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Return of Hazardous Planets?


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#26
Bowlcuts

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I just hope there's hazardous planets that look like Eletania. A gorgeous planet that looks Earthly yet, it isn't.


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#27
Guanxii

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Have we had a planet yet with meteor showers?

#28
Medhia_Nox

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I'm hoping we find some planets for my Volus compatriots. 

 

I'd love to see the little blighters without their suits. 

 

I'd love it even more of those suits are just bulky because they have to carry their environmental equipment and inside is a small creature that occupies like... one fifth of the suit.



#29
Kabooooom

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I just hope there's hazardous planets that look like Eletania. A gorgeous planet that looks Earthly yet, it isn't.


I second this. I mean, the idea of hazardous planets in general should go along with space exploration. Space is hazardous. Super hazardous. And just because a world is a "garden world" for one species doesn't mean it isnt a death trap for another.

So beyond the obvious cold, heat, radiation, visibility hazards, etc - I really hope they explore their creativity a bit more. Eletania was creative. And there was another similar world in ME1, if I remember correctly.

#30
themikefest

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A planet that's so hazardous that the main character can't survive no matter how protective the armor he/she is wearing. It happened to Shepard during the N7 fuel reactor mission. Before venting the area, have Shepard walk down the steps. Within a few seconds, Shepard will die unless Shepard moves quick enough out of the area

 

Have another planet that when driving the Mako, that acid from the ground starts eating away at the tires.

 

A planet with earthquakes that happen without warning. Tornadoes as wide as mountains. Wind storms that are strong enough to carry the Mako away.



#31
Revan Reborn

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Honestly, if BioWare can just capitalize on planets being unique, varied, and having their own specific hazards, that alone would make the game 100 times better. I would be lost in exploration, alone, dealing with the various elements and challenges each planet provides. Of course, as I posted in the OP, there needs to be awesome resources, loot, and other perks for traversing more hazardous areas.



#32
Robert Cousland

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Will Thresher Maws return in Andromeda, or should we expect something equally or more horrific to replace them?



#33
Dunmer of Redoran

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I liked the worlds that had absolutely no life on them. Drive around, take in the sights, and realize that it's just you, your hardsuit, and your squad. And if somehow the Normandy gets destroyed, you're stuck there on this empty world with nothing on it, far in the middle of nowhere, doomed to be forgotten until perhaps thousands of years later, when you're a curiosity for the next space explorer.

 

 

It's a creepy sort of feeling, and it added so much to ME1's atmosphere.


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#34
The Hierophant

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As long as I don't get to see that breath mask garbage again.


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#35
Master Warder Z_

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As long as I don't get to see that breath mask garbage again.

 

I'd like to imagine a planet of bourbon distilleries.

 

A lot of people hate the smell of mash fermenting but I love it, it makes my favorite liquor after all.


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#36
Wulfram

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The best "hazardous planet" was Haestrom in ME2. With the sunlight screwing with your stuff.

Though it didn't seem to affect the enemies, which was a shame.

#37
Sartoz

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                                                                                       <<<<<<<<<<(0)>>>>>>>>>>

 

Good ideas, except for the Macko = cool.



#38
Revan Reborn

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Good ideas, except for the Macko = cool.

The idea of the mako was cool. It's execution was horrific. I'm confident BioWare has rectified the flaws of this mechanic.



#39
Malanek

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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.

Wasn't it an optional feature in ME1 depending on whether you did lots of sidequests? I only really remember being exposed to the timer for a few seconds in total, it literally had no gameplay impact on me. I think they can make things more interesting than ME1. Think massive tidal waves (maybe not quite interstellar size), a range of seismic activity (a squadmate can make a joke about standing next to someone with a Venom), dangerous (non-thresher maw) wildlife etc. I guess an optional part could be evaluating these hazards to see whether the planet can support a colony.

 

They need to be careful not to overdo it though. It will quickly get irritating if you are constantly fighting against annoyance.



#40
Linkenski

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Please, please, please, please, please, Bioware!

 

Seriously. I want this.



#41
Revan Reborn

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Wasn't it an optional feature in ME1 depending on whether you did lots of sidequests? I only really remember being exposed to the timer for a few seconds in total, it literally had no gameplay impact on me. I think they can make things more interesting than ME1. Think massive tidal waves (maybe not quite interstellar size), a range of seismic activity (a squadmate can make a joke about standing next to someone with a Venom), dangerous (non-thresher maw) wildlife etc. I guess an optional part could be evaluating these hazards to see whether the planet can support a colony.

 

They need to be careful not to overdo it though. It will quickly get irritating if you are constantly fighting against annoyance.

It was "optional" in the sense that exploration in ME1 is largely optional. However, unlike ME3, the exploration of planets was still part of the single player experience. For those of us who are completionists, we went to every planet to see what content it had to offer to the rest of the game.

 

Well, simply put, not all planets need to be incredibly hazardous. Another possibility is that actual colonizing of planets can lead to a decrease in the level of hazards on a planet, with wildlife, in particular, being diminished. I'm certainly not advocating for every planet to be a horror house in which we are constantly running from monsters like it's a bad episode of Scooby Doo.



#42
MrFob

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Agreed, hazardous planets should make an impact on gameplay.

 

One of the main problems with the mechanic in ME1 was IMO that it was entirely useless. There was never a need to be outside the MAKO for longer than 2 seconds (unless you really really wanted the extra XP for shooting thresher maws on foot).

 

If there are hazards in ME:A, we should have an incentive to go and manage them  somehow. For example, if one hazard is having a similar mechanic to ME1, than there should be an item in a place that is not directly accessible by MAKO (slope too steep ;)) so you have to climb up there fast before corrosive agents in the atmosphere damage your suit or something. I could also imagine a tidally locked planet where our mission area is on the Terminator (solar, not Arnie). Most of the actual mission would be closer to the dark side but if you venture into the daylight side, you can find some cool stuff. Unfortunately it gets really hot there and you can only do short excursions before you have to return and repair your vehicle. Stuff like that.


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#43
echoness

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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.

 

That probably won't happen because spaceships usually have decontamination process when you are aboard.



#44
Revan Reborn

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That probably won't happen because spaceships usually have decontamination process when you are aboard.


Oh god you just reminded me of the decontamination sequence getting back on the SR-1 in ME1... Kinda cool, but so pointless... I wouldn't mind BioWare perhaps looking at it and making it a bit more grounded in the actual gameplay.

#45
LexXxich

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Decontamination and elevators served a very important purpose. They made a lot of the game look seamless. On PC, I mean, with PC loading times. Supposedly they were too long on Xbox.

#46
Sylvius the Mad

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Honestly, if BioWare can just capitalize on planets being unique, varied, and having their own specific hazards, that alone would make the game 100 times better. I would be lost in exploration, alone, dealing with the various elements and challenges each planet provides. Of course, as I posted in the OP, there needs to be awesome resources, loot, and other perks for traversing more hazardous areas.

That could be it's own whole game. That would be brilliant.
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#47
SNascimento

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Just exploration wouldn't be good. We need civilization too. Just look at DAI. 



#48
Revan Reborn

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Just exploration wouldn't be good. We need civilization too. Just look at DAI. 

Well of course, variety. However, DAI's problem, more than being empty, was the fact that areas were lifeless. Hazards, weather systems, hostile wildlife, day/night cycles, etc.,would go a long way to rectifying those problems. There was just nothing to do in Ferelden and Orlais. Having actual points of interest with value, necessary fuel and resources to collect, amazing loot and treasures to find, as well as hidden lore and other mysteries would go a long way to correcting issues DAI suffered.

 

Back to incorporating "civilization" into planets. I don't believe every planet should be inhabited by "civilized" natives. This would provide BioWare a unique opportunity to provide all sorts of different experiences and storytelling just through the environment and what kind of lifeforms inhabit these various planets. We are obviously going to have civilizations that we encounter in the main story and on planets that revolve around that campaign. While 99% of the planets don't need to be devoid of signs of civilization, as was the case in ME1, I don't believe BioWare should overdo it either.



#49
Khrystyn

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Planet hazards could involve...

 

1.    A field of quicksand or land mines that the protag must find a way through or around. The protag would also have to direct the squadmates to go through the hazard field too, and if they are not moved to different areas correctly, squadmates could be hit by the hazard, die, and you'd have to reload the game until you get it right (or let the squadmate die (a la Virmire, anyone?)).

 

2.    An earthquake rumble suddenly occurs and the Protag has only 3-4 seconds to run-leap across the developing surface cracks to continue the mission on the other side of the rift. On the far side is a rare upgrade that can only be obtained in-game by making this leap.  If he/she doesn't react fast enough, the protag will have to go around another path and fight a boss-like fight, and the rare upgrade is no longer available (it fell into the crevasse).

 

3.    The protag must follow hard-to-find tracks left behind by an alien or synthetic, just as a scout or tracker would have to do. Along the way they would have to avoid hazards.

 

4.    A SERE mission: Surveillance, Evade, Resistance/capture, Escape. Completing this mission without being detected gains key intel. The purpose of this mission is to gain the critical intel, not to defeat a boss enemy. If you are captured, then you do not get the intel and this causes a change in the game - you'd have to complete 1 or 2 different assignments to get that intel before you can proceed with the game.



#50
N7Jamaican

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As long as it's not like a meter that fills up then you take damage or whatever.  Then that defeats the point. 


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