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Should Enemies Drop Weapons & Resources?


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#126
MichaelN7

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What about a hybrid between "inventory system" and "farming"?

 

Instead of having to go through a menu EVERY TIME you defeat an enemy, it simply "tallies up" all the loot from dropped enemies as you go through the mission, and when the shuttle picks you up, it brings you to a single menu, where you can see ALL the loot you've picked up onsite.

 

Ex:

Shuttle drops you and squad off, have to defeat a Khet outpost: 1 tank, a dozen troops, grab the data.

You defeat the enemies, destroy the tank, and grab the data, but you also find a store of precious metals.

Shuttle picks you up.

LOOT MENU: 5 composites, 8 weapon fragments, 250 platinum.  QUEST MENU: 1 data cache

Arrive at ship, can proceed to process the data (main quest) and then crafting (loot).

 

The idea is that you can look at the situation, like above, and see "Okay, lots of troops and mechanical things, so I'll likely find weapons and metals on this mission."

Another mission might have you clear out an alien nest, so you would see "Alright, looks like I'll get some biomass and a possible autopsy."

Yes, it sounds a lot like XCOM, but they did a good job with the loot and inventory system in that game.  It was intuitive, and you didn't have to explore every single area to get the loot you know you got.

 

Basically, you'll get minimal loot/inventory if you just stick to the "main" path, enough to get you what you need for the sake of the main plot, but if you want the really special stuff, you'll have to explore.

This way you don't have to worry about "missing" a random drop, since it happens all at once at the end, and not before.


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#127
wass12

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But enough about me, what would you like to see?

 

I would prefer a metroidvania-like system, where interesting loot is placed at the end of sidepaths (including side activities like side quests, arenas, races, or even collectibles) in a way that is ties into the narrative of the environment. The latter would be impossible with randomized rewards.


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#128
Sidney

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What about a hybrid between "inventory system" and "farming"?
 
Instead of having to go through a menu EVERY TIME you defeat an enemy, it simply "tallies up" all the loot from dropped enemies as you go through the mission, and when the shuttle picks you up, it brings you to a single menu, where you can see ALL the loot you've picked up onsite.
 ).
 .


Having a "clean up" crew would be ok but then again have them clean up and convert it to cash anyway. It is trash looting that annoys me where X, Y and Z exist merely to be pass throughs for money.

#129
Keitaro57

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Having a "clean up" crew would be ok but then again have them clean up and convert it to cash anyway. It is trash looting that annoys me where X, Y and Z exist merely to be pass throughs for money.

Easy way to deal with : Make a feature where you give order "Only keep in storage x units of the Y ressource!" to change in money every unit of Y you don't want after a mission. Don't remember where but I have played a game, long ago, with this useful gimmick...



#130
Sanunes

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What about a hybrid between "inventory system" and "farming"?

 

Instead of having to go through a menu EVERY TIME you defeat an enemy, it simply "tallies up" all the loot from dropped enemies as you go through the mission, and when the shuttle picks you up, it brings you to a single menu, where you can see ALL the loot you've picked up onsite.

 

Ex:

Shuttle drops you and squad off, have to defeat a Khet outpost: 1 tank, a dozen troops, grab the data.

You defeat the enemies, destroy the tank, and grab the data, but you also find a store of precious metals.

Shuttle picks you up.

LOOT MENU: 5 composites, 8 weapon fragments, 250 platinum.  QUEST MENU: 1 data cache

Arrive at ship, can proceed to process the data (main quest) and then crafting (loot).

 

The idea is that you can look at the situation, like above, and see "Okay, lots of troops and mechanical things, so I'll likely find weapons and metals on this mission."

Another mission might have you clear out an alien nest, so you would see "Alright, looks like I'll get some biomass and a possible autopsy."

Yes, it sounds a lot like XCOM, but they did a good job with the loot and inventory system in that game.  It was intuitive, and you didn't have to explore every single area to get the loot you know you got.

 

Basically, you'll get minimal loot/inventory if you just stick to the "main" path, enough to get you what you need for the sake of the main plot, but if you want the really special stuff, you'll have to explore.

This way you don't have to worry about "missing" a random drop, since it happens all at once at the end, and not before.

 

That wouldn't fix the problem I have with inventory systems of having to manage all the items that drop. It might not be on the battlefield, but as soon as I get back to my ship I would have a pile of junk that I might want one item at best for grinding the game to a halt for me.  Mass Effect 1 the loot system became such a hassle I stopped picking up items and never played a new character because I just didn't want to deal with it.