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Return of Hazardous Planets?


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49 réponses à ce sujet

#1
Revan Reborn

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One of the coolest features from ME1 that was largely dropped, along with the mako, was hazardous planets and the various tiers of danger they would pose to Shepard and his crew.

 

Each hazard level offered different challenges and determined how much of a threat the environment was to Shepard, as well as how deadly and hostile the world could be for exploration.

 

I'd like to see this return, but obviously much more in-depth and sophisticated. Instead of just being a "can only be outside the mako for a certain amount of seconds" mechanic, BioWare can really play into using weather, creatures, and all sorts of environmental (earthquakes) events to help undermine the player's travels in MEA.

 

Obviously, I still want a large variety of planets with varying ecosystems (desert, tropical, oceanic, lava, lunar, etc.) as well as some that make traveling on the planet difficult in your suits as well as in the mako.

 

I also believe there should be huge benefits for traveling these more hazardous planets. Better resources. Better loot. Opportunities for all kinds of extra perks for your character and crew.

 

What kind of hazards would you all like to see make their way into MEA? If any?


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#2
Atomkick

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I'm expecting that in ME:A too.

 

What kind of hazards would you all like to see make their way into MEA? If any?

 

What you said already, nasty climatic conditions and deadly creatures. I can't think of anything.



#3
In Exile

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The idea is good. I'd like to see hazardous plants. But what ME1 did wasn't really hazardous. It was just a damage counter. That's bad design. Good design would be environmental effects that vary by the planet.
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#4
spinachdiaper

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The one thing they would have to do is lower the most extreme hazard level since the highest one would only allow for a few seconds outside the mako.



#5
CirusTheVirus666

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If the E3 video actually showed us actual planets from the game, then we should expect tons of hazardous environments.  Flaming tornados anyone?


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#6
Kabooooom

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I'm pretty sure this is gonna return, based on what they've shown so far.

#7
Malanek

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I think there is a high chance of it since it wasn't really dropped. You had burning sunshine and low visibility planets in ME2 and you had a bunch of different hazard maps in ME3 multiplayer.


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#8
KamuiStorm

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If they do make a return we need a swamp of eternal stench. It doesn't kill you, but everyone on the ship will avoid you like the plague.

#9
SardaukarElite

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Areas where you simply take damage for being exposed aren't particularly interesting. If we're going to have environmental hazards I'd like them to be tangible effects which mix up the way we play. Sandstorms could negate shields, high heat environments might mess with the rate our guns cool down, sludge like terrain (snow, mud, thick water etc) could reduce movement speed requiring careful navigation in firefights. 


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#10
KamuiStorm

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Areas where you simply take damage for being exposed aren't particularly interesting. If we're going to have environmental hazards I'd like them to be tangible effects which mix up the way we play. Sandstorms could negate shields, high heat environments might mess with the rate our guns cool down, sludge like terrain (snow, mud, thick water etc) could reduce movement speed requiring careful navigation in firefights.

I agree completely, how about atmospheres with hallucinogenic properties? Which could result in some humorous situations and grave misunderstandings if done correctly
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#11
NKnight7

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Areas where you simply take damage for being exposed aren't particularly interesting. If we're going to have environmental hazards I'd like them to be tangible effects which mix up the way we play. Sandstorms could negate shields, high heat environments might mess with the rate our guns cool down, sludge like terrain (snow, mud, thick water etc) could reduce movement speed requiring careful navigation in firefights. 

 

I'd love to see all of this, especially certain terrain slowing us down. I also like the idea of high heat environments messing with the cool down rate of guns.



#12
Revan Reborn

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The idea is good. I'd like to see hazardous plants. But what ME1 did wasn't really hazardous. It was just a damage counter. That's bad design. Good design would be environmental effects that vary by the planet.

Agreed. As I specified in the OP, I'd like the actual hazards to be interesting and varied, rather than just being damage over time effect.

 

The one thing they would have to do is lower the most extreme hazard level since the highest one would only allow for a few seconds outside the mako.

They can just rework the entire hazards system so the highest one isn't based on how long you can be outside the mako. Rather, it's what kind of threats you are likely to come across and your chance of survival.

 

If the E3 video actually showed us actual planets from the game, then we should expect tons of hazardous environments.  Flaming tornados anyone?

Hopefully. I take trailers with a grain of salt as that is what BioWare would like the game to be, however it may not turn out that way at all.

 

I think there is a high chance of it since it wasn't really dropped. You had burning sunshine and low visibility planets in ME2 and you had a bunch of different hazard maps in ME3 multiplayer.

I meant the feature was dropped in the sense of being a focal point of planetary exploration. It was barely used in ME2 and ME3 multiplayer is an entirely optional feature not everybody played.

 

Areas where you simply take damage for being exposed aren't particularly interesting. If we're going to have environmental hazards I'd like them to be tangible effects which mix up the way we play. Sandstorms could negate shields, high heat environments might mess with the rate our guns cool down, sludge like terrain (snow, mud, thick water etc) could reduce movement speed requiring careful navigation in firefights. 

A lot of great ideas here. I agree wholeheartedly.



#13
Revan Reborn

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I agree completely, how about atmospheres with hallucinogenic properties? Which could result in some humorous situations and grave misunderstandings if done correctly

This actually reminds me of Dead Space 2 with the hallucinations one would suffer due to exposure to the marker. I actually love this idea quite a bit as BioWare could get wild with it, similar to indoctrination of sorts.


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#14
Midnight Bliss

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Bring on the acid rain, toxic air and smog-filled skies!


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#15
BraveVesperia

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I'd love to see various kinds of storm. Maybe something like the sandstorm in a ME2 sidequest, where it's a race to get off the planet before it hits (or the other one against geth, which seriously screws with visibility). An electrical storm that screws with our communications and/or equipment. Maybe we get separated from our squad? That happened briefly in a ME2 sidequest, where you light beacons in a yellow fog environment. I was never sure whether that was scripted or poor pathfinding though!  :P It definitely increased the tension for me a little. Sometimes, even just having something that alters the scenery and dialogue can be fun, like Noveria's blizzard.

 

Maybe there could also be earthquakes? Or a tsunami. One of my favourite bits of Interstellar was the 'tidal wave planet'. Perhaps a planet with lots of meteor strikes or something? There was at least one UNC planet like that in ME1, but I don't think the meteors ever fell within the area we could go. So perhaps this time we're trying to drive the Mako while debris is falling all over.

 

There could be a planet with some insects/creature that's venomous. Maybe it infects a squadmate, and they have to sit out the next mission in the medbay, with a few lines of dialogue about it. Or it could lead to an extra mission where you go to get a cure.


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#16
ZipZap2000

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There was something about volcanoes free diving and Krogan in the twitter thread. Which sounds good enough to bang really.

*sips ryncol*
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#17
Navasha

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I hope so.   One of the coolest missions of ME2 was Haestrom.   Having to navigate the shadows while also under fire was one of the better moments of that game.



#18
SNascimento

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As long as hazards in planets are most than just a bar that slowly fills up I'm all for it. f



#19
SNascimento

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Each hazard level offered different challenges and determined how much of a threat the environment was to Shepard, as well as how deadly and hostile the world could be for exploration.

 

I'd like to see this return, but obviously much more in-depth and sophisticated. Instead of just being a "can only be outside the mako for a certain amount of seconds" mechanic, BioWare can really play into using weather, creatures, and all sorts of environmental (earthquakes) events to help undermine the player's travels in MEA.

Aren't those two statement contradictories? I mean, I understand why you were going for. I suppose you're meaning different levels of hazard will let you stay less time outside the Mako.

But the challenges were all the same. No matter which planet, no matter which costume you wear or anything else. All that hazards in ME1 asked of you is to not stay long outside the Mako. It's more a tool for imagination than a gameplay mechanic. 



#20
ADelusiveMan

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Storms, toxic atmosphere, extremely harsh temperatures....I'd want it to impact gameplay on each planet. Make it to where the planets you go to each have their own 'flavor'



#21
SNascimento

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From E3 video, we can safely assume changing weather is something Bioware is aiming for. When you see the desert planet, right before the guy walks toward the "camera", you can notice a storm moving around the planet's atmosphere. 


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#22
Scarlett

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Oh yes ~ it was one of my favouritte thing on ME1 :)  I can't wait to see how fantastic the new planets will be <3 storm, volcano, poison atmosphere... but I also want welcoming lands.



#23
Innocent Bystander

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Don't care. But we should get more of Reactor Hazard-type maps in MP. That would be AWESOME.

#24
Sylvius the Mad

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While I'll agree that ME could have done this better than just having a damage counter, having that damage counter was better than just abandoning the idea in the later games.

Really, saying that a damage counter is unacceptably abstract is like saying that hit points are unacceptably abstract. And maybe they are, but if you're not actively calling for the removal of the hit point mechanic, I don't see why you'd oppose an environmental damage counter.
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#25
SNascimento

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While I'll agree that ME could have done this better than just having a damage counter, having that damage counter was better than just abandoning the idea in the later games.

Really, saying that a damage counter is unacceptably abstract is like saying that hit points are unacceptably abstract. And maybe they are, but if you're not actively calling for the removal of the hit point mechanic, I don't see why you'd oppose an environmental damage counter.

It's questionable if the idea was abandoned. Planet hazards were still in the games, just in other ways. In Haestrom for example, and there was a mission with the hammerhead you had to go fast otherwise the engines would freeze and you would miss a lot of resources. There also a planet with thick fog that you couldn't see the enemy until it was very close. 

And I don't think the hazard meter is unacceptable abstract. But it work more as a tool for give a feeling to the player that they are in an alien world than anything else. It's kind like a trinket that some people might appreciate more than others. As a gameplay mechanic it's utterly forgettable, indeed. once I died from it because I forgot it existed.