ME does allow active ammo load management on the field, via skills.
ME1 used mods for that - and you could swap them in the field, too.
When I say active management, I don't mean actively doing things in a menu; I mean actively making decisions in the midst of shooting.
Worrying about how much medigel you should use and when or which part of an enemy you should shoot is active management.
I don't want to be "encouraged" to play any particular way, at least not when the method involves "punishing" me for trying to play in a way that best satisfies my preferences.
As I have said so many times: others want to be encouraged. I'm not trying to find a system that perfectly satisfies you, I'm trying to find a system that achieves the best result overall. Incidentally, that means making most people somewhat or mostly happy rather than just making only some people completely happy.
Besides, this is what difficulty sliders are for. If you don't want the ammo system to affect your playstyle, tone down the difficulty.
Unless you adjusted quantities by vocation, ammo scarcity would punish some vocations more than others. You'd also need to be more meticulous in balancing weapon designs, and ostensibly more forthcoming about weapon stats.
I don't see what the problem is. Of course an unbalanced system would be unfair for certain classes.
I
want BIoWare to be more meticulous with weapon design. Weapon design is paramount.
The ideal being... ?
What I just described a few sentences up in that post.
In FO3, ammo is weightless. You can carry all that you possess.
What Fallout 3 does is irrelevant; Mass Effect isn't Fallout. I only referenced it because it has ammunition types.
So I've been told. It was initially marketed as an action RPG.
Fallout is also an RPG that happens to use shooting mechanics.
This argument is becoming increasingly untenable. I understand that you don't come to Mass Effect for the shooting, but pretending that Mass Effect isn't a shooter or holding onto outdated marketing material and then proclaiming that Mass Effect has long since gone astray is absurd. Mass Effect isn't an RPG that "just so happens to use shooting mechanics." It hasn't been for a while and it arguably never was. I simply do not care if you think that's a bad thing.
What I do care about are good discussions that could actually benefit BioWare if they read them. Arguing on the basis that Mass Effect's TPS mechanics shouldn't exist or shouldn't be cared for isn't helpful to anyone, because BioWare clearly values those TPS elements. Calling BioWare's design decisions wrong especially after they've proven to be so effective is useless. I think the best way to get what we want is to work
with BioWare's decisions and creative direction to create something that appeals to both TPS and RPG fans alike while respecting BioWare's creative control.
I think level, encounter, and enemy AI design have far greater potential to keep combat (whether you choose to shoot or not) consistently engaging.
And they do, but that's no reason to deny more enhancements. Good shooter mechanics are a confluence of major and minor design facets that flow together and improve on each other. Wolfenstien, Shadow Warrior, and Dead Space would all be worse games without their ammunition systems, so would countless other shooters. This extra system really does have tangible beneficial effects.
From the inception of the IP, ME weapons have had a very different technological basis than any other firearms. Adding ammo now would be a sea change in the technology, and change the flavor of the series.
I'll grant you this. It is true that ammo doesn't make a whole lot of sense in context of the lore. Of course, that's never stopped BIoWare before. They could say that weapon types now have to use their own proprietary sinks or something. I'm not saying that's a good explanation but for me, it'd be worth it the mechanical benefit.
We're also going to a new galaxy, so there's potentially a bit more room for an ammo system there.
Also - I genuinely think the overheating mechanic is as good as it gets. It restricts how much you can shoot over time, which I find preferable to a cap on how much you can shoot, period.
But how do you think that improves the game's mechanics? How does restricting "how much you can shoot over time," make the game better? And how can you be so confident when you haven't played any of the shooters I've referenced?
I found ME1's gunplay to be slow, due in no small part to gun cooldown periods, and I'm sure others would say the same.
It doesn't serve as a vector of difficulty when all you need to do is camp in cover and wait for your squadmates to finish the battle. It just means players are camping in cover instead of playing. In order for some limitation to be meaningful, it needs to be applied to all allied combatants.
This has always been a problem, even with overheat. How would an ammo system make this worse?
But fine, we can have squad ammunition management if you think it's absolutely necessary. That just means more to do in the inventory screen right?