What did you think scanning planets and running from the reapers was in ME3? Not enough for you Ms. High Maintenence?
Space combat?
#51
Posté 02 janvier 2016 - 10:53
#52
Posté 03 janvier 2016 - 01:48
Well, if you listen to this...
You can hear in there that we will be able to upgrade the Mako.
EDIT : But listening to that also gives you the idea that you'll be able to equipment your guys with stuff. So, I dunno. It sounds awesome.
#53
Posté 03 janvier 2016 - 03:03
But then, the only thing the Battlefront team seem to have got right, was the visual and sound aspects of the game.
Oh and the fact that supposedly it performs very well.
Yeah, Battlefront looks really great, but above all else, it looks really great.
- Teabaggin Krogan aime ceci
#54
Posté 03 janvier 2016 - 03:05
Space combat should have been introduced into the series years ago. /support
- Hanako Ikezawa aime ceci
#55
Posté 03 janvier 2016 - 03:38
The game that I put on my wishlist solely for the trailer soundtrack.
#56
Posté 03 janvier 2016 - 03:51
The Battlefront team couldn't manage space battles and they didn't even make half as much game as BioWare is making, so no. I would much rather they devote that level of resources to stuff that matters more.
Battlefront still had fighter squadron which was space battles with more sky and land, and it's fine. Scrap the stupid cooldown abilities and it would make a decent base for ME:A.
- Hanako Ikezawa aime ceci
#57
Posté 03 janvier 2016 - 04:05
Battlefront still had fighter squadron which was space battles with more sky and land, and it's fine. Scrap the stupid cooldown abilities and it would make a decent base for ME:A.
It's really not fine. It's completely crappy and feels like an afterthought.
#58
Posté 03 janvier 2016 - 04:09
It's really not fine. It's completely crappy and feels like an afterthought.
To you.
You fly around and shoot things. This is what you do in most flying games, no it's not one of the best but most flying games are pretty poor.
#59
Posté 03 janvier 2016 - 04:15
It's really not fine. It's completely crappy and feels like an afterthought.
less of an afterthought than BF2 space combat tbh, which is just "ground combat with inefficient and goofy vehicle combat tacked on as an option"
the main problem with Battlefront Fighter Squadron mode is that it's hilariously unbalanced because A-wings have speed *and* shields and nothing on Imp side has both of those...on the other hand, it does feel like a real achievement to win as Imps
#60
Posté 03 janvier 2016 - 04:23
the main problem with Battlefront Fighter Squadron mode is that it's hilariously unbalanced because A-wings have speed *and* shields and nothing on Imp side has both of those...on the other hand, it does feel like a real achievement to win as Imps
I think the bigger issue is that if a reb ship pops shields you just have to wait forever unless you have missiles and they don't have evades. A lot of the combat just comes down to 'do I have that thing I need off cooldown'.
Still prefer Xs over As though.
#61
Posté 03 janvier 2016 - 04:27
less of an afterthought than BF2 space combat tbh, which is just "ground combat with inefficient and goofy vehicle combat tacked on as an option"
the main problem with Battlefront Fighter Squadron mode is that it's hilariously unbalanced because A-wings have speed *and* shields and nothing on Imp side has both of those...on the other hand, it does feel like a real achievement to win as Imps
I understand that on the ground the reverse is true. Huh, this is actually in line with SW lore, will wonders never cease.
#62
Posté 03 janvier 2016 - 04:45
I think the bigger issue is that if a reb ship pops shields you just have to wait forever unless you have missiles and they don't have evades. A lot of the combat just comes down to 'do I have that thing I need off cooldown'.
Still prefer Xs over As though.
Yeah, that's a problem, but I don't think it's because of the cooldowns themselves but rather the uneven advantage that they give the two sides. Most of my kills come via lasers tbh, purely because I only use missiles to crack shields. Most players are bad and pop an evade as soon as you paint them with a targeting lock, rather than waiting for the missile alert, and they'll use shields if you chew up their six with lasers enough.
The problem, I think, is that Imps don't get that. Instead of shields, your only evasive cooldown is, well, your evade; otherwise you have to try to lose the Rebel pilot before she tears through your very flimsy eyeball or squint. That's really hard, especially because speed, and therefore energy, is completely unaffected by altitude. Most of the tricks a real pilot might use, like a split-S or the scissors, are useless. The only way you can get somebody off your six is if they are so inattentive that they can't follow you through basic maneuvers, or if somebody from your team distracts/kills them. Because of shields, Rebels have a lot more time to do that, so they have a skewed win/loss ratio.
I understand that on the ground the reverse is true. Huh, this is actually in line with SW lore, will wonders never cease.
Eh. Kind of. Imps get actual good ground vehicles on ground maps (Rebels get none whatsoever, unless you count speeder bikes on Endor), but on many of those the Rebels also have air vehicles. (Imps get their own air vehicles, obviously, but just as in Fighter Squadron, eyeballs and squints have significant disadvantages compared to X-wings and A-wings.) Air vehicles, however, are much more vulnerable to certain kinds of ground fire, and even if the Rebels do get an advantage in the air a competent Imperial team armed with ion projectiles can erase it. I'd say it's much less poorly balanced; for any mode apart from Fighter Squadron, player skill and team skill matters much more than each faction's flavor.
Endor is the worst map in Supremacy/Walker Assault, though. For both sides.
- SardaukarElite et Gileadan aiment ceci
#63
Posté 03 janvier 2016 - 05:26
Yeah, that's a problem, but I don't think it's because of the cooldowns themselves but rather the uneven advantage that they give the two sides. Most of my kills come via lasers tbh, purely because I only use missiles to crack shields. Most players are bad and pop an evade as soon as you paint them with a targeting lock, rather than waiting for the missile alert, and they'll use shields if you chew up their six with lasers enough.
The problem, I think, is that Imps don't get that. Instead of shields, your only evasive cooldown is, well, your evade; otherwise you have to try to lose the Rebel pilot before she tears through your very flimsy eyeball or squint. That's really hard, especially because speed, and therefore energy, is completely unaffected by altitude. Most of the tricks a real pilot might use, like a split-S or the scissors, are useless. The only way you can get somebody off your six is if they are so inattentive that they can't follow you through basic maneuvers, or if somebody from your team distracts/kills them. Because of shields, Rebels have a lot more time to do that, so they have a skewed win/loss ratio.
Okay I'm mixing issues a bit. Shields are more useful than speed boosts, I agree. I feel relatively comfortable flying against shields but it can take a lot longer to kill them because all a TIE really needs is two well timed bursts.
The cooldowns bother me from a design perspective because I feel a lot of the game is determined by what's available rather than actual skill, as there's no real choice in whether you use evade when you have a missile warning. They need something to replace actual energy tactics.
#64
Posté 23 février 2016 - 08:10
- Laughing_Man aime ceci
#65
Posté 23 février 2016 - 08:31
While I would love a space simulation, I seriously doubt it will happen. For one, none of the trailers or anything BioWare Montreal has said has indicated space simulation. Secondly, the amount of resources and time it would take to implement the feature would be astronomical. With everything BioWare is doing with bringing back open world exploration in the mako, I can't see it happening. Sadly, I'm just expecting the "go to the galaxy map and move the miniature ship through the solar system" mini-game to return.
#66
Posté 23 février 2016 - 09:03
Secondly, the amount of resources and time it would take to implement the feature would be astronomical.
No, it wouldn't. Space flight is much easier ti do than atmospheric flight. You only have to calculate energy, speed, inertia etc. in space. Aerodynamics are hard, simple physics are not. If Frontier Developments can make Elite:Dangerous with a comparatively small team, Bioware can totally add space flight and combat to ME:A.
#67
Posté 23 février 2016 - 09:08
No, it wouldn't. Space flight is much easier ti do than atmospheric flight. You only have to calculate energy, speed, inertia etc. in space. Aerodynamics are hard, simple physics are not. If Frontier Developments can make Elite:Dangerous with a comparatively small team, Bioware can totally add space flight and combat to ME:A.
Yes it would. Considering there is no precedent for space simulation in Mass Effect at all, it means BioWare is building it from the ground up. It's an entirely new gameplay feature that has never existed before. Elite Dangerous is a niche game focused entirely around space simulation. A better comparison would be Star Citizen, which started out only as a space simulator, and that game has been in developmental hell for years with a large budget thanks to kickstarter and crowd funding.
Mass Effect Andromeda is a massive, AAA open world RPG where space combat has never been a focus. BioWare is dedicating so much time and resources to everything else that adding this is simply not possible. Not to mention, BioWare would have to cut a lot of other content to even get this in, and of course we still haven't resolved exactly how the space simulation would inform and improve the storytelling.
#68
Posté 23 février 2016 - 09:41
What some people fail to realize is that we were always able to "fly" the ship in previous games. Granted, it was a shitty type of flying more like a "go there" kind of thing, but still we were the ones moving the ship. So the part in the reddit leak that said we would "fly" the ship doesn't necessarily mean much.
Also I don't think they're going to dedicate resources into making space combat in a game that probably will not be focused on it.
Don't get me wrong I'd love the idea of a good space combat system, but I doubt they'll end up adding that into the game.
#69
Posté 23 février 2016 - 09:50
Multiplayer is inevitable so I'd prefer piloting and space battles be in that rather than single player. I don't want to be the pilot and the ground team commander, it's just too much.
I agree i'm not the best pilot around either i'd rather focus on shooting things with my Assault rifle thqan having an X-wing type battle. I'd end up crashing moer than blowing up the enemy
#70
Posté 23 février 2016 - 09:55
First of all, in theory, I would really love space combat in ME games. I would envision it fairly arcade, probably similar to freelancer, so that it interacts well with the ground gameplay. Definitely, I wouldn't want something too complex or simulation heavy. Also, I would actually like something fairly limited. For example, if we could detach a fighter from our actual ship and fly around/fight in the vicinity. For longer distances that require FTL, we would have to return to the ship.
BUT: I don't think it'll happen, certainly not in ME:A. As others have said, implementing and entirely different gameplay mechanic, polishing it, balancing it and (the most difficult) making it seamlessly integrate into the rest of the game would probably just be too much effort for too little gain.
@CHRrOME: While I agree with you that the terminology "flying" was used liberally and that this is probably all that's to it, I just want to add this: In ME1, it was still very clear from the galaxy map design and from what the game tells us, that we were not flying the ship but plotting a course and tell Joker to fly us there. It was only in ME2/3 that this stupid little toy ship came into it that we could move around. That's where the ambiguity comes from because moving a toy ship is about the worst interface I can think of for plotting a course.
- AlleyD aime ceci
#71
Posté 23 février 2016 - 11:14
#72
Posté 23 février 2016 - 11:16
#73
Posté 23 février 2016 - 11:16
#74
Posté 23 février 2016 - 11:19
As I said, I would like to see the limited combat feature, I just don't believe it will happen.
As for travel, as I said, no thanks. I think the galaxy map (in ME1) worked perfectly for this and is IMO actually superior to direct ship control. Why? Because it was more seamless to cut out travel times this way and it made the world feel consistent while still maintaining the illusion of scale.
#75
Posté 23 février 2016 - 11:23
The on-rails space combat missions in SWTOR were kinda fun for awhile. Assuming they can make something similar and hopefully more varied,
it's probably more realistic than any kind of actual space combat simulation.
An example for a simplified not-on-rails space combat could be Rebel Galaxy.
It used a single plane (no up and down) and was somewhat similar to the ship-to-ship battles in Assassin's Creed.





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