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ME:A armor system?


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65 réponses à ce sujet

#26
Zekka

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How about...

-- Armor weight not class-restricted. (Adepts, Engineers able to wear heavy if desired).
-- Could mix different weights on the same character, e.g., heavy chestplate, light gauntlets.
-- Heavier armors provide better protection against melee and explosions, and put more mass behind your melee attacks.

That last bit implies an actual armor layer. All we've seen thus far for the player are shield/barrier and health.

A player could load up with heavy armors and shields, and become a melee monster, forgoing power use. Or possibly be more of a tank, like ME1's soldier w/ immunity.

I agree with these. I remember in ME1 armor added more protection for your character. About the melee monster part, I would not like this to be op. I don't want your character going around and punching everything to death.

 

 

-- Armor weight impacts power cooldowns, similar to the weapon weights in ME3.
-- Ditto shielding. More shields add weight, and impact power cooldowns.
-- Lighter armors could be partially or fully self-healing. Heavy pieces damaged in battle would need to be repaired at the armory.

I disagree with these though. I don't want armor weight impacting weapon cooldowns, armor weight should impact the players speed, attack speed, sprinting, frequency of evading and melee damage.

 

I'm not sold on the idea of shield adding weight either because if memory serves me right, shields are built into the armor.

 

I also don't like the idea that some armor heals itself and others don't. It'd be cool if all armor degraded if you took too much damage and you can either repair it at vendors, your ship, resources or through some self repair mechanic. Or armor degradation could be nonexistent.



#27
spinachdiaper

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Drop the armor completely, remove the option to change companion characters appearance, have a handful of main character clothing options. Armor is completely replaced with personal shields so that people don't look like walking scifi tanks or knock-off stormtroopers.



#28
KotorEffect3

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Overall I liked the way ME3 handled it.  ME 1 armors while they varied greatly statwise all had a sameness to them and ME 2 was just limited though I did like how it introduced the modular system.  That said they need to bring back squadmate armor.


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#29
Laughing_Man

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Drop the armor completely, remove the option to change companion characters appearance, have a handful of main character clothing options. Armor is completely replaced with personal shields so that people don't look like walking scifi tanks or knock-off stormtroopers.

 

I will take stormtroopers any day over the Sci-fi version of chain-mail bikinis.


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#30
The Elder King

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I think a mix between ME1 and ME3.

I'm more concerned about squadmate customization. If there's the same system as ME2/ME3 I hope they'll add more options.



#31
CYRAX470

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Not for the squadmates.


Well why not? I think it'd be cool to customize their armor's as well.

#32
Sylvius the Mad

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Well why not? I think it'd be cool to customize their armor's as well.

I would love that. I was pointing out how the armour customization in ME2 and ME3 wasn't available for the squadmates.

ME1 gave us much more control over the squadmates' appearance. I would like to have ME3's level of customization for Shepard, but have that available for all of squad, not just the main character.
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#33
Pasquale1234

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I agree with these. I remember in ME1 armor added more protection for your character. About the melee monster part, I would not like this to be op. I don't want your character going around and punching everything to death.


I was thinking the additional mass of the heavy armor could help your character hit like a sledgehammer instead of a baseball bat. Or something like that.

Also - shields should protect the user from gunfire, but armor should protect from melee and shrapnel.
 

I disagree with these though. I don't want armor weight impacting weapon cooldowns, armor weight should impact the players speed, attack speed, sprinting, frequency of evading and melee damage.


I wasn't really expecting we'd see any differences in player speed in ME. The weapon weight system in ME3 had a huge impact on power cooldowns, though - so I thought it might work to also use it for armor weight.
 

I'm not sold on the idea of shield adding weight either because if memory serves me right, shields are built into the armor.


Some people have mentioned using some aspects of ME1 armor, and also mods.

ME1 armor had 3 stats - damage reduction, shields, and tech/biotic protection - the heavy armors had much more damage reduction, the light armors much higher tech/biotic protection. There were also quite a few different mods available. There were some upgrades, too, and armor pieces in ME2&3 that enhanced shielding.

So - if mods are a thing, I would expect it would be possible to add additional shields.
 

I also don't like the idea that some armor heals itself and others don't. It'd be cool if all armor degraded if you took too much damage and you can either repair it at vendors, your ship, resources or through some self repair mechanic. Or armor degradation could be nonexistent.


I was thinking about actually adding an armor layer in combat info. What we've seen thus far is only shields and health, and I am proposing adding an armor layer between them. So shields would take damage primarily from gunfire until they're expended, then you'd start taking armor damage. Melee and some explosions could bypass shields and do direct damage to armor, then health. Remember how thresher maw spit would bypass shields?

So - I was thinking that perhaps lighter armor could self-heal, much like shields regen, whereas heavy armor would not be repaired until you returned to your ship or base or whatever.

#34
AresKeith

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I liked how ME3 handled it, with armor coming in individual pieces that you could mix and match and customize. I hope we get something similar for ME:A's protagonist. Actually I'd love to see squadmates get the same feature, though I don't expect it. If squadmates' gear isn't as customizable as the player character's, I'd also be fine with something similar to how ME3 handled companion gear.

 

That being said...I hope all squadmates have optional helmets this time. The breath mask needs to go.

 

I also hope that ME:A keeps the Shepard trilogy aesthetics for their armor design.

 

This

 

Though I really do hope they give squadmates the same level of armor customization as the PC also similar to DAI

 

And I'd also like if they bring back light, medium, and heavy armor but I doubt that one's gonna happen


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#35
echoness

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This

 

Though I really do hope they give squadmates the same level of armor customization as the PC also similar to DAI

 

And I'd also like if they bring back light, medium, and heavy armor but I doubt that one's gonna happen

 

Also please bring back Biotic Amp/ Tech Module in ME. They are really good customization features. Probably better if they can visually change part of player's appearances, like borderlands 2, which class mods are showed on each characters.



#36
Zekka

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I was thinking the additional mass of the heavy armor could help your character hit like a sledgehammer instead of a baseball bat. Or something like that.

Also - shields should protect the user from gunfire, but armor should protect from melee and shrapnel.

Sorry for the late reply

I like the idea that shields protect from gunfire because it fits with the lore. I'd like it if things like Biotics ignored shields and directly hit the players armor or health.

 

The melee bit you added sounds good too.

 

 

I wasn't really expecting we'd see any differences in player speed in ME. The weapon weight system in ME3 had a huge impact on power cooldowns, though - so I thought it might work to also use it for armor weight.
 
 

Difference in speed would help in pacing and would help differentiate more between the armor classes. 

 

I was thinking about actually adding an armor layer in combat info. What we've seen thus far is only shields and health, and I am proposing adding an armor layer between them. So shields would take damage primarily from gunfire until they're expended, then you'd start taking armor damage. Melee and some explosions could bypass shields and do direct damage to armor, then health. Remember how thresher maw spit would bypass shields?

So - I was thinking that perhaps lighter armor could self-heal, much like shields regen, whereas heavy armor would not be repaired until you returned to your ship or base or whatever.

 

Adding an armor layer would kind of defeat the purpose of damage reduction would it not? or would you like to keep both in there? I could see armor being a layer of damage protection and when the armor was completely depleted/damaged/destroyed then the player no longer got damage protection from it. 

 

Melee would always bypass shields. Grenades, explosions and heavy weapons would damage shields, barriers, armor and health. I remember the thresher maws.

 

I wouldn't mind a weapon and armor degradation mechanic either as long as it is handled in the way that the STALKER games did in which it took a really long time for your weapons to degrade and you would need to come under a lot of damage for your armor to be significantly damaged. 

 

 

Also please bring back Biotic Amp/ Tech Module in ME. They are really good customization features. Probably better if they can visually change part of player's appearances, like borderlands 2, which class mods are showed on each characters.

I've said I wanted biotic amps and tech modules to return.


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#37
Pasquale1234

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Sorry for the late reply
I like the idea that shields protect from gunfire because it fits with the lore. I'd like it if things like Biotics ignored shields and directly hit the players armor or health.


I like that in theory, but wonder if it wouldn't make biotics OP in practice. They might need to tone down biotic power a bit in that case.
 

Adding an armor layer would kind of defeat the purpose of damage reduction would it not? or would you like to keep both in there? I could see armor being a layer of damage protection and when the armor was completely depleted/damaged/destroyed then the player no longer got damage protection from it.


Well - the additional layer would mean you'd see different kinds of damage from different kinds of attacks.

I was thinking the protection offered by armor would degrade as the armor degrades. As soon as the armor is damaged at all, you'd start taking small bits of health damage from attacks that bypass shields.
 

Melee would always bypass shields. Grenades, explosions and heavy weapons would damage shields, barriers, armor and health. I remember the thresher maws.


Yeah, that would work.
 

I wouldn't mind a weapon and armor degradation mechanic either as long as it is handled in the way that the STALKER games did in which it took a really long time for your weapons to degrade and you would need to come under a lot of damage for your armor to be significantly damaged.


I was thinking the light armor could be fully self-healing, and regenerate like shields - though perhaps at a little slower rate. Medium armor could perhaps partially self-heal, like in 10% increments (if it's damaged to 71%, it would heal back to 80%). Heavy armor would not be self-healing, but be automatically repaired once you returned to base.

What that would mean is that if your heavy armor was degraded by 10% in the first fight on a mission, you'd be entering the next battle with your armor at 90%. By the time it gets down to, say 30% or so, it offers no better protection than light armor.

Mechanically, that would accomplish a couple of things:
-- It provides a trade-off so that heavy armor is not always automatically the best choice. The speed differentials you've suggested is another way of accomplishing that.
-- It could cause the player to change tactics in later phases of a mission. If your armor is severely depleted, you might want to stay out of melee range, and missiles, grenades, etc., would be greater threats.
 

I've said I wanted biotic amps and tech modules to return.


I'd like to see those again, too.

They wanted to get rid of inventory after ME1, so any upgrades to biotics or the omni-tool were done with research, mods, or armor bonuses.

Really, since ME1, armor has been mostly about aesthetics and bonuses - not basic protection.

#38
Ahglock

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Sorry for the late reply
I like the idea that shields protect from gunfire because it fits with the lore. I'd like it if things like Biotics ignored shields and directly hit the players armor or health.
.


The lore is fairly agnostic on this actually. It gives general statements. It works on fast moving prpjectiles. It does not activate can slow moving things so it won't knock a chair away when sitting down. There is a huge difference in speed in sitting down and a punch. Radar guns of today could spot the difference, so the tech of the far future noticing it and accounting for if is reasonable. They can also claim it doesn't, it makes less sense to me given that we could program a device to trigger at those speed differences today but hey whatever.

Mass effect fields stopping biotics makes more sense to me than armor stopping it. I always head canoned that biotic/tech resistance in armor from ME1 was about shield calibrations that functioned even at the smallest level of shields(shields being down), the me2 tech leap was a change from resistance to totally stopping biotics but only while the shields were still up.

#39
Ahglock

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Armor and speed. I really really hope they do not use movement speed as a balancing factor. Game play wise very few things are as annoying as moving slow. I don't care about the balance its just annoying. Some kind of speed boost option for armor so you move even faster than normal is fine, but moving slower just sucks.

#40
Zekka

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Armor and speed. I really really hope they do not use movement speed as a balancing factor. Game play wise very few things are as annoying as moving slow. I don't care about the balance its just annoying. Some kind of speed boost option for armor so you move even faster than normal is fine, but moving slower just sucks.

Well when I say moving slow, I don't mean at a snail pace. If you've played a TES game or a Souls game and you see how much slower/faster you move with heavy/light armor/no armor, then that should be enough.

 

 

I like that in theory, but wonder if it wouldn't make biotics OP in practice. They might need to tone down biotic power a bit in that case.

I am expecting it to be like ME1 in which it took you a while to level up your biotics in which were weak at first.

Well - the additional layer would mean you'd see different kinds of damage from different kinds of attacks.

I was thinking the protection offered by armor would degrade as the armor degrades. As soon as the armor is damaged at all, you'd start taking small bits of health damage from attacks that bypass shields.

This is what I meant when I said I would like an armor degradation. I agree with the rest.


I was thinking the light armor could be fully self-healing, and regenerate like shields - though perhaps at a little slower rate. Medium armor could perhaps partially self-heal, like in 10% increments (if it's damaged to 71%, it would heal back to 80%). Heavy armor would not be self-healing, but be automatically repaired once you returned to base.

What that would mean is that if your heavy armor was degraded by 10% in the first fight on a mission, you'd be entering the next battle with your armor at 90%. By the time it gets down to, say 30% or so, it offers no better protection than light armor.

Mechanically, that would accomplish a couple of things:
-- It provides a trade-off so that heavy armor is not always automatically the best choice. The speed differentials you've suggested is another way of accomplishing that.
-- It could cause the player to change tactics in later phases of a mission. If your armor is severely depleted, you might want to stay out of melee range, and missiles, grenades, etc., would be greater threats.

When you put it this way it doesn't sound as bad as I thought. I would also like to add a difference in which the player could fix/repair his armor either with an item or at a repairman in a city/hub world so that it would break the tedium of going back to your ship to constantly getting your armor fixed.


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#41
Pasquale1234

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I am expecting it to be like ME1 in which it took you a while to level up your biotics in which were weak at first.


It might be. Still, for biotic powers to penetrate shields would be a pretty big departure from what we saw in ME2&3, where you had to strip shields before you could use biotics on a target.
 

When you put it this way it doesn't sound as bad as I thought. I would also like to add a difference in which the player could fix/repair his armor either with an item or at a repairman in a city/hub world so that it would break the tedium of going back to your ship to constantly getting your armor fixed.


I thought about armor repair kits (similar to medi-gel), but am a little bit afraid it could make armor depletion inconsequential. So - normally, you'd need to go through an entire mission with the armor in whatever state it's in.

No idea what ME:A has in store, but in ME3, you were typically sent back to the ship right after completing a mission, anyway. Any tedium of returning to the ship for armor repairs would only exist if you could start another mission from the point where you completed one.

#42
Zekka

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It might be. Still, for biotic powers to penetrate shields would be a pretty big departure from what we saw in ME2&3, where you had to strip shields before you could use biotics on a target.

I wouldn't mind. It would mean the player wouldn't have to completely depend on their shields and wait for it to constantly recharge.

 

I thought about armor repair kits (similar to medi-gel), but am a little bit afraid it could make armor depletion inconsequential. So - normally, you'd need to go through an entire mission with the armor in whatever state it's in.

No idea what ME:A has in store, but in ME3, you were typically sent back to the ship right after completing a mission, anyway. Any tedium of returning to the ship for armor repairs would only exist if you could start another mission from the point where you completed one.

Hmm, the idea of repair kits could be scrapped then. Maybe just keep it that technicians and repairmen can repair your armor/weapons for you. You would have one on your ship that would do it for free while you would have a repairmen/technician in cities and hub worlds who you could pay to also repair your armor and weapons.  

Engineer & Infiltrator class would have a skill that they could unlock to do the same but it wouldn't be able to repair the players equipment to the level of the technicians and repairmen. They also wouldn't be able to use it in battle.

 

I was thinking that MEA would ditch the mission & level design of ME2 & ME3 in which the player was basically dropped into combat zones that were separate from hub worlds and different areas. I was thinking it would be more like ME1 in which a combat area would be intertwined with a hub world for just one giant area. Allowing the player to walk or drive in and leave as they please.



#43
Pasquale1234

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I wouldn't mind. It would mean the player wouldn't have to completely depend on their shields and wait for it to constantly recharge.


Not sure I follow. I thought we were talking about biotics penetrating shields instead of needing to strip shields before using biotics.

I was thinking that MEA would ditch the mission & level design of ME2 & ME3 in which the player was basically dropped into combat zones that were separate from hub worlds and different areas. I was thinking it would be more like ME1 in which a combat area would be intertwined with a hub world for just one giant area. Allowing the player to walk or drive in and leave as they please.


Or contiguous with other areas of a planet we are exploring? I hope you're right.

#44
Steelcan

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The only issue I had with ME3's system was a lack of options for companion customization.

Besides that I'd like to see that system maintained. I don't really care for the more traditional system of gradually getting better and better armor, I much prefer upgrades to the existing armor pieces.

#45
Larry-3

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So which armor system do you like more? The "Old" system where armor was purchased as complete sets, of light, medium and heavy armor, with great differences between types and companies that made them, with different armors for different species etc.., or new, where we can mix and match pieces of armor, and there is no great difference between protection offered by armors, and they serve mostly as a cosmetic

Or do you think a completely new, different system from both needs to be developed

Please also feel free to vote here:
http://goo.gl/H6IFmS

Ty :)


I would like a bit of both, but I would like more options with the two. What I mean is, editing a complete armor set, and editing armor pieces.

Say I purchased the Duelist I armor. Once I purchased it, I could replace the armor pieces on it. For example, I replace the forearm pieces with different pieces. I could also edit the color or the armor and or pieces in general.

#46
Zekka

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Not sure I follow. I thought we were talking about biotics penetrating shields instead of needing to strip shields before using biotics.

 

I meant that I wouldn't mind the former in which biotics penetrated past shields and hit the player directly like ME1 instead of stripping shields like ME2 & 3. 


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#47
LexXxich

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Biotics are not projectiles. They are depicted as such for convenience purposes in ME2/3, but are just projected gravitational fields.

#48
Master Warder Z_

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Squishy classes should get squishier and armor systems should resemble ME3 with far more customization in terms of suits, bits and bobbles.

I never liked that my infiltrator when it came down to it was just as weak to gunfire as my supposedly heavy armored soldier. I think class base should impact the utilities of armor far more truthfully with soldiers getting the best abet heaviest armor.

#49
Laughing_Man

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Squishy classes should get squishier and armor systems should resemble ME3 with far more customization in terms of suits, bits and bobbles.

I never liked that my infiltrator when it came down to it was just as weak to gunfire as my supposedly heavy armored soldier. I think class base should impact the utilities of armor far more truthfully with soldiers getting the best abet heaviest armor.

 

Class restricted armor is annoying. They should just give heavy armor slower movement and cool down, but make it a tank.



#50
Master Warder Z_

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Class restricted armor is annoying. They should just give heavy armor slower movement and cool down, but make it a tank.


Sort of the point! It gives each and every class tactical appeal and advantage.
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