminate the gains of the War Table node either. And let's admit it- the War Table was a key part of the characterization for the Advisor cast, who were a surprise hit.

 

What I could see if that the 'field option' is more about



#15
AllianceGrunt

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God, I really hope they'll re-imagine the concept if they want to use it. This is not a mobile/browser game. A "mission" that needs me to click once, then wait 8 hours and 23.6 minutes in real time and then click again is not fun in a story based RPG!

 

It doesn'y even make sense since I could travel through half of thedas 10 times or more often in that time in game.

 

Couldn't agree more, sadly this is a trend I've seen in a few games it doesn't add anything to the game at all. 



#16
capn233

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I am not a big fan of the entire concept, although it may have actually made sense in ME3.

 

It should not be in real time, although if it is I will feel free to do them rapidly by manipulating the clock.



#17
Sylvius the Mad

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DA:I's War Table felt more like it was meant for an iPhone (without the obnoxious "Complete Operation now for $2.99!" ads).

I didn't generally need war table missions to end anytime soon, so the wait wasn't a hardship for me, but I know if it had been I would have just advanced my system clock.

#18
Karma_Joy

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good idea.



#19
Rawls

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I hope they do a version of the War Table like this:

 

When you return back to the Ark between missions, you are allowed to send squad mates on separate missions that act sort of like war table operations, but only last as long as until your next mission is complete.  Lets say hypothetically, there are a total of nine squad mates (including the PC) - Three Humans (male, female, PC), an Asari, a Salarian, a Turian, a Quarian, a Krogan and a Drell.  Before the player starts their next mission, they could send off the other squad mates to do war table like missions.  So you would (1) send the Quarian, Krogan and male Human to check out a derelict ship, (2) send the Turian, female Human and Drell to follow up with the leader of whatever group you just helped in your last mission and (3) leave yourself, the Asari and the Salarian to complete whatever the next mission is.  Depending on who you send to do what, different results can happen that affect resources, intelligence, stats, future missions, characters and etc. 

 

This would do a few things for the game:

 

(1) Add variety to gameplay outcomes;

(2) Prevent ridiculously long waiting periods, as the time is dependent only on the PC completing another mission/assignment;

(3) Maintains the illusion that the PC isn't doing everything, and that they are part of something bigger, also explaining what everybody else is doing and why the PC only takes two people with him/her when there are more available;


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#20
Lucca_de_Neon

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I wonder how would it work since you are not in charge of the ship or the Ark. Why would it be up to you to decide how to spend resources like that? (A genuine question!)

What i do find feasible and sensible is the idea of your team working as a rapid response team in certain scenarios (side missions apart from the ones you encounter while walking around).

But waiting for hours for an item? i don't think that's a thing in Andrómeda



#21
BioWareM0d13

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I kind of liked the War Table in DA:I in that it aided in world-building and provided some lore dumps about other corners of Thedas. So in that sense I wouldn't mind something similar in Andromeda. That said, they'd need to drop those ridiculous waiting times. 


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#22
Rawls

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I wonder how would it work since you are not in charge of the ship or the Ark. Why would it be up to you to decide how to spend resources like that? (A genuine question!)

What i do find feasible and sensible is the idea of your team working as a rapid response team in certain scenarios (side missions apart from the ones you encounter while walking around).

But waiting for hours for an item? i don't think that's a thing in Andrómeda

 

I would think that the player character is in charge of what his or her team does though - and apparently has the authority to fly the ship to whatever planet you want to go to (as seen in the trailer).  So it would make sense that you you could have some discretion in sending them out to complete various objectives. 

 

I totally agree that you should not have to wait for hours for a war table mission to complete.  As I said above, war table missions would last until you complete your next personal mission and return to the Ark.  So it's not time restricted, it's story progression restricted, which makes more sense to me personally. 



#23
Wulfram

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Just do it like the spectre terminal instead of like the war-table and it'd be fine

#24
Master Warder Z_

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I um, uh oh.

 

:blink:

 

 

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You are fulfilling your destiny!

 

starwars3_clip18.jpg

 

Now fill out this application and your transformation to a employee of EA will be complete!


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#25
UniformGreyColor

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The war table missions were fun to me.

The idea I agree with most is that while me and my team go to do one thing, I can send another team or teams to do something else and accomplish a mission there.

The only problem I see is that this would require a few different ships taking different teams to different places and that sounds pretty expensive to me. But I wouldn't mind taking my whole team (all my companions) to go to a single place of interest and just go a different direction than me and my team and accomplish something else at the same planet, spaceship, asteroid, ect.

 

There was an Assassins Creed game out a while ago that I played that you could send people out on missions and they had a chance to succeed or fail. It was based on percentage and manpower and those people you sent could level up as they did more and more missions. Incorporating all this into ME or DA would be interesting.

 

I would have liked to see my agents and soldiers in DA:I have identifiable names and different strengths and weaknesses. It could work something like MP only instead of actually doing the combat as the PC and team, you would get a report back on how successful the team was and whether they were able to accomplish the mission fully, in part, or not at all (having to retreat).

 

Recon teams should have a pretty good shot at completing the missions, but things like a balanced party should be a factor.

 

I think what really needs to happen is to have a better system for how much time passes between things. I don't mind that 1 rl hour is an in game 1 day or whatever. I think every tangible thing you do should count as some kind of time spent in the game world. So if I want to send out my subordinates to accomplish a mission, It might take me to talk to 3 people and upgrade a piece of equipment.

 

There could also be missions where I have to send out a large chunk of my force (say 1/5). That would require preparation to collect and send out my men (and women) and to accomplish the mission would take two mid sized side quests. With that said, I should see a tangible drop in personal due to deaths. New recruits would always be coming in and it could work or kinda like the way the game Risk is played. But I'm probably getting way too far ahead of myself here and that kind of stuff will prolly never make it in a DA or ME game.


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