I love Massively Multiplayer Online Roleplaying Games. My favorite being World of Warcraft and Star Wars: The Old Republic (with ESO slowly creeping up on SW:TOR). I also love Roleplaying games as well. And some roleplaying games actually have roles, such as damage, tank, and support/healer. Do you think ME:A will have such a thing?
Should There Be Damage/Support/Tank Roles?
#1
Posté 02 mai 2016 - 09:46
#2
Posté 02 mai 2016 - 09:48
Considering that past ME-games had it (though it was the most prominent in ME3MP), I don't see why not.
#3
Posté 02 mai 2016 - 09:50
I love Massively Multiplayer Online Roleplaying Games. My favorite being World of Warcraft and Star Wars: The Old Republic (with ESO slowly creeping up on SW:TOR). I also love Roleplaying games as well. And some roleplaying games actually have roles, such as damage, tank, and support/healer. Do you think ME:A will have such a thing?
I wouldn't get my hopes up. They're probably going to make all the classes the same as before but with more stupid teleportation powers and magical swords and space ninja BS.
Hopefully they'll prove me wrong.
- capn233, Matthias King, Adam Revlan et 1 autre aiment ceci
#4
Posté 02 mai 2016 - 09:53
Considering that past ME-games had it (though it was the most prominent in ME3MP), I don't see why not.
I'd agree with ME3MP (to an extent), but I don't remember seeing roles in any of the games outside of multiplayer. Essentially, if you were a soldier, you were just a bullet sponge that dealt a lot of damage. If you were an adept, you were a glass cannon.
But I mean more in a sense of a traditional RPG.
#5
Posté 02 mai 2016 - 09:55
Expanded Version:
One thing Mass Effect lacked was these roles. I've always imagined a vanguard able to jump in the fray, protecting allies, charging from enemy to enemy. Which you can do. But I think to add variety to the combat, the inclusion of roles would be amazing. I think what BioWare should improve upon the "evolved" powers thing. Having to choose between cool down reduction and reduced weapon weight over AoE/Splash damage is not fun in my opinion. I think what they should do I expand the roles to: Tank, Damage, and Support. Similar to your classic MMORPGs. For example, a vanguard can be a tank or damage class. Both have access to a specific talent (Biotic Charge), but Charge should function differently depending on which path you go with.
Vanguard:
Tank Charge: Charge towards an enemy. Biotic shockwave is caused when charge hits an enemy knocking them back and rooting them for 2 sec. You may charge towards an ally, receiving any threat they may have incurred. (So if a squad mate is under heavy fire, you can immediately charge to them, reducing their threat).
Damage Charge: Charging an enemy restores your barriers to 50% of their capacity. For 2 seconds after charging you deal an addition (x)% weapon damage or (x)% as melee damage.
#6
Posté 02 mai 2016 - 10:00
But I mean more in a sense of a traditional RPG.
Then I guess we must go back all the way to ME1, which is the closest we can get to a classic RPG from the ME games.
In classic RPGs, there is the squad setup I like to call the Holy Trinity - warrior tank, support mage, dps rogue. Each has their own unique abilites, like the warrior can use heavy weapons and armor, the mage can - guess what - do magic, and the rogue can use bombs, poisons and pick locks.
How this manifested in ME1? Well, a bit simplified, but the warrior roughly equals the soldier, the mage roughly equals the biotic and the rogue roughly equals the engineer. The soldier could use all the weapons and heavy armors, the biotic provided support and crowd control, and the engineer had a lot of talents that could turn the tide of battle and only the engineer classes had the abilites needed to open crates, doors, hack computers and the ability also influenced how effective the omnigel was in repairing the Mako and doing stuff. Yeah, some roles have been switched, as the biotic is more of an offensive and the engineer is more of a defensive/support character, but I think I made it quite clear what I wanted.
- capn233 aime ceci
#7
Posté 02 mai 2016 - 10:01
But I mean more in a sense of a traditional RPG.
Wait.... tank is a traditional RPG concept now? I didn't think the concept was all that old.
- correctamundo aime ceci
#8
Posté 02 mai 2016 - 10:08
Wait.... tank is a traditional RPG concept now?
You know. Big guy with the sword that kills all the orcs. Meanwhile the mage guy stops the orcs hitting the big guy, while the healer heals the big guy. Sort of.
- N7Jamaican aime ceci
#9
Posté 02 mai 2016 - 10:09
#10
Posté 02 mai 2016 - 10:11
Calling air/artillery strikes and ground support?! Hell yeah!
And getting care packages for getting kill streaks too
#11
Posté 02 mai 2016 - 10:12
- saMoorai, VelvetStraitjacket et N7Jamaican aiment ceci
#12
Posté 02 mai 2016 - 10:14
And getting care packages
As for the exploration aspect of the game, this could actually work - if you run out of ammo/medigel/etc when exploring the wastes of an unknown world, in exchange for money and/or resources, you could request a resupply via a crate dropped from a shuttle.
Not to derail the thread or anything.
#13
Posté 02 mai 2016 - 10:17
As for the exploration aspect of the game, this could actually work - if you run out of ammo/medigel/etc when exploring the wastes of an unknown world, in exchange for money and/or resources, you could request a resupply via a crate dropped from a shuttle.
Not to derail the thread or anything.
Why would you pay your own people for more supplies?
#14
Posté 02 mai 2016 - 10:18
Why would you pay your own people for more supplies?
Gameplay reasons. Convenience fee, if you don't want to drag yourself back to the nearest outpost/camp/town. Or, shuttle fuel costs money.
#15
Posté 02 mai 2016 - 10:22
Why would you pay your own people for more supplies?
There was a requisitions officer on the Normandy in ME1, which couldn't you buy gear from the alliance and other various manufacturers?
#16
Posté 02 mai 2016 - 10:22
As for the exploration aspect of the game, this could actually work - if you run out of ammo/medigel/etc when exploring the wastes of an unknown world, in exchange for money and/or resources, you could request a resupply via a crate dropped from a shuttle.
Not to derail the thread or anything.
Would make more sense than a random ammo crate on an uncharted world.
#17
Posté 02 mai 2016 - 10:23
Calling air/artillery strikes and ground support?! Hell yeah!
Nope, sorry. No time for aerial bombardment.
- Teabaggin Krogan aime ceci
#18
Posté 02 mai 2016 - 10:24
There was a requisitions officer on the Normandy in ME1, which couldn't you buy gear from the alliance and other various manufacturers?
Yeah, he himself said that the Alliance only provides the most basic equipment, and he's buying and selling the rest on his own budget, using his own contacts. I'd imagine we would need a similar someone, as there would be little to no infrastructure and large, well-equipped organizations to track the needs of every deep-space explorer.
#19
Posté 02 mai 2016 - 10:26
Sounds good. Keeping SP aside, combat roles have greater impact in Multiplayer, PvP especially(if we get that). Stuff like team ranked will be possible. For Co-Op, they might need to make some changes either to the enemies or tweak dps/hps/pps for respective roles considering the current party room has only 4 slots and grinding through enemy waves would take some more time as the group composition would be pretty much 1 tank, 1 healer and 2 dps. "Flashpoints" concept from SW:TOR.
#20
Posté 02 mai 2016 - 10:27
You know. Big guy with the sword that kills all the orcs. Meanwhile the mage guy stops the orcs hitting the big guy, while the healer heals the big guy. Sort of.
OK, as long as we're not talking about holding aggro and stuff.
Come to think of it, the AD&D PHB example of combat has a bunch of orcs rushing all the characters in the party; the fighters have no ability to keep the orcs from getting at anybody.
- correctamundo aime ceci
#21
Posté 02 mai 2016 - 10:27
No.
#22
Posté 02 mai 2016 - 10:33
Gameplay reasons. Convenience fee, if you don't want to drag yourself back to the nearest outpost/camp/town. Or, shuttle fuel costs money.
I don't like gameplay contrivances being so shoddily implemented. Thermal clips were bad enough.
There was a requisitions officer on the Normandy in ME1, which couldn't you buy gear from the alliance and other various manufacturers?
That was a profiteer, who bought all of that equipment himself. There's no good reason for such a character to exist in MEA. Who would he buy the supplies from? Why wouldn't he be strung up by his balls for trying to make money on the backs of the people making the galaxy safe for humanity? What currency would even be valid?
#23
Posté 02 mai 2016 - 10:40
- N7Jamaican aime ceci
#24
Posté 02 mai 2016 - 10:46
I'd definitely like to see this in SP. The classes started feeling too same-y. I can't vouch for MP though.
That's how I felt about a few classes in ME3 for SP.
#25
Posté 02 mai 2016 - 10:53
I'd definitely like to see this in SP. The classes started feeling too same-y. I can't vouch for MP though.
Some characters were hugely different, but some were very samey. They got more unique as MP expanded, which is a good sign IMO since the team making MEA made ME3MP.





Retour en haut







