Aesthetics V2
#1151
Posté 11 mars 2016 - 06:44
- Lady Artifice aime ceci
#1152
Posté 12 mars 2016 - 11:58
I'm definitely more a fan of the lighter armor designs than those that make the character look like a walking tank. The more an armor design looks like something from Warhammer, Fallout, or WoW, the less I like it. It just looks completely impractical. Mobility and the ability to maneuver are at least as important as physical protection, if not more so. Even ignoring issues with practicality though, I think the walking tank designs just aren't aesthetically pleasing at all.
In Andromeda I hope none of the heavy armor designs look heavier than those we saw in ME1. This and this were steps in the wrong direction IMO.
Having said that I know that what is or isn't aesthetically pleasing is entirely subjective, and that two of my least favorite ME armor designs are probably other peoples' favorites.
- Heimdall, c_cat, stephen_dedalus et 5 autres aiment ceci
#1153
Posté 12 mars 2016 - 04:02
I'm definitely more a fan of the lighter armor designs than those that make the character look like a walking tank. The more an armor design looks like something from Warhammer, Fallout, or WoW, the less I like it. It just looks completely impractical. Mobility and the ability to maneuver are at least as important as physical protection, if not more so. Even ignoring issues with practicality though, I think the walking tank designs just aren't aesthetically pleasing at all.
In Andromeda I hope none of the heavy armor designs look heavier than those we saw in ME1. This and this were steps in the wrong direction IMO.
Having said that I know that what is or isn't aesthetically pleasing is entirely subjective, and that two of my least favorite ME armor designs are probably other peoples' favorites.
I'm actually on the other side of the fence when it comes to realism and practicality in armor.
I mean, the fact that you can hide from relentless overwhelming fire from railguns lasers plasma and dark energy behind a two-inch-thick waist high cover, is such an obvious game-y concept that personally I find it hard to take it seriously.
A more realistic take on this will see concentrated fire chewing very quickly through most types of cover, and a normal human even in "light armor"
is not going to be able to evade for long someone with a bullet hose, so my survival tactic would be to use the heaviest armor and shields I can get my hands on, and try to kill the enemy before I have to seek cover.
I suppose that a stealth system that allows for almost constant invisibility would be the exception to the rule.
- Ahriman et Steelcan aiment ceci
#1154
Posté 12 mars 2016 - 04:10
Having a range of available armors would be best. Some light that mirrors ME1's skintight look, and some heavier variants more akin to ME2/ME3, albeit they don't need to go full on Space Marine either.
I'd also make all armor available to all classes and give different bonuses. So if you want a swift soldier or a sturdy Adept, you can do it.
- Khrystyn, blahblahblah et Lady Artifice aiment ceci
#1155
Posté 12 mars 2016 - 04:47
I'm actually on the other side of the fence when it comes to realism and practicality in armor.
I mean, the fact that you can hide from relentless overwhelming fire from railguns lasers plasma and dark energy behind a two-inch-thick waist high cover, is such an obvious game-y concept that personally I find it hard to take it seriously.
A more realistic take on this will see concentrated fire chewing very quickly through most types of cover, and a normal human even in "light armor"
is not going to be able to evade for long someone with a bullet hose, so my survival tactic would be to use the heaviest armor and shields I can get my hands on, and try to kill the enemy before I have to seek cover.
I suppose that a stealth system that allows for almost constant invisibility would be the exception to the rule.
The mobility issue isn't so much about being able to get out of incoming fire, though of course that would still be important, but that all small unit tactics heavily rely on maneuverability at the squad or platoon level. I'm simplifying a bit, but they all essentially basically boil down to using machine gun fire to pin the opposing side down while another element maneuvers forward and/or onto the opposing force's flank.
The advances made by an assault element could potentially be while *under* fire as well, and the assault would be made with individual members of the fire teams taking turns leaping forward in short sprints while the others provide covering fire.
The armor designs that fall into ME's light & medium categories look the most plausible to me, because they look like they'd provide protection while still allowing the wearer to sprint. The other issue is that combat troops frequently have to carry a lot of gear, so the more weight you put on their shoulders via body armor, the less they can carry in a pack. Eventually with body armor you're going to reach a point of diminishing returns.
Mass Effect isn't an ultra-realistic combat simulator of course, but the technology in the game universe isn't so drastically different that infantry tactics at the squad or platoon level should have drastically changed. So I would think that the armor design would have to allow for the full range of motion and maneuverability, and without completely exhausting the wearer.
- legbamel, Master Warder Z_, blahblahblah et 1 autre aiment ceci
#1156
Posté 12 mars 2016 - 05:26
The mobility issue isn't so much about being able to get out of incoming fire, though of course that would still be important, but that all small unit tactics heavily rely on maneuverability at the squad or platoon level. I'm simplifying a bit, but they all essentially basically boil down to using machine gun fire to pin the opposing side down while another element maneuvers forward and/or onto the opposing force's flank.
The advances made by an assault element could potentially be while *under* fire as well, and the assault would be made with individual members of the fire teams taking turns leaping forward in short sprints while the others provide covering fire.
Entrenched enemies suck if you don't have artillery or air support.
- Han Shot First aime ceci
#1157
Posté 12 mars 2016 - 05:27
I'd still prefer either of those to ME1's ridiculous combat wetsuits and ME2's catsuits. With a few exceptions ME3 had the best designs both light
and heavy
The most standout issue was that a lot of them lacked helmets, which is kind of dumb in any combat but especially so in vaccum or toxic environments
The mobility issue isn't so much about being able to get out of incoming fire, though of course that would still be important, but that all small unit tactics heavily rely on maneuverability at the squad or platoon level. I'm simplifying a bit, but they all essentially basically boil down to using machine gun fire to pin the opposing side down while another element maneuvers forward and/or onto the opposing force's flank.
The advances made by an assault element could potentially be while *under* fire as well, and the assault would be made with individual members of the fire teams taking turns leaping forward in short sprints while the others provide covering fire.
The armor designs that fall into ME's light & medium categories look the most plausible to me, because they look like they'd provide protection while still allowing the wearer to sprint. The other issue is that combat troops frequently have to carry a lot of gear, so the more weight you put on their shoulders via body armor, the less they can carry in a pack. Eventually with body armor you're going to reach a point of diminishing returns.
Mass Effect isn't an ultra-realistic combat simulator of course, but the technology in the game universe isn't so drastically different that infantry tactics at the squad or platoon level should have drastically changed. So I would think that the armor design would have to allow for the full range of motion and maneuverability, and without completely exhausting the wearer.
Modern infantry hump a lot more gear into combat than anyone in ME and manage fine even without powered armor. Cosidering the bulkiest armors we see are worn by physical freaks like Vega or veritable cyborgs like Shepard and Cerberus troops, I don't think it'd do much of anything to mobility for them. If they put it on Liara, then I'd have an issue, but hers in ME3 were mostly solid light/medium designs (albiet they all still lacked a helmet).
Anyway, if you want to go for more realism, you should focus less on plate design and more on the fact that almost everyone is wearing garish white, blue, yellow, red or purple coloured, shiny reflective armor with lights all over it. Realistically, that'd get you shot up so much that it wouldn't really matter how much armor you were wearing because you won't even be able to take advantage of concealment, and won't be able to move once fighting starts without getting shot anyway. Every engagement should be our team getting ambushed, suppressed and outmaneuvered or having fire missions dropped on us before we can even figure out where the enemy is, but fortunately for us the enemies are all more interested in looking fab than not dying as well (and nothing but small arms seems to exist).
I suspect that changing this would result in people saying the armors aren't distinctive enough, though. As far as I can tell, not many liked the camouflages on heavier ME1 suits (though that we couldn't change the patterns without changing the armor was a bit silly).
Meh, just reminds me this series isn't supposed to be that realistic or hard scifi, anyway.
- Draining Dragon et Teabaggin Krogan aiment ceci
#1158
Posté 12 mars 2016 - 05:33
Modern infantry hump a lot more gear into combat than anyone in ME and manage fine even without powered armor.
Damn right we do...or did rather in my case.
#1159
Posté 12 mars 2016 - 05:44
How dare you say something bad about Cerberus' armors?
Anyway, ME3 had some heavier armors but I thought they were great. Actually, Cerberus' armors are my favorites from anywhere. There are some hints they may sacrifice mobility, but the trade-off can be worth it. After all, soldiers are not bailarinas. Having free-movement is worthless if you're gonna die for the first bullet that hits you.
Although I think Cerberus' Trooper/Centurions armors are far from being "walking tanks" and don't like that concept either, I believe they can work if the armor is an exosuit. Actually, ALL amors in the future should greatly enhance the soldier that wears them. That's one thing I miss in Mass Effect. Armors are just for protection, They don't have that component. In addition, you doesn't even have to change aesthetics, just invent some technology to explain the enhanched strength and so on. So in a end this is more about gameplay than how armors look, but it's something worth pointing out.
Going back a little bit, differences between heavier armors and lighter armors is also important for the sake of aesthetics itself. And Cerberus in ME3 is a greatly example of that. Just by looking at the armors, you know what each type of enemy would be about. And you also knew they were Cerberus'. That's something Bioware did extremely well with the trilogy, create a type of looks that you can immediately associate with a race or group. More with weapons than with armors, but I felt it was a great aspect of Mass Effect.
Visual medias need that, and sometimes practicality will suffer for it. But when done well, it's a worth trade-off.
- Laughing_Man aime ceci
#1160
Posté 12 mars 2016 - 05:51
give me Mjolnir suits or give me death!
- Hanako Ikezawa aime ceci
#1161
Posté 12 mars 2016 - 05:55
Damn right we do...or did rather in my case.
**** that noise. Branch detail as 13a was bad enough.
Inb4
#1162
Posté 12 mars 2016 - 06:00
About armors, I'm sure Bioware will deliver in quality. Quantity I'm not so sure, as I think ME lacked variety in armors. For Shepard not so much, but for everybody else. I remember in ME3 I expect to see every race's army using different armors than we've seen before, but they just used some reskin armored we've seen since ME1.
I have a bigger 'concern' about costumes. That's something I believe ME dropped the ball, there weren't really great clothes. They even had some cool concepts, but they didn't look well in the game. Also the lack of variety hurt this part more it did for armors.
Againt with Civilization Beyond Earth, it has some great and detailed costumes for its leaders, for example:
.

.

- yolobastien6412 aime ceci
#1163
Posté 12 mars 2016 - 06:01
I understand you are showing the detail and stuff from the SP armors, and it is good, but you should have really put in that Quarian with the armor matching the Crusader. That was amazing. I mean I assume its not a screenshot of your in game character or anything, but that was still one of the best looking characters I have seen.
#1164
Posté 12 mars 2016 - 06:04
**** that noise. Branch detail as 13a was bad enough.
Inb4
Spoiler
You were artillery? Well at least you don't have to tote the big stuff, I mean the 270 is a damn self propelled gun so...yeah.
#1165
Posté 12 mars 2016 - 06:41
The mobility issue isn't so much about being able to get out of incoming fire, though of course that would still be important, but that all small unit tactics heavily rely on maneuverability at the squad or platoon level. I'm simplifying a bit, but they all essentially basically boil down to using machine gun fire to pin the opposing side down while another element maneuvers forward and/or onto the opposing force's flank.
The advances made by an assault element could potentially be while *under* fire as well, and the assault would be made with individual members of the fire teams taking turns leaping forward in short sprints while the others provide covering fire.
The armor designs that fall into ME's light & medium categories look the most plausible to me, because they look like they'd provide protection while still allowing the wearer to sprint. The other issue is that combat troops frequently have to carry a lot of gear, so the more weight you put on their shoulders via body armor, the less they can carry in a pack. Eventually with body armor you're going to reach a point of diminishing returns.
Mass Effect isn't an ultra-realistic combat simulator of course, but the technology in the game universe isn't so drastically different that infantry tactics at the squad or platoon level should have drastically changed. So I would think that the armor design would have to allow for the full range of motion and maneuverability, and without completely exhausting the wearer.
Well, I'm just going to point out that most of the problems you mentioned are easily solved by powered armor.
I mean, even today's prototypes of powered exoskeletons (wich are basically similar to the exo-suits from Edge of Tomorrow and Elysium)
can allow a soldier to carry more weight and potentially move quicker without fatigue, the story of ME is supposed to be even more futuristic, so...
Essentially, even for flanking and running under fire, the soldier with the power armor is superior, sure he might be heavier and bigger,
but he can run just as quickly (or quicker) for bigger distances while carrying four times the weight his light armor comrades can carry.
Like with everything else, once you managed to perfect a type of technology, doing things without it merely becomes the inferior way to do it.
That said, I can see the appeal of a lighter version of a power armor, designed to augment speed instead of carrying capacity and armor.
#1166
Posté 12 mars 2016 - 07:08
How dare you say something bad about Cerberus' armors?
Anyway, ME3 had some heavier armors but I thought they were great. Actually, Cerberus' armors are my favorites from anywhere. There are some hints they may sacrifice mobility, but the trade-off can be worth it. After all, soldiers are not bailarinas. Having free-movement is worthless if you're gonna die for the first bullet that hits you.
Although I think Cerberus' Trooper/Centurions armors are far from being "walking tanks" and don't like that concept either, I believe they can work if the armor is an exosuit. Actually, ALL amors in the future should greatly enhance the soldier that wears them. That's one thing I miss in Mass Effect. Armors are just for protection, They don't have that component. In addition, you doesn't even have to change aesthetics, just invent some technology to explain the enhanched strength and so on. So in a end this is more about gameplay than how armors look, but it's something worth pointing out.
Going back a little bit, differences between heavier armors and lighter armors is also important for the sake of aesthetics itself. And Cerberus in ME3 is a greatly example of that. Just by looking at the armors, you know what each type of enemy would be about. And you also knew they were Cerberus'. That's something Bioware did extremely well with the trilogy, create a type of looks that you can immediately associate with a race or group. More with weapons than with armors, but I felt it was a great aspect of Mass Effect.
Visual medias need that, and sometimes practicality will suffer for it. But when done well, it's a worth trade-off.
I personally don't mind a bit of chunky armor as long as it doesn't make you look like a teddy bear, like in the Gears of War series or the Starcraft games. Actually speaking of powered armor, I loved the way the exo suits functioned in Edge of tomorrow. They were minimalist and spartan in design but seemed to really amplify the strength and speed of the wearer. It was strange to see them neglecting to wear a helmet or any sort of heads up display but the over shoulder cannons and the big metal sword kinda made up for it in awe factor.
Love the avatar btw!
- SNascimento aime ceci
#1167
Posté 12 mars 2016 - 08:46
I personally don't mind a bit of chunky armor as long as it doesn't make you look like a teddy bear, like in the Gears of War series or the Starcraft games. Actually speaking of powered armor, I loved the way the exo suits functioned in Edge of tomorrow. They were minimalist and spartan in design but seemed to really amplify the strength and speed of the wearer. It was strange to see them neglecting to wear a helmet or any sort of heads up display but the over shoulder cannons and the big metal sword kinda made up for it in awe factor.
Love the avatar btw!
I like you.
- Teabaggin Krogan aime ceci
#1168
Posté 12 mars 2016 - 08:50
I agree with Han Solo up top. I'm not a fan of huge, bulky armor at all. However, I'm not a fan of ME2's "catsuit" armor, as QMR put it. I really like the N7 armor we've seen in the MEA teasers.
- Han Shot First et Onewomanarmy aiment ceci
#1169
Posté 12 mars 2016 - 09:15
^ Me too. I like the lighter armour.
#1170
Posté 12 mars 2016 - 09:27
My favourite armors could be labelled as "medium", so that's what I would like the most. Nice, medium armor(s). That being said, some lighter and heavier armors are welcomed as well. I always felt my adept missed something lighter in ME2/ME3. I don't want a repeat.
#1171
Posté 12 mars 2016 - 09:33
You're right. Perhaps medium is the better word. Light and medium both I think. I'm not a fan of the really bulky heavy ones, that's for sure.
#1172
Posté 12 mars 2016 - 10:01
Considering mass accelerator technology was present throughout the trilogy, it kind of confused me why there was so much emphasis on more skin tight fabricky materials and exposed skin, especially for squadmates.
Optional helmets all around for earthlike atmospheres, and mandatory ones for planets full of toxic gasses and vacuum environments, as long as you can see the face under a transparent visor for dialogue purposes.
And I hope it's fully customisable for squadmates as well as the pc.
- Onewomanarmy aime ceci
#1173
Posté 13 mars 2016 - 12:34
Funny how you mention one of my favourite armor designs in trilogy.
The mobility issue isn't so much about being able to get out of incoming fire, though of course that would still be important, but that all small unit tactics heavily rely on maneuverability at the squad or platoon level. I'm simplifying a bit, but they all essentially basically boil down to using machine gun fire to pin the opposing side down while another element maneuvers forward and/or onto the opposing force's flank.
The advances made by an assault element could potentially be while *under* fire as well, and the assault would be made with individual members of the fire teams taking turns leaping forward in short sprints while the others provide covering fire.
Speaking of practical side, we are talking about 23th century here with weight alterings fields, hi-tech alloys and servos. Did you notice lack of mobility from stormtroopers you mentioned?
You also might look for Talos armor which is supposed to be next stage of protection design in american army.
- Teabaggin Krogan aime ceci
#1174
Posté 13 mars 2016 - 01:14
I haven't been keeping up with the forum and couldn't get through so many pages so my apologies if this has been mentioned before. With all the variety people have been asking for, I have to mention how important it is, for me at least, that all these countless variations not just be options for us to use. I can't stress enough how much it loses any hope of realism and throws me against the wall next to my computer when I see a crowd of 30 people and there are only 6 varieties of humanoids, with 2 varieties of plain clothing. Is everyone a clone that requires a uniform? Why can't all or at least most of them be different? This is a countless number of galaxies with even more species, so it should be rare that anyone even wears the same clothing, let alone looks identical to someone else. I can't think of a single time in my whole life I ever saw someone wearing a single item of clothing I've owned so it should be even more rare here. Plus, you know, different species and planetary customs/values means lots of different clothing.
As an aside, I'd like to mention that I'd love for the people/aliens we come across to actually be moving around and doing something. Yes, we've on occasion seen someone take a few steps or repeat a very short conversation but they really need to move around. Especially on board our ship, I'd really rather my teammates be roaming around the who ship and doing some task. If I happen to need to talk to them, it would be easy enough and more realistic to ask Edi or whatever AI or VI we have where they are and then go find them or have them paged to meet us in our cabin or the cockpit or navigation or wherever.
#1175
Posté 13 mars 2016 - 02:48
My aesthetic is simple, no boob armors and something realistic for space.
- maia0407 aime ceci





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