It's an interesting idea yes, and is something I am going to put firmly in the 'If they can do it, this would be awesome' pile. It's a big pile, since it's the pile of things that would really enhance immersion, and story but which to be fair, might not be the most vital use of resources. I can accept a little cutscene crazy as a trade off for many things. At the same time if it can be done it would be worth looking into.
Class specific interrupts
#26
Posté 17 octobre 2015 - 08:54
#27
Posté 17 octobre 2015 - 09:53
Having your character's real equipment show up in a cutscene is not some monumental task. Mass Effect 1 was capable of doing it and it wasn't even new tech back in 2007. It's also in Mass Effect 2 and 3, although at some point they decided they really liked Shep using the Avenger.
I was always curious about why this was inconsistent. In the Leviathan DLC, Shepard was firing with the Cerberus Harrier I equipped her with, and on top of that, when fired, it used the same sound effect the gun uses in gameplay. I always wondered why it could do this here and not in the main game.
#28
Posté 17 octobre 2015 - 10:05
#29
Posté 17 octobre 2015 - 10:18
I am totally in favor of it. By the way, this could happen in scenes where your squad-mates are not around.
And ME3 had some similar things, like killing the CAT6 in the restaurant in a different way. The squad-mate that rescued you soon after also made an entrance in a different way, using their powers.
I have no problem with an Engineer disarming a bomb faster and catch up with the villains sooner or even preventing them from escaping. Or an infiltrator spotting a target at a distance during a cutscene and killing him before he could do damage. Or a biotic creating a biotic field in order to protect someone, or prevent someone from falling, or allowing the person to land safely.
Come to think of it, an Engineer Shepard could easily prevent Admiral Raan, Samara or so many others from commiting suicide by overloading their guns. A biotic shepard with lift or singularity could have prevented (or at the very least tried to prevent) Tali from jumping off the cliff.
A biotic shepard could have also spared ammo and instead of shooting conrad´s foot simply resorted to a biotic attack.
I don´t think it would be a logistical nightmare for the development team to implement 2 or 3 class-specific interrupts or special scenes in the game.
By the way, if your male shepard romances jack and meets her in the citadel dlc, inside the arena, depending on shepard´s class having access to biotics or not will affect how they deal with the heavy mech boss. He can either provide supression fire for jack (if hes not biotic too) or, (in case he is biotic) they will trigger several explosions.
- Ashii6 aime ceci
#30
Posté 17 octobre 2015 - 10:19
I was always curious about why this was inconsistent. In the Leviathan DLC, Shepard was firing with the Cerberus Harrier I equipped her with, and on top of that, when fired, it used the same sound effect the gun uses in gameplay. I always wondered why it could do this here and not in the main game.
I think they liked using the Avenger so when they needed Shep to fire in a cutscene they knew the fire rate would match up to that of an Assault Rifle.
Not sure why they decided to drop that in the DLC, though I did like seeing my character's actual weapons in them.
#31
Posté 17 octobre 2015 - 10:45
Sure, but it's that sort of attention to detail that's needed to make a great game, just as much as all the other little bits and bobs that make it look good.Seems like a pretty straight forward idea. It would add time and extra cost to the project though.
- Laughing_Man aime ceci
#32
Posté 17 octobre 2015 - 11:16
I think they liked using the Avenger so when they needed Shep to fire in a cutscene they knew the fire rate would match up to that of an Assault Rifle.
Not sure why they decided to drop that in the DLC, though I did like seeing my character's actual weapons in them.
I'm not so sure it's a matter of like. The other weapons are basically reskins of the Avenger. On Menae, Shepard is walking off the platform that the general is standing in with a Harrier, and you can see parts of the Avenger poking through the gun.
#33
Posté 18 octobre 2015 - 09:26
I am totally in favor of it. By the way, this could happen in scenes where your squad-mates are not around.
And ME3 had some similar things, like killing the CAT6 in the restaurant in a different way. The squad-mate that rescued you soon after also made an entrance in a different way, using their powers.
I have no problem with an Engineer disarming a bomb faster and catch up with the villains sooner or even preventing them from escaping. Or an infiltrator spotting a target at a distance during a cutscene and killing him before he could do damage. Or a biotic creating a biotic field in order to protect someone, or prevent someone from falling, or allowing the person to land safely.
Come to think of it, an Engineer Shepard could easily prevent Admiral Raan, Samara or so many others from commiting suicide by overloading their guns. A biotic shepard with lift or singularity could have prevented (or at the very least tried to prevent) Tali from jumping off the cliff.
A biotic shepard could have also spared ammo and instead of shooting conrad´s foot simply resorted to a biotic attack.
I don´t think it would be a logistical nightmare for the development team to implement 2 or 3 class-specific interrupts or special scenes in the game.
By the way, if your male shepard romances jack and meets her in the citadel dlc, inside the arena, depending on shepard´s class having access to biotics or not will affect how they deal with the heavy mech boss. He can either provide supression fire for jack (if hes not biotic too) or, (in case he is biotic) they will trigger several explosions.
Yeah, one special scene from time to time wouldn't kill developer's resources. I don't know about squadmate using their powers in cutscene. I think something like this would add extra time and cost. They would have to make a scene where our PC uses special interrupt and then, where our squaddies use it as well.
But if something like that can't be done, even simple dialogue options would be nice to acknowledge our PC's class.
In DA:Inquisition mage had from time to time special dialogue lines on the wheel. I'd like to see something like this in Andromeda, but not only for one class, for all of them. Special dialogue lines for sure are easier to add than cutscenes.
- Laughing_Man et geth47 aiment ceci
#34
Posté 18 octobre 2015 - 11:54
Ive heard that in many primitive rpgs like the original wasteland and the fallout series you could have ended some missions faster by using talents based on your class. Its hard to believe that something was possible to achieve in the 8bit and 16 bit era, but that modern PCs and the newest generation of consoles could not do the same.
We already had instances in ME (In ME3, to be precise) of your class allowing a dialogue to flow differently. Or making a cutscene with a specific motion (the restaurant confrontation as well as jacks simulator scene), and even granting you a chance for a special interrupt. Kaidan in ME1 could also comment that you had biotics.
All that we are asking for is that this concept be expanded. Are maybe 2 or 3 special moments for each class offering recognition and diferenciation really that hard to do?
Some people raised the question that maybe you never allocated any point to that particular character in that specific power.
So what? Thats of no consequence. lets not be silly nitpickers raging over nothing. I could reset Kasumis, Jacobs, Mirandas powers in ME2 and never have Jacob using pull, even though he uses it in cutscenes. And its not as if he had memory lapses. It just so happens that gameplay and story are segregated. Or do you really believe that shepard in ME1 is really carring 22 different riffles? Or that he or she can carry 8 different armors and change clothes in just a second in the middle of a firefight? Come on...
Miranda in a cutscene uses a kind of pull/lift power against an asari, but she never uses anything similar to it gameplay wise. Kasumi will still be able to cloak even if I reset her powers and never add any point to her strike attack. Same thing goes for Tali mentioning her drone, even if no point was given to it in order to use it in combat sequences. Same thing can be said for Javiks throw in the blasto movie sequence or Liara making several references to her sigularity powers in ME2 and at least twice in ME3.
Its not a case of a problem that already exists. Its a case of a nonexistent problem, that only happens in the minds of individuals incapable of diferentiating between gameplay and story. A severe lack of the most basic common sense. The only case that bothered me in this matter is how special ammo became abilities for only certain characters in ME2. It seemed like a silly solution and and a poor choice, specially when the talent could be shared if evolved.
Please, do yourselves (and everyone else) a favor and please realize that its a game. A character from a certain class could have access to certain powers story-wise that he is unable to use gameplay-wise. Otherwise an explanation would be required on why shepard had an epiphany in the middle of the battle and allocated 12 points of talents to improving his abilities and even unlocking 2 new ones.
Its a really easy to digest notion, really. What is not easy to understand is seeing how the protagonist failed to better solve a situation or even try a different and better aproach when his background would most certainly open a wider field of options. In essence, acted like a dumb, as if his background was left behind. Look at the cases Ive mentioned already, like overloading a gun pointed at a hostage or a suicidal person. Or a character that is gonna fall for his or her death (Tali and the turian primarchs son) and could have been saved if Singularity or Lift/Pull were added to the equation. In lair of the shadow broker, if shepard was a biotic, it could have been possible for him/her to reverse roles with liara, with her doing all the talk while shepard used a moving object to hit the enemy during the hostage sequence.
And this does not equate to automatic total failure with the other classes. It just means that a certain class can solve a certain situation in a better, faster, more efficient, costless, more peaceful (or more violent and drastic) way. Or simply a different way. Your shepard, no matter how distiguinshed, cant simply be the best at everything. A soldier could aproach or end a problem in very different ways depending or not if he or she was able to turn invinsible for a few moments, fly away from danger (or jump towards it by making a surprise attack), line-up a shot from a safe distance, overload guns, distract enemies with drones or holograms, create biotic fields, be able to float or to suspend people or objects in air.
This could lead to some info being given to the player sooner, or extra points. Mature persons need to realize that even our best in some situations is not enough, and that someone with a specialization in some other field could have perfomed better, or at the very least could have acted DIFFERENTLY.
Try to imagine, a biotic shepard being the one hiting vasir with a table while liara distracts her by talking. Or during the very first ME1 mission on eden prime, being able, with a sentinel or an engineer to save the first colonist you see by hacking one of the geth prior to killing the poor lad and making them fight each other. The colonist in question could give you advanced info, and make your talk with ashley play out a little differently.
If the primarchs son was saved, turian support could have been even bigger, and he could have smoothed things even more with wreav or wrex, and the talk with the primarch on earth would have played out differently. Very small changes, that would not cost a fortune to implement, but that could have a major impact on a players satisfaction with the game.
In jacobs loyalty mission, when you spotted that the girl was being target, you could try a gentle aproach and simply cast a biotic shield around her. It would not even have impacted the mission, it just means that a shepard with access to biotic powers could have protected her in a different way. Just like the clone and shepard at the shuttle bay or the cat6 being grabbed.
- Laughing_Man, Ashii6, RandomSyhn et 1 autre aiment ceci
#35
Posté 18 octobre 2015 - 12:15
I would definitely love to see it but can also see the difficulties associated with implementing such. I guess what others have suggested...a few strategically placed class-specific interrupts and/or a key moments animated to the class. Example being a locked door integral to the story we need to access...Engineers/Infiltrators are shown hacking through it; Soldiers use demolition charges; Biotics and Sentiniels use warp to blast the door open; and Vanguards use the infamous biotic charge. Two guards on the other side of the door are taken out by the resultant door destruction or by Engineer/Infiltrator who get the drop on them.
- RandomSyhn aime ceci
#36
Posté 19 octobre 2015 - 01:48
#37
Posté 19 octobre 2015 - 03:11
A soldier interrupt when Kai Leng cornered himself in an elevator that let me pop adrenaline rush and throw in every grenade I was carrying would've been real nice...
#38
Posté 19 octobre 2015 - 05:39
In addition to class-specific cutscenes and interrupts (which I wholly support), we should be able to use our unique abilities during gameplay, but outside of combat, as was the case in KOTOR and, to a lesser extent, ME1.
For example, an engineer should be able to repair salvaged equipment and fix up the Mako; an infiltrator should be able to hack security terminals; a biotic should be able to lift heavy objects out of the way or use "shockwave" to smash through weak walls whilst exploring; a soldier should be able to disarm land-mines, etc.
- Laughing_Man, Reorte et geth47 aiment ceci
#39
Posté 20 octobre 2015 - 06:20
An ideal would be multiple possible ways to approach a mission, some more suited to specific classes than others. That's not the same as an "instant win" button, just a case of the player needing to make the best use of his character's abilities to get the job done.In addition to class-specific cutscenes and interrupts (which I wholly support), we should be able to use our unique abilities during gameplay, but outside of combat, as was the case in KOTOR and, to a lesser extent, ME1.
For example, an engineer should be able to repair salvaged equipment and fix up the Mako; an infiltrator should be able to hack security terminals; a biotic should be able to lift heavy objects out of the way or use "shockwave" to smash through weak walls whilst exploring; a soldier should be able to disarm land-mines, etc.
#40
Posté 20 octobre 2015 - 07:38
If a non-biotic is telling people they know everything about biotics, I would want a paragon or renegade interrupt should they say something completely wrong.
When it comes to dialogue, I'd rather any class of PC be generally knowledgable about certain things, like the details on the other combatant classes. After all, any such character is likely to be confronted by these types as enemies too. I enjoyed that my non-mage inquisitor knew things about magic and elven culture despite not really being associated with either.
- Larry-3 aime ceci
#41
Posté 21 octobre 2015 - 12:14
When it comes to dialogue, I'd rather any class of PC be generally knowledgable about certain things, like the details on the other combatant classes. After all, any such character is likely to be confronted by these types as enemies too. I enjoyed that my non-mage inquisitor knew things about magic and elven culture despite not really being associated with either.
The nice thing about that in Inquisition is that the Inquisitor of any class HAD to get the Perk, or rather the training, to have that included in the conversations.
It also allowed me plenty of roleplay options. For example, I had my dwarf have underword connections as a perk but outright ignored the arcane knowledge and the history knowledge perks because they did not fit the character I had developed, so he didn't know about any of that.
- KaiserShep aime ceci
#42
Posté 21 octobre 2015 - 12:59
Let me add to this comment by adding another problem:
It is entirely possible that you would add a class-specific interrupt with a power that the player does not use/did not put points into.
A lot of people here (and in other threads) have posted "Why doesn't my Vanguard just charge in this situation?". Well if you had/use Biotic Charge then sure. But I have played Vanguard in ME3 without Charge. Twice. If that Vanguard suddenly charged it would using a power that I specifically avoided all game.
In ME3, I have also played an Infiltrator without Tactical Cheat. I have played droneless Engineers (because the Combat Drone sucks in ME3). I have played Soldiers without Adrenaline Rush.
Now personally I prefer the Mass Effect 1 method where you try to avoid custscenes that require weapons or scenarios where you wonder why the player character did not use powers instead. It avoids the problem of having situations where the player character does something completely against your playstyle or power/weapon choice.
And there are ways to get around that. Abilities. All the game would have to do is check if you had the ability-- which would never happen if you weren't the right class, and would only happen if you had invested in that skill. There.
So using your example again with the Vanguard, you don't have charge for a scene where the Vanguard can use charge to win? The scene plays out like everyone else that doesn't have charge (so the other 5 classes).
As a matter of fact, doing this could have a cooler effect as well. If the scene demands Overload for instance? Then both the Sentinel class AND the Engineer could accomplish it. And who knows? You have enough little goodies here that could help you over the course of the game with abilities learned and you might have people not respecing and totally abandoning abilities.
I mean, people talk about how they want more chances to RP or feel like their class right? I think that things like that could help a little.
#43
Posté 21 octobre 2015 - 01:19
I'm supportive of class-specific interrupts, provided I don't lose content by not being a specific class. I should never be penalized for not picking Engineer or what have you.
#44
Posté 21 octobre 2015 - 01:19
I like this idea. It reminds me the personalized melee whether it was a biotic melee or a omni tool style melee (moreso in MP but I think it was in SP too) I do however think that the key to this being good or bad like all things depends on implementation. I think I'd like more dialogue options about how my character is a techie, or biotic savant more than a separate interrupt although I'm not opposed to either.
In addition to class-specific cutscenes and interrupts (which I wholly support), we should be able to use our unique abilities during gameplay, but outside of combat, as was the case in KOTOR and, to a lesser extent, ME1.
For example, an engineer should be able to repair salvaged equipment and fix up the Mako; an infiltrator should be able to hack security terminals; a biotic should be able to lift heavy objects out of the way or use "shockwave" to smash through weak walls whilst exploring; a soldier should be able to disarm land-mines, etc.
I found ME1 was pretty good about this in the electronic and encryption skills. If your electronics wasn't high enough on a certain mission you were not able to unlock that satellite or crack that door. This mostly worked because none of those were plot specific so it didn't prevent the story from progressing It just stopped you from collecting all of the matriarch's writings.
Again I think this would be cool but it's all down to how it's implemented.
#45
Posté 21 octobre 2015 - 03:04
#46
Posté 21 octobre 2015 - 04:46
#47
Posté 21 octobre 2015 - 04:51
Alo if they bring in specialisations, thats also a must - recognition by squadmates at least.
- Mdizzletr0n aime ceci
#48
Posté 21 octobre 2015 - 10:18
Biotic force choke for the win!

You tell him Vader, uh, Shepard
#49
Posté 21 octobre 2015 - 10:24
The nice thing about that in Inquisition is that the Inquisitor of any class HAD to get the Perk, or rather the training, to have that included in the conversations.
It also allowed me plenty of roleplay options. For example, I had my dwarf have underword connections as a perk but outright ignored the arcane knowledge and the history knowledge perks because they did not fit the character I had developed, so he didn't know about any of that.
I think a similar mechanic would be fine in context to the game.
Compound it with interrupts as well which I think would be a nice touch, more texture for role-playing.
#50
Posté 24 octobre 2015 - 07:42
damn straight, thatd be awesum





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