One thing I've always missed in Mass Effect is a stereotypical (in a good way) space battle. In my humble opinion, any good game set in future space needs at least one or two good space battle sequences where take a seat in a fighter craft. It would definitely serve as a ''breather mission'' to mix things up a little bit from all the walking duck and cover and it could be made to be extremely entertaining.
Random example: (Skip to about 0:55 for the action)
Opinions?
Draining Dragon, Tatar Foras et raulraul12345678 aiment ceci
I liked the battle with Sovereign in ME1, and the battle of Earth with the fleets in ME3, but I'm not sure we will get an opportunity to actually get to fight in a space battle like those, though I think it would be fun.
I'd like to meet pilots of fighter crafts in ME:A, rather than the Joker type "Pilots". A Poe Dameron type fighter pilot.
Why does BioWare have to incorporate everyone's favorite aspect of other games into theirs? People got upset because of how "open world" Dragon Age: Inquisition was because it has the common pitfalls of being open world, this would be identical people wouldn't like how they implement it so why not just leave the game as BioWare wants it?
Eh, I like a good space dogfight, but my favourite 'stereotypical' space battles tend to involve large, graceful ships manoeuvring slowly to line up firing arcs and such. Basically, to borrow some TV Tropes definitions, I want 'Space is an Ocean', a la Star Trek, whereas you want 'Space is Air', a la Star Wars. Of course, it's not like the two cannot exist alongside one-another in the same universe, or even the same battles - the big ships slug it out while the fighters flit around them - but ifI were able to decide whether BioWare prioritise one or the other (Assuming, for reasons of time, budget, or whatever else we can't have a decent amount of both)... Well:
Things wouldn't be looking great for the fighters. We all have our preferences, as they say.
Why does BioWare have to incorporate everyone's favorite aspect of other games into theirs? People got upset because of how "open world" Dragon Age: Inquisition was because it has the common pitfalls of being open world, this would be identical people wouldn't like how they implement it so why not just leave the game as BioWare wants it?
You're going way overboard here, Bioware does not have to do anything, this its just a suggestion and that's all.
KirkyX, Jeremiah12LGeek et Prince Enigmatic aiment ceci
When all the ships can move as fast as they can in ME lore, space battle situations would actually be pretty rare because there always has to be a reason why the outmatched ships don't simply leave. This means that although there may be one or two battles, from a story point of view it wouldn't make sense for there to be a lot of them. And if there are only a couple it isn't really worth it to put so much design work in to make it a worthy addition to gameplay. I wouldn't be adverse to it, I just think it would probably be better to concentrate on other stuff.
Why does BioWare have to incorporate everyone's favorite aspect of other games into theirs? People got upset because of how "open world" Dragon Age: Inquisition was because it has the common pitfalls of being open world, this would be identical people wouldn't like how they implement it so why not just leave the game as BioWare wants it?
While some amount of frustration with ideas you don't like is understandable, this forum has two primary purposes:
1. To discuss Mass Effect: Andromeda news. (Of which we have very little, for now.)
2. To discuss what we'd like out of Mass Effect: Andromeda, which is most easily done by providing examples from other pieces of media. (And is pretty much all we can do while there's no new news.)
So... Well, if you're not interested in discussing people's ideas for the game, it might be an idea to take a break, and come back in... Eleven days, twenty-two hours and fifty-three minutes. I probably would myself, but I don't have the patience, and this helps pass the time.
Giant ambush beetle et Prince Enigmatic aiment ceci
What are you actually asking for? Bolting a space sim on top of a TPS-RPG? Or just a minigame like KotOR's turret sequence.
(Video should start around the six minute mark.)
I'm guessing a Halo: Reach-style space dogfight sequence, but perhaps a little more in-depth? That's what I'd want, anyway. (Well, no, I'd want Bridge Commander, but when it comes to games of unrelated genres integrating surprisingly well-done space dogfight sequences, I can't think of any better example than Reach.)
AlanC9, Tela_Vasir, Tatar Foras et 1 autre aiment ceci
Ship mobility dominates space combat; the primary objective is to align the mass accelerator along the bow with the opposing vessel's broadside. Battles typically play out as artillery duels fought at ranges measured in thousands of kilometers, though assault through defended mass relays often occur at "knife fight" ranges as close as a few dozen kilometers.
Most ship-to-ship engagements are skirmishes between patrol vessels of cruiser weight and below, with dreadnoughts and carriers only deployed in full-scale fleet actions. Battles in open space are short and often inconclusive, as the weaker opponent generally disengages.
Once a ship enters FTL flight the combat is effectively over; there are no sensors capable of tracking them, or weapons capable of damaging them. The only way to guarantee an enemy will stand and fight is to attack a location they have a vested interest in, such as a settled world or a strategically-important mass relay.
Of course, they do have a tendency to break their own lore in cut-scenes.
I don't know about stereotypical space battles but I want them to be consistent with the in-game lore. If you take time to read the codex about space battles, well, they look nothing like that in cutscenes. In fact, space battles would look really boring from a cinematography perspective but they would be consistent which I think is more important. The game should follow its established rules. I want "details first" approach back where I can learn how the stuff works and actually see it working that way later.
It is nearly impossible to do a sequence like that where it doesn't just feel tacked onto the game.
Ok, lets say you're on board of the sub-ship, the tempest and enemy fighters that hid behind one of the asteroids to not be detected make an ambush, swarm it close-quarter and damage its drive. The tempest is low on personnel because of XYZ reason. Its all hands on deck, everyone who knows how to operate a fighter needs to join the fray. It would make little sense NOT to participate in the battle.
This could just be a small sequence, it would be refreshing because its not whats written in your job contract and happens just like that out of the blue. Deep space exploration in dangerous territories is asking for unexpected bad things to happen.
What are you actually asking for? Bolting a space sim on top of a TPS-RPG? Or just a minigame like KotOR's turret sequence.
I'm not asking about implementing a simulator, there's actually quite a few sci-fi games that have a small space combat sequence implemented without going way overboard with it, or focusing on it. Heck, we're going to have the Mako. Both the MAKO and a fighter vessel are armed vehicles, you can control them, there will be MAKO combat I bet so I see no reason not to implement some space battles. Add a good hud, some basic controls, primary and secondary weapon, some basic physics, a basic damage system and you're good to go.
Here is a good example, FEAR 2 Origins is a classic FPS, but it had two sequences where you could control a battle mech. It was just a little rather simple feature, but it was awesome. That's how I'd like fighter vessels and space combat implemented:
Heck, now I would not mind a mech sequence either.
I think the only way a space battle could work was if it played out entirely from the bridge, sort of like a Star Trek episode, rather than a flight sim minigame or an entirely external view of the ship similar to controlling the Mako. A space battle mini game would probably soak up too many development resources to justify for a game that isn't a flight sim.
A one-off story mission however where the main character is faced with tough command decisions, and the battle plays out primarily from the bridge, except for maybe a cutscene conclusion? Yes, please. Why not ape some of the shows that inspired the game?
I think the only way a space battle could work was if it played out entirely from the bridge, sort of like a Star Trek episode, rather than a flight sim minigame or an entirely external view of the ship similar to controlling the Mako. A space battle mini game would probably soak up too many development resources to justify for a game that isn't a flight sim.
A one-off story mission however where the main character is faced with tough command decisions, and the battle plays out primarily from the bridge, except for maybe a cutscene conclusion? Yes, please. Why not ape some of the shows that inspired the game?
I don't think that's true, If we have MAKO combat we can also have space combat just as easily. Its basically the same thing, just a different kind of vehicle and a different environment. Just implementing the MAKO doesn't make it a racing or tank simulator either, neither does the battle mech feature in FEAR - in the video I posted in my previous post- make the game a mech simulator.
We have controlled vehicles and had vehicular combat before in Mass Effect games, I see no reason why we can't have a better little more sophisticated version of that in the upcoming game.
I think the only way a space battle could work was if it played out entirely from the bridge, sort of like a Star Trek episode, rather than a flight sim minigame or an entirely external view of the ship similar to controlling the Mako. A space battle mini game would probably soak up too many development resources to justify for a game that isn't a flight sim.
A one-off story mission however where the main character is faced with tough command decisions, and the battle plays out primarily from the bridge, except for maybe a cutscene conclusion? Yes, please. Why not ape some of the shows that inspired the game?
Honestly, in some ways, the idea of an interactive bridge scene like that, done well, is actually more appealing to me than a more action-oriented space sim sequence would be, regardless of the potential savings in time and development resources. I've been fantasising about sitting in the captain's chair, shouting, 'phasers, full spread', 'redirect auxiliary power to the ventral deflector shields' and other similar nonsense for about as long as I've had a spinny computer chair.
Much as I love clipping wings and pulling Gs, I feel it's kind of odd for the protagonist to be both an elite commando and an ace pilot. Aces are rare, and putting them on the ground exposes them while probably also grounding a perfectly good, really quite expensive warbird.
I guess piloting could be one of your many skills because you're a big damn hero, and at certain points you can steal / liberate a fighter as part of your typical missions. Or you could have the dual protagonist thing and one of them is the cool ace.
No it wouldn't. Crysis tried it and they were the suckiest missions in the entire game. Steering the VTOL was a nightmare.......and in Crysis 3 it was even worse.
No it wouldn't. Crysis tried it and they were the suckiest missions in the entire game. Steering the VTOL was a nightmare.......and in Crysis 3 it was even worse.
And yet, Halo: Reach did it really well, to the point that a lot of people were disappointed that they never put out a 'Sabre Dogfight' multiplayer mode...
It could be done well, or it could be done poorly, and neither the Crysis nor Halo examples really provide much evidence for either possibility, seeing as BioWare is neither Crytek nor Bungie. All that can be gleaned from them is that it's possible for it to go either way.
I want to fight a giant impenetrable dreadnought with my puny star fighter and locate that one weak spot, (like a spot on smaugs belly) some kind of small vent that leads right to the drive core and shoot one bullet into it thus destroying the whole thing, then I want to have a tense scene where we have to go full warp 9 to get out of there or we all die from the blast, but I want my engineer to say the drive is off line for a few seconds to build suspense before we take off and my hero says my tag line nonchalantly to the crew 'All in a days work!'
No it wouldn't. Crysis tried it and they were the suckiest missions in the entire game. Steering the VTOL was a nightmare.......and in Crysis 3 it was even worse.
And yet, Halo: Reach did it really well, to the point that a lot of people were disappointed that they never put out a 'Sabre Dogfight' multiplayer mode...
It could be done well, or it could be done poorly, and neither the Crysis nor Halo examples really provide much evidence for either possibility, seeing as BioWare is neither Crytek nor Bungie. All that can be gleaned from them is that it's possible for it to go either way.
With Saints Row (SR) III, there were a couple missions which involved VTOL and held up surprisingly well. It even has helicopter missions, which debuted in the original, or the second, that are pretty fun. Some of the missions didn't make it for SRIV but having the vehicles to fly around in was still an option, including a new VTOL with a different skin.