Mass Effect, as it has been established by the first three games, is a linear third person cover shooter. It has minor squad gameplay features, but for the most part the game is pretty straightforward and simple. Destruction of this caliber would take the experience to a whole new level and add a lot more depth to MEA. My question to you is how would this not make Mass Effect's gameplay better?
When adding features, the burden of proof is on the new feature, not the existing mechanics. As it is, it's generally a good idea to make a game elegant, i.e. maximize the amount of depth the game has while minimizing the amount of mechanics. Not only do less mechanics make a game less confusing, they allow the developers to focus their time more on polishing existing mechanics rather than fleshing out new ones. Just because we can go open world doesn't mean every game should.
Describe this "whole new level." What does that mean? Yes, dynamic levels would get us to move more and adjust our flanking tactics, but that's about it. You can achieve similar results with scripted objects and static levels for a fraction of the cost.
Mass Effect is in the far future. It would be fairly simple for BioWare to create a mobile cover feature if it chose to do so. Not to mention, I'm not even suggesting you'd have the firepower to even create that amount of destruction most of the time. Perhaps if the mako has weapons, that would make sense. Otherwise, unless you have a nuke in your arsenal, standard weaponry shouldn't be able to level a city, let alone one building. Unless there are explosive canisters or some other means of crippling the foundation, this would allow BioWare to limit destruction and when it would be most appropriate.
Then why LevolutionTM? I'm all for (limited) breakable cover, but if we're not breaking down buildings, then what's the use of such a grandiose technology?
How would mobile cover work? Can we just place it anywhere? Wouldn't that defeat the purpose of cover in the first place if we can just hunker down wherever we want?
Story sequences are a matter of game design. Indestructible structures are only generally necessary due to poor game design and the developers not providing alternatives. If the the story is crafted in a way to accommodate destruction, then this is a nonissue. To my knowledge, MEA isn't likely going to have a lot of sprawling metropolises as we are exploring a new galaxy with allegedly over 100 planets to explore. Given what we have seen of concept of trailers, many of these planets are likely not going to be well settled and not have much of an infrastructure to start.
That's just the thing. BioWare have to "accommodate destruction." That means that they have to spend the time making these alternatives or altering their existing storytelling style. Those aren't necessarily bad things, but in the time it takes to make one destructible level, BioWare could have made 2-3 more static ones. If I were designing this game, you would have to convince me that these changes are worth the effort. For a cinematic BioWare game, I just don't think they would be.
If we have this amount of destruction, then Levolution isn't necessary. I mentioned the feature to merely give an understanding of what type of destruction is actually possible with Frostbite 3. We know for a fact Frostbite 3 is capable of complete destruction as Bad Company 2 did it in the past and DICE has stated they purposely limit destruction for fear of breaking gameplay. This isn't the same issue with MEA as it's a single player game whereas Battlefield is predominantly a multiplayer game.
Actaully, complete destruction might be more of a problem in SP than it is in MP, at least from an AI perspective. You'd also be giving up the benefits of tightly controlled level design. A designer can completely change the dynamic of an encounter by changing a level's layout. If the player can just plow right through that design, then they might lose the pacing and challenge inherent to that area's construction.
As far as consequences, that wouldn't be that big of an issue based on what we know about the game. Humans are looking to colonize and start over in Andromeda. It would be practical to have some sort of diplomacy system in which you can gain affection of others species in the community or lose it. Obviously, if you were to cause massive destruction to a particular world or a species' civilization, you would lose affection and they would be unwilling to trade or assist humans or any of the other MW species.
I get that, but not only are you now putting the burden on BioWare to incorporate reactions to destruction, you're potentially asking players to play delicately in an action shooter game. That just doesn't seem like a fun idea. I'm not saying that dynamic couldn't work at all, but I'd want to see a proof of concept first.
Our only limitation is our imagination. To what degree this would work would be entirely up to what MEA's game philosophy was and whether that would be a direction BioWare Montreal would want to take the game. Given this emphasis on exploration and large open worlds with MEA, destructible environments is a rational next step. It's already a tool in Frostbite 3 and has been for a long time. Why not use it?
Our only limitation is our imaginations, yes. As well as time, money, processing power, AI capabilities, and mechanical viability. While destruction is cool, I just can't imagine that it's practical.
I also don't know how destruction is the "rational next step." I actually can't think of a game with destruction features that also featured strong exploration. Maybe Red Faction Guerrilla, but the exploration in that game wasn't too great.