The system I had in mind would work like this: Weapons use actual ammo, thermal clips cease to exist. Universal ammo clips allow the weapons to manufacture the needed bullet (or mini grenade) internally. Each weapon houses a small mass effect generator that propels the ammo out of the gun. Each gun has an internal battery to power that generator. This is okay for personal sidearms but for serious combat you need more, thus you wear an armored suit. The suit has additional batteries that power the shields, movement speed enhancements, tech/biotic powers (the implant works without it, but the biotic amp benefits from more energy) and of course, the weapons. Only the active weapon draws energy though. The more energy a weapon can use, the faster it shoots and the more damage it does.
The player balances shield strength, shield recharge, movement speed, cooldowns, melee attacks (omni blade) and weapon ROF/damage against each other, allowing for maximum flexibility in their choice of weapon or combat style. It would require changes to the armor, too. Ideally you'd be able to pick a look or design and then upgrade the individual pieces ... so over the course of the game you can keep your appearance but the stats improve.
Additionally you can put any weapon into each of the six weapon slots on the armor (5 were meh because pistol and SMG shared the same and that didn't work), allowing you to carry multiple weapons of the same kind, like two pistols. You can still only use one at a time, but again... it makes you more flexible. Now you could wield an Acolyte and a Paladin, for example. Or a Hurricane modded for max penetration and a second one modded for max damage.
The only weapons without ammo would be the particle weapons like the CSR and PPR which would require massive amounts of energy (compared to the other guns).
Heavy weapons would continue to use seperate ammo.
That's my 2 cents for gameplay changes.





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