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Multiplayer in Mass Effect Andromeda


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#1
Witherleader

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Multiplayer. Every Mass Effect fan can dream of a better Multiplayer (and ending ;)) than in ME3. It was fun to play and you could spend hours racking up credits but to me it felt unrefined. Sure ME isn't a multiplayer focused game but they don't have to make it crazy.

 

I want more customisable games and I don't want to have to buy it on Origin. I also want better objective. I'd love to see bigger maps so they can include the Mako into it. 'Drive the Mako to...' You could defend it against hordes of new enemies. This is just an idea but I'm sure if you see this you have a better idea than me.

 

I also want more customisation on the characters. Choose/Unlock a class/species and then unlock armour, like in Single player.

 

Keep rarity's but add more (I'd love a nice green colour :P) so that you're excited when you get a rare and bummed when you get a common. Add uncommon (green) and rare (red) and ultra-rare (yellow) and legendary (black).

 

Have more cool characters like the awakened collector. Maybe you can play as a Prothean or a crazy cool Andromeda species. And have more of them to. Not one per class, three maybe or more.

 

Please bring up some awesome ideas!

 

My name is Witherleader and this is my favourite thread on the forums.

 

 


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#2
Lightning-Lucan

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ME 3 multiplayer was and still is quite fun, hope Andromeda's MP will be as good as ME 3


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#3
TheN7Penguin

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I'd like the ability to earn some kind of equipment which you can put on a certain character or weapon which gives you 25% more chance of unlocking it in the next pack you buy, but make it so you can only have 2 of them at a time.


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#4
Onewomanarmy

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I'd like this too but without the mako, I hate the damn mako lol. But yes to mp in Andromeda and yes to making it great with lots of customization and hopefully it's already included in the game when we buy it xD
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#5
Scarlett

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I want the MP to be cross-platforms !

 

More character customisation is also something I would love.


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#6
TheN7Penguin

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I'd like this too but without the mako, I hate the damn mako lol. But yes to mp in Andromeda and yes to making it great with lots of customization and hopefully it's already included in the game when we buy it xD

 

You can never have enough customisation. :)


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#7
Pearl (rip bioware)

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Oh boy I can't wait for this thread to go like all the other MP threads have.

This will be fun.
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#8
Tetrabytes101

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i just hope it will be as fun as mass 3 was i can still remember my very first multiplayer game,
Also if they add the characters from the main game as DLC for multiplay that would be great because the main characters from mass effect series were not in the multiplayer.
these characters are still a mistery as of right now of what or who they are going to be?
also some kind of vehicle mission for 2-4 players would be great too impo,
oh yeah and please add air strikes like the one from battlefront that thing is so much fun! i wouldnt even object to it being like the survival mode from battlefront or even pvp from battlefront,
anyway the time is nearly upon us to play this game and i hope it will be just as much fun as mass effect 3 was.
and still is .
  • Onewomanarmy et Witherleader aiment ceci

#9
SKAR

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Multiplayer. Every Mass Effect fan can dream of a better Multiplayer (and ending ;)) than in ME3. It was fun to play and you could spend hours racking up credits but to me it felt unrefined. Sure ME isn't a multiplayer focused game but they don't have to make it crazy.

I want more customisable games and I don't want to have to buy it on Origin. I also want better objective. I'd love to see bigger maps so they can include the Mako into it. 'Drive the Mako to...' You could defend it against hordes of new enemies. This is just an idea but I'm sure if you see this you have a better idea than me.

I also want more customisation on the characters. Choose/Unlock a class/species and then unlock armour, like in Single player.

Keep rarity's but add more (I'd love a nice green colour :P) so that you're excited when you get a rare and bummed when you get a common. Add uncommon (green) and rare (red) and ultra-rare (yellow) and legendary (black).

Have more cool characters like the awakened collector. Maybe you can play as a Prothean or a crazy cool Andromeda species. And have more of them to. Not one per class, three maybe or more.

Please bring up some awesome ideas!

My name is Witherleader and this is my favourite thread on the forums.

If not in any Andromeda then in future Mass Effect games I want little missions in multiplayer where you can hop into a mako and go to different objectives and have cutscenes so it can be like it's own little story.
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#10
Witherleader

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I want the MP to be cross-platforms !

 

More character customisation is also something I would love.

I was going to suggest this but something dissuaded me. What the heck? Yeah, PVP might be cool as well. Like two factions colliding?


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#11
Witherleader

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If not in any Andromeda then in future Mass Effect games I want little missions in multiplayer where you can hop into a mail and go to k different objectives and have cutscenes so it can be like it's own little story.

Auto-correct? (Mail = Mako?)



#12
Witherleader

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Oh boy I can't wait for this thread to go like all the other MP threads have.

This will be fun.

Oh... this might be fun ;)


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#13
SofaJockey

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Tough act to follow. ME3MP remains my favourite ever multiplayer.

Here's hoping...


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#14
starrks

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^ This. I haven't found one that has been nearly as fun. I just want Andromeda's MP to be as fun as ME3's.
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#15
SKAR

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Auto-correct? (Mail = Mako?)

thanks
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#16
ZipZap2000

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I agree with the second sentence of this post which has nothing to do Andromeda or MP at all.
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#17
Ascari

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I'd like DICE to make multiplayer for Andromeda. Imagine a Mass Effect version of Battlefield.


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#18
NKnight7

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I'd be fine with just more of ME3's multiplayer. With maybe some new elements added to it.


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#19
Dalakaar

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Nah.

 

Multiplayer is terrible.


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#20
Onewomanarmy

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Nah.

 

Multiplayer is terrible.

 

Who the heck are you? Da... Dal..... Dala... kaar?.. never heard of you before.  Get out of here :D 


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#21
GeneralXIV

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I used to love Mass Effrct 3 multiplayer! Used to play every day. :) The Asari Adepr was great. <3


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#22
MyDamnAlterEgo

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Another topic to post my ME:A MP Manifest :-)) Let's move.

 

What do I expect? Lots of things, TBH.

 

I. Game modes and missions.

 

ME 3 MP – being pretty interesting – IMO somewhat lacks diversity in terms of the game modes: wave survival mode (aka horde mode, exterminatus mode etc.) as the only one available is not that much, is it? I have nothing against its co-operative PvE nature, though – exactly this aspect is a very good finding, PvP one – yet again IMO – would be way less popular. What all my suggestions are all about – is adding some more pure military logic without going beyond the current model.

As for current wave defense mode itself – the only question about it is: damn, what on Earth 10 waves?! IFRL it would be 2 waves at the very most: if first wave (let’s call it “chutzpa run” or “thunder run”, a rapid attack with relatively weak forces) is somehow repelled – any normal commander will send each and every soldier and vehicle available to the second attack.

Hence – there’s no way to repel such an attack completely with 4 (6, 8) men (even such super-duper ones, as they are depicted in ME 3 MP). In most cases there’s no need in such heroic deeds either: it’s enough to hold until either your reinforcements arrive or some kind of air or orbital strike can be performed. Id est – only for certain amount of time.

So my first suggested mission type is – “Defense” with 2 subtypes:

  1. hold the line until your reinforcements arrive or
  2. plant some homing beacon, defend it until the air or orbital strike is ready, and run like hell (or break through the enemy) to the nearest safe place to enjoy the fire show
  3. in both cases – there can be a final stage – a mopping-up operation to finish the remainders of the enemy forces;
  4. respectively, in none of them there will be any kind of need to evacuate;

Next mission type is – “Spearhead”, also with 2 subtypes:

  1. “Capture” - your group’s task is to establish a foothold on the enemy base and defend it until your main force arrives;
  2. “Destroy” - break into the enemy base with brute force or infiltrate by stealth, plant the big bomb or above mentioned homing beacon and get to the designated evacuation point to enjoy the fire show being aboard something fast and preferably armored. Slightly more complicated kind of such a mission – after establishing a foothold your team defends it until that big nasty bomb or homing beacon is delivered and set up.

Third mission type is – “Assassinate”, the name speaks for itself: break or sneak into the enemy base, find the person of interest and eliminate one (pretty much like in the Syndicate game of the very same 2012, as ME3). You should expect this person to be heavily guarded, as well as possible enemy attempts to evacuate your target (meaning limited time to fulfill the mission).

Fourth mission type could be “Snatch”: get into the enemy base (pretty often in more than one stage – pretty much like in the Brink or Syndicate, again), and:

  1. copy, move or delete some data (defending your position in process, pretty much like current “hack” special mission);
  2. capture some person of interest and interrogate one (no roughstuff, only “serum of truth”), defending your position in process;
  3. capture some material asset and deliver it to the designated zone where you (and your enemy, of course) meet either dropship covered by some gunships or, for instance, more serious landing party of yours with some mechs, Macos or Hammerheads (pretty similar to current delivery special missions, just with some more saucy ending);
  4. capture some person of interest (by injecting some drugs to one) and deliver one to the designated location (if anyone here had played Brink, it’s something similar – pretty much like the current drone escort, just with a good chance to lose your object merely killed by a stray (or well-placed intended) bullet, fragment or explosion)

Any of above mentioned scenarios can have additional complications like: enemy attempts to make a backup copy and erase the data, while you get through to it, tries to evacuate your person of interest or valuable asset before you capture one (which all means limited time to get to it) and, naturally, attempts to take your prey back or destroy it on your way back to the rally point.

Also, there should be some more options for deployment to the mission - both one of your team and one of your enemies:

  1. deployment out of the object's line of sight, probably with Mako or other transportation means to reach it;
  2. assault deployment - in the line of sight of the object, using the assault dropship (or shuttle with some heavy armament on board) with some gunships covering your landing and performing the initial suppression of the enemy defenses;
  3. stealth deployment - using stealth dropship with powerful electronic warfare equipment on it;
  4. air drop using the (already shown in the trailer) jetpacks or some other anti-gravity systems;
  5. orbital drop in drop pods - right upon the enemies' ears;

On the other hand - no random spawning should occur during the missions (as it currently is in the ME3 MP, where enemies can appear in any moment right behind your back): real-life military objects have limited options for getting in there. If, for instance, you defend some your base – you know its entry points. If you are about to attack the enemy one – all the more so, you should know where end how you can get in.

The very same situation - with evacuation: there should be different types of it:

  1. currently present uncovered evacuation with landing shuttle, just made a little bit more realistically - current 2 minutes to arrive are good, but "no need to get into shuttle, it's enough to be in some circle" is no good at all: there should be some limited time (I assume 30 s) to get into the shuttle under enemy fire with shuttle firing back (i.e. from the reverse side of the shuttle to avoid blocking its fire arc - pretty much like in some ME 3 SP mission with shooting the geth rocket troopers );
  2. covered evacuation - shuttle or dropship is covered by, say, 2 gunships. All the rest is about the same;
  3. stealth evacuation - by a kind of a stealth shuttle with powerful electronic warfare equipment. No need to load under enemy fire, but - way longer ETA and necessity to go beyond the enemy base;
  4. land evacuation - in the rally point you (and your enemy) meet some Mako or Hammerhead with pretty serious rearguard party;
  5. mid-air snatch - shuttle or dropship do not land, only hover for limited amount of time, and players must get aboard with their vertical mobility systems (aka jetpacks) or drawn aboard one by one with some kind of rope with homing grapple. Also can be covered or uncovered

Just like with dropping -  no randomly generated evac zones, only ones with clear military logic in selection.

In the nutshell – there should be in various (in many ways) shorter missions with ONE main objective (as it mostly is IFRL).

 

II. Enemies

 

The element I’m a tad concerned here is a general “quantity over quality” approach: hordes of enemies which you destroy and scores like 75 kills per single mission surely feed the players’ ego (and through this - publishers' and, to some extent, developers' bank accounts), but – are fairly insane from the military point of view.

Thus – I for one would like to see on the enemy side pretty similar classes with the very same abilities as we have: normal vanguards with Biotic Chargesnipers, which can sync-kill the player (especially ones with heavy sniper rifles like Widow or Javelin, not even having to score a headshot to kill a player), engineers with Incinerate, Cryo Blast or Shield Draininfiltrators with Tactical Cloak plus Overload or Snap Freeze et cetera. Must accent – not hordes of such enemies, there should be way less of them, but – they should be ones of higher quality: the score of 10 - 12 kills per mission should be obtainable only for fairly good players.

For instance (in ME3 terms): the Cerberus Assault Troopers should be armed with Mattocks instead of Hornets (as it is shown in the most of cut scenes), and – damn, they look pretty well-armored (not having any armor in the game), so at least some light armor would be logical on them. Practically – they should be like Dragoons with Mattocks and grenades, but without that melee jump. Respectively Centurions – as higher rank – should use the Harriers already and have both shields and armor. And so damn on

Also - they should have some kind of military organization: for instance – 1 Centurion and 9 – 10 Assault Troopers should form a squad. Special troops like Combat Engineers, Adepts, Vanguards, Sentinels or Infiltrators – should be attached to the squads. 2 – 3 such reinforced squads plus Atlas or Ymir mech (from ME2) could form a kind of strike or guard force (as it is pretty well shown in the cut scene where Shepard meets the Jacob in ME3). Or - special and support classes could form smaller (4-5 men) task groups with their own kind of sergeant each. Just imagine fighting 5 normal Vanguards with Charge and, for instance, Lash or Nova. Or 5 Black Widow - armed Infiltrators with Tactical Cloak and, say, Snap Freeze or / and some kind of grenades. I'd say, it would be pretty thrilling. For mere justice sake - there were nice attempts to add some more prominent enemies to the game - for instance, Rampant mechs, "CAT 6" mercenaries and mirror matches on the Armax Arena, but - it all took place in SP.

 

III. Some concerns about the combat mechanic.

 

Shields, barriers and armor.

 

Should NOT be the “absolute protection until worn out” thing. Their level of protection must be limited – pretty much like the one of the armor is. For convenience sake I’d propose to express it like thickness of the armor plate which it matches in its protective properties: for instance, “the shield resistance is 12.7 mm (or 0.5 inch) ”

.

Respectively, all weapons should, besides damage, have 2 stats for penetration - "armor penetration" and "shield penetration". Weapons with penetration higher, than shield resistance – pierce it and transfer their damage (though not entirely) to the further layers of protection (armor) or directly damage the health/system integrity. Weapons with penetration lower, than shield resistance - merely wear them out, as it is now. Situation with armor is a tad different - weapon with low penetration merely do not pierce it and don't do any damage

 

 

Some weapons – like energy (laser, plasma, particle beam) ones, melee weapons, technical and biotic abilities (except for respective explosions) – should bypass the kinetic shields: laser and particle beam weaponry merely do not have the projectiles, while plasma weapon “projectiles”, melee and technical / biotic abilities have way too low speed to trigger them.

 

All above mentioned things bypassing the kinetic shields (save the melee) could (I’d rather say – should) be caught by another type of shields – the energy ones. Naturally, these energy shields do not protect from any kind of mechanical damage. Thus – the only protections from melee are – yep, good old armor and body implants like "heavy bone weave".

 

Armor - in term– is no way the absolute protection either: kinetic weapons with good penetration, as well as laser and plasma ones pierce it and deal damage directly to the wearer’s health. Certain biotic and cryogenic abilities can significantly weaken it (as it currently is in ME3). On the other hand fire-based abilities should not be the "armor killers" - they should bypass the protection granted by armor to certain extent (as well as cryogenic weapons).

 

There could be 3 levels of armor used in the hardsuits – light, medium and heavy one (marked respectively by light-yellow (lemon), dark yellow (sienna) and orange).

 

Biotic barriers - could be universal, i.e. protecting from both kinetic and energy weapons, but - granting weaker protection, than kinetic and energy shilds.

 

Shields restore, armor repair, healing and revival

 

Shields and barriers are pretty rapidly worn out and the very same way rapidly and automatically restored (as it is now).

 

Armor, on the other hand, is way harder and slower to destroy – and, respectively, way slower to restoreIt does not restore by itself – there could (and should) be some kind of manually triggered “Nano – repair kit” or “Omni-repair kit” for it. Another option – there could be some omni-gel storage (of limited capacity) and dispensing system for it in the hardsuit. The dispensing of the omni-gel (and, respectively, armor repair) should be turned on and off manually.

 

Pretty much the same way (storage of limited capacity and manually triggered dispensing system) should work the healing and (if present) battlefield revivalThey both should work pretty much like the current Bloodlust, just without buffs – restore health over time with certain speed. Healing is started by the hardsuit wearer, while revival – only by teammates ("once someone is incapacitated – no actions can be taken by oneself" is a pretty fair approach, isn't it?). Both processes spend the medi-gel. If someone is out of medi-gel on the mission (has taken too much damage) – it’s up to one’s teammates if to heal (revive) or not to heal (revive) him/her, spending their own medi-gel (healing / reviving the squadmate should not be free, as it is now).

 

Sync-kills must be permanent – no “rising in the end of the wave”. Currently sync-kills are mostly melee ones. I for one would like to see more of them of distant kind – like headshot from enemy sniper (especially heavy one) or direct hit from a vehicle cannon (in ME2/3 terms – Geth Armature’s one, as well as Atlas’s one must be instantly lethal). Sync-killed teammates could be replaced in-between the mission stages (and only then, no deployment into the thick of battle and death during the loading screen should take place).


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#23
MyDamnAlterEgo

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... and continue with

 

IV. Weapons.

What can be improved in the weapons in ME:A, than in ME3? Lots of things, TBH.

  1. There should be weapons with different physical principles involved, and they should REALLY DIFFER. For instance:

    1. Ubiquitous kinetic weapons (aka mass effect accelerators) - should trigger kinetic shields and biotic barriers and not trigger energy shields. Have certain armor penetration and shield penetration - very different depending on the weapon class and type along with used ammo. The only weapon type with ammo effects applicable;

    2. Plasma weapons – do not trigger the kinetic barriers, trigger the  energy shields and biotic barriers. Good armor penetration, no shield penetration. Can be blocked by powerful electromagnetic of mass effect fields (created by, say, grenades or other expendable projectors). Short-range by definition (accelerated plasma doesn’t fly too far) - thus making the plasma sniper rifle is impossible. No ammo effects applicable (for they have no ammo whatsoever);

    3. Laser weapons – do not trigger the kinetic shields,  trigger the energy shields and biotic barriers. Good armor penetration, also decent energy shield penetration. Can be blocked by trivial smoke screens. Very good accuracy -  do not have scatter, no projectile travel time. No multiple projectiles possible  - i.e. there cannot be laser shotguns. No ammo effects applicable (for they do not have ammo whatsoever);

    4. Particle beam weapons – trigger all kinds of shields. Good armor and shield penetration. Can be blocked by powerful electromagnetic or mass effect fields. Have very high accuracy - do not have scatter, very high projectile travel time. No multiple projectiles possible - i.e. there can’t be particle shotgun. No ammo effects applicable (for they do not have ammo whatsoever);

    5. Electric weapons (like Reegar and Adas) – do not trigger kinetic shields, trigger energy shields and biotic barriers. Next to no armor penetration, low shield penetration (somewhat compensated by the good shield disruption). Disrupt  the hardsuit systems, paralyze the living targets. Short-to-mid range. No ammo effects applicable.

2.  Switchable fire modes for all weapons - at least for automatic weapons there should be a possibility to switch between semi-auto, (short bursts) and full auto. Just imagine the shotgun with 3-shot bursts or/and full auto, not talking about the assault rifles, which must have such a switching.

3.  Combi-weapons (yes, say “Hello!’ to WH 40K … and modern assault rifles with underslung grenade launchers or “assault rifle + shotgun” combos).

4. Separate heavy weapons - there is even a sixth slot for them. All of them encountered in previous ME games, not only Cobra. Plus, maybe, some new ones like, say, normal chaingun in “chainsaw” form-factor

5. Other, than weight, weapon balance mechanic - energy (more details below).

7. Weapon parameters’ system, different from the current one: not different types of damage - exactly the damage should be about the same for the particular weapon regardless of the type of target it is applied to. What should differ - is penetration: armor penetration and shield/barrier penetration. Yes, weapons should not only wear the shields/armor down, but also be able to pierce them and damage the target’s health/system integrity.

8. Soft limitations in the weapons’ usage. For instance - if the omni-tool/biotic projector (that violet circle in your palm) is on (deliberate switching at least omni-tools on and off is already announced) - you cannot use the hand it is on to hold the weapon  (i. e. single-handed weapons become preferable for technical/biotic classes). Or - weapon training system from ME1.

9. Grenades should be an equipment, not abilities. There should be lots of grenade types - fragmentation, incendiary, arc, lifting, cryo, polonium, warp, stasis, EMP etc. Omnitool-produce ones - are also equipment,consisting of 2 parts: the omnitool itself and respective software for it.

10. Physical melee weapons - combat knives, axes, swords, hammers, plasma cutters, energy gloves. The omnitool-based weapons should not be the only option for most classes.

11. Option to have more, than one weapon of the same class - I for one don’t understand, why I can’t have two different pistols or assault rifles and switch between them. Thus - hardsuit weapon slots should be not weapon-type based, but weapon-class based: for sidearms (or PDWs), light weapons, medium weapons and heavy weapons. How much slots of each class - depends on the hardsuit type.

Classes of the weapons could be the following:

- Personal defense weapons, PDW – all pistols, most of submachine guns, compact shotguns, single-handed physical melee weapons. The only category suitable for single-hand usage and double-wielding;

- Light weapons – some high-power SMGs, most of assault rifles, shotguns and sniper rifles;

- Medium weapons – machineguns (like ME3 Revenant or Typhoon), high-power (aka heavy) assault rifles (like ME3 Sabre, Argus, Valkyrie, Harrier, and - the Mattock, being a base for both Argus and Harrier, should belong here as well), heavy shotguns (like ME3 Claymore, Grail, Raider or Crusader), and high-power sniper rifles (like Widow, Black Widow, Javelin), two-handed melee weapons;

- Heavy, or support, weapons – Cobra missile launcher, Spitfire, and all the rest from ME2.

All weapons should have the modular design (which was already partly made in ME3). Principal modules could be:

- Frame, or chassis;

- Energy core (for autonomous weapons) or power supply interface (for snap-in and integrated weapons of all kinds);

- Acceleration system (for kinetic and plasma weapons) or projector system (for laser, particle beam and electric ones);

- cooling system;

- Ammo feed system (kinetic weapons only), responsible for feeding the weapon with normal or special ammo;

- Additional systems like stabilizers, various sights (for autonomous weapons) or aiming interfaces (for snap-in and integrated ones), bayonets etc..

By the grade of integration to the hardsuit weapons as such can be:

- standalone weapons - are ones we are used to from ME1, ME2 and ME3;

- snap-in, or connectable weapons - must be connected to the certain hardsuit’s systems to be used;

- weapons, integrated to the hardsuit - are something similar to the Cerberus Phantoms’ wrist-mounted laser pistol or shoulder-mounted Hawk missiles.

Standalone kinetic weapons consist of:

 - frame, or chassis, where all the weapon elements are installed.

- mass-effect core – which supplies the certain amount of energy to all the rest of the weapon’s systems;

- acceleration system – which propels the projectiles towards the target. It is responsible for the projectile's’ speed, rate of fire and fire modes – single-shot, semi-auto, controlled bursts or full auto. Naturally, it consumes the certain amount of energy. The higher projectile weight, muzzle velocity and rate of fire are – the higher energy consumption is;

- ammo feed system – produces the ammo with certain parameters (size, weight and shape) and feeds it to the acceleration system. This is where the special effects are applied to the projectiles, making the latter incendiary, cryogenic, warp, armor-piercing, expansive, polonium, explosive, disruption or phase ones.  Ensures feeding the ammo with certain rate. This feeding rate must correspond to one of the acceleration system. Ordinary systems cannot produce the special ammo; better ones produce one type of special ammo - and this option is switchable on and off; yet better systems – produce two types switchable between them and on/off. Producing the special ammo reduces the rate of fire and raises the energy consumption. Ammo feed systems for various classes of weapons are not interchangeable;

- cooling system – is what we all know, it is responsible for the ME equivalent of “magazine capacity”. Does not consume energy - some of them are even able to recuperate it instead. The better the system is - the more energy is recuperated;

- stabilizer systems – present in the ME3, increase accuracy;

- sights or aiming interfaces  – ensure better aiming. Sights are independent (i.e. don’t use the hardsuit’s Vi capacity), but aiming goes ONLY via the sights (and looks pretty much like via sniper or optic scopes in ME3), there’s no crosshairs on HUD. Aiming interface - is what we all are used to in ME 3 - zooming in directly in the HUD, different aiming marks. Certain amount of the hardsuit’s VI capacity is used;

Advantages:

- can be used with any hardsuit;

- do not consume the hardsuit’s energy – i.e. don’t draw the energy from other systems. Only VI capacity can (but not necessarily will) be used;

- enable the relatively quick switching between weapons;

Drawbacks:

- have severe limitations in combat performance;

- hip-firing must be pretty much of intuitive - there should be no crosshairs, at least for weapons with normal sights, not VI interface;

Snap-in kinetic weapons

- mostly lack the cooling systems, some of them – also energy core;

- Pretty often have no sights, having the interface to connect to the hardsuit’s aiming VI instead;

Thus - they must be plugged-in to the hardsuit to use the hardsuit’s energy core, weapon cooling system and aiming VI. The plugging-in goes through so-called “interface glove” (physical glove or omni-glove) and takes a decent amount of time.

Advantages:

- are way more powerful, than autonomous ones – by using the hardsuit’s energy core, which is way more powerful, than compact one used in the portable weapons;

-  can fire much more intensively – by using the much more effective cooling system, which is built-in to the hardsuit. They do not have the “reloading” (changing the thermal clips), having a king of venting instead (looks like venting the plasma weapons in WH40K Space Marine);

- allow accurate hip-firing by using the HUD sight;

Drawbacks:

- consume the energy of the hardsuit’s energy core and computing capacity of its VI. These energy and capacity must be taken from other hardsuit’s systems – mobility system, omni-tool, biotic amplifier, kinetic or energy barrier generator etc.;

- can be used only with certain types of hardsuits, which have the respective systems to integrate such weapons;

- it takes decent – up to 15-20 s - amount of time to switch between such weapons;

Integrated kinetic weapons are bare bone constructs, lacking  - besides energy core and cooling system - also the frame.

Are simply built-in to the hardsuit – being either forearm-mounted or shoulder-mounted. Forearm-mounting is used for pistols, SMGs, some shotguns, some assault rifles. More powerful weapons are mounted on the shoulders.

Advantages:

- are yet more powerful – even more, than snap-in weapons;

- can fire even more intensively;

- up to 4 of them can be installed on the hardsuit (2 on forearms and 2 on the shoulders) with quick switching between them in battle;

Drawbacks:

- consume a hell lot of energy of the hardsuit’s energy core;

- can be used only with certain types of hardsuits;

- cannot be replaced during the mission – only between them;

Standalone energy (laser, plasma, particle, electric) weapons consist of:

- frame, or chassis;  

- energy core;

- projector system of respective type;

- cooling system;

- additional systems like sights, bayonets, stabilizers etc.;

Snap-in energy (laser, plasma, particle. electric) weapons:

- lack the cooling system and, sometimes, the energy core;

- have no sights, only interface to connect to the hardsuit’s VI;

- all the rest elements are the same;

Integrated energy (laser, plasma, particle, electric) weapons:

- lack also frame

Weapon customization

Under such conditions it has two major ways:

- replacement of the weapons essential parts with better ones;

- installing the additional parts - pretty similar to the nowadays’ weapon modding;

For instance:

  • you’ve got an assault rifle, just somehow received a better acceleration system for it - one with, say, higher muzzle velocity (which means higher accuracy and armor/shield/barrier penetration). You replace the original acceleration system with it and find out, that - due to its higher energy consumption - the weapons energy core doesn’t produce enough energy anymore. The way out in this situation is either installing more powerful energy core, or better cooling system (one with recuperation), or simply removing some system from your weapon - for instance, stabilizer;

  • Or you’ve got an assault shotgun (let’s say, one with two-shot bursts), just obtained a better power core for it. After installing this power core you’ve got some surplus energy, which can be used for good. For instance - you go and buy better acceleration system, able to fire three-shot bursts. Or better ammo feed system, able to produce, for example, disruption and incendiary ammo;

  • Or you just obtained a frame, which allows you to make a combi-weapon of your assault rifle - and use this frame, attaching the underslung grenade launcher or, say, a flamer to it (preferable standalone one, with it’s own energy core);

The main idea here is - beside the modularity itself -  that energy takes the place of weight in the weapon balance. Yet again - it’s either weapon’s own energy in the case of standalone weapons or - in case of snap-in and integrated weapons - the energy of the hardsuit’s energy core.

 
To be continued with my speculations about armor suits aka hardsuits :-))


#24
KaiserShep

KaiserShep
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I'm actually kind of hoping that Bio stays away from the sillier characters, like combat volus and awakened Collectors. Oh who am I kidding. It's going to have elcor sentinels and hanar adepts, and awakened cannibals. 


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#25
The Elcor Spectre

The Elcor Spectre
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How about we take our customized Makos and race them! 

 

ATTENTION TO ALL EXPLORERS: THE ANDROMEDA RACING LEAGUE IS OPEN!!!


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