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Should The New Ship & Mako Use Fuel?


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#76
Master Warder Z_

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Without any perks in Scrounger I found ammo boxes with 4 cores semi regularily. I used PA, along with VATS and sprint, about half the time and still finished the game with close to 70 of them.

As for Mako fuel, what does this bring to the gameplay? The fuel in ME2 just had you stop and pay a stipend of credits once in a while. That's not exactly compelling. Now, fuel in, say, FTL is used as a strategic ressources, but doesn't have the same gameplay as Mass Effect. I see little use for a fuel-based Mako personally. Let us use it and explore the map to our heart's content.

Besides, if we can get a massive ship to Andromeda, surely we can invent APCs that have autonomy beyond a few hours? It's one of those things that also bugged me in FO4, since in lore Power Armor has internal fusion reactor that allow it to last a hundred years of constant use. But then suddenly even the cutting edge X-01 needs to have its batteries replaced like it was a freaking TV remote?


The BOS stole them because they wanted to make fort out of them.

#77
RoboticWater

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It could actually be done with the Mako and add a sense of tension when you explore as well as some resource management. But not for the ship. 

Yes, but why have that tension? I somehow doubt that BioWare are trying to make a tense survival experience in the exploration zones.

 

But if BioWare are trying to make exploration tense and difficult, they shouldn't stop at the Mako. The game would feel thematically incoherent if the danger of exploring on uncharted worlds isn't mirrored in the vastness of space. It just seems odd that galactic travel would be more trivial than driving a tank.



#78
Zekka

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Alright, now that I think about it, it doesn't sound that bad. Just make sure that we can customize the mako to have more fuel and that fuel doesn't burn up too quickly and also allow us to buy fuel somehow without always returning to the ship.



#79
LemurFromTheId

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It could actually be done with the Mako and add a sense of tension when you explore as well as some resource management. But not for the ship.

 
There are many other ways (such as wandering monsters) to add tension to exploration that don't penalise it by adding extra cost and tedium to it.

 

Alright, now that I think about it, it doesn't sound that bad. Just make sure that we can customize the mako to have more fuel and that fuel doesn't burn up too quickly and also allow us to buy fuel somehow without always returning to the ship.

 
A feature to inconvenience players and a convenience feature to circumvent it?

 

*sigh*

 

A pointless waste of development resources. Game mechanics shouldn't be added for the sake of adding game mechanics; they should serve a purpose.



#80
slimgrin

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Yes, but why have that tension? I somehow doubt that BioWare are trying to make a tense survival experience in the exploration zones.

 

But if BioWare are trying to make exploration tense and difficult, they shouldn't stop at the Mako. The game would feel thematically incoherent if the danger of exploring on uncharted worlds isn't mirrored in the vastness of space. It just seems odd that galactic travel would be more trivial than driving a tank.

 

Seriously? Why not have the tension of exploring a distant planet with the possibility of getting stranded? It wouldn't be that hard to factor in a variety of penalties for running out of fuel, like emergency beacons for extraction or a massive cost to credits. Look at what Dark Souls does for instance, and how it intelligently penalizes players for poor tactics.



#81
Synthetic Turian

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Maybe it should run on thermal clips.  :P

 

Spoiler



#82
SolNebula

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No that's so stupid and it's bound to become a chore while exploring. I don't want that nonsense. I already disliked ths fuel stuff in ME3....if I have to worry about the Mako then I'm going to ditch it in favor of a horse with breather. Much more convenient.

#83
Kroitz

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Why would I consider this shallow attempt to add depth to free roaming in a Mass Effect game at all fun, and why is our advanced ground vehicle not able to operate for many hours? Consideration of a faster and better route to take in mere minutes of free roaming (it's not likely that points of interest will be THAT far apart) sounds like meaningless tedium designed to just add more busywork to pad the game.

 

It's about the progression path I mentioned earlier.

 

Why not start your character at max lvl with every ability and convenience unlocked? I mean, all that busywork and pointless padding of leveling up is getting in the way of instant gratification. The idea of limiting your options at the start is that you get a feeling of progression. Making your vehicle something you manage (beside steering and shooting) and giving you the option to upgrade it has the same mindset behind it.

 

Let's say driving at normal speed would need a miniscule amount of ressources, but using thrusters, boosts and special maneuvers eat them. At first you are limited, but as you progress you can use them more often and even unlock new and stronger tricks.



#84
KaiserShep

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Seriously? Why not have the tension of exploring a distant planet with the possibility of getting stranded? It wouldn't be that hard to factor in a variety of penalties for running out of fuel, like emergency beacons for extraction or a massive cost to credits. Look at what Dark Souls does for instance, and how it intelligently penalizes players for poor tactics.

 

In order for our group to really be stranded, the ship would have to leave the system entirely, which wouldn't really make sense unless there's a hostile presence that forces it to leave, in which case the ground mission will probably be more focused rather than permit much free-roaming exploration anyway. So really, all this will result in is running out of fuel, then getting picked up, then landing again until all points of interest have been explored and repeat. 



#85
von uber

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It'll be fun for 5 minutes. Then it'll be really annoying.

#86
Keitaro57

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I'm seriously again a exploration vehicule unable to move more than 5 minutes before running out of fuel.

Pocket submarines of the second world war had a 50+ hours autonomy. I know that switching the weapons between a scifi system and a first world war system between ME1 and ME2 is normal for Bioware, but I'm seriously wondering why the new Mako would have a lower range of action than a car toy.

 

And for the sake of the exploration feeling, I'm for the spaceship fuel management. Why would they need a Pathfinder if every commoner can travel FTL all over the galaxy in a matter of seconds?



#87
KaiserShep

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How fuel management works for the ship in this game would depend on how we control the ship with our star map. If the map is like ME1's, then it wouldn't have some counter going down, because it's just point and click to each system. It would basically be a matter of having a points system where each location requires a certain number to reach, denying access if you don't have enough points. It would be pretty brain-dead if the pilot just guns it to wherever in space and doesn't have any idea how much fuel it would take to get there. 

 

But then, what if a single system has more than one planet we can land on? For this system to keep its credibility, any movement at all should spend fuel. Mass Effect 2/3's implementation of the fuel mechanic was poor, mainly because running out of fuel only resulted in being bounced back to the solar system with a mass relay, and we could zip around a star all we want and never run out. 



#88
fyz306903

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Oh God, please no! That severly damaged my enjoyment of ME2 and 3 for me. Paying for fuel commits two evils:

1. Intrisicly limits exploration, is a game that is almost certainly open world

2. Would give EA a lovely excuse to put microtransactions in.

 

I had to miss half of the sidequests in ME2 becuase I spent all of my money on fuel and couldn't afford any more, so PLEASE don't put this in a sequel. Just be like ME1 and have properly unlimited exploration (but with sidequests that actually differ from each other and AT LEAST 15 hours of main quests).



#89
In Exile

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It could actually be done with the Mako and add a sense of tension when you explore as well as some resource management. But not for the ship.


I dont see how there would be tension. At most you'd either have aggravation (fast travel back to the ship!) or you'd basically lock yourself out of the game (stuck on the world unless you find fuel).