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Non-combat uses of Tech


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#1
Abeloth

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We had some of this in ME1, I'd really like if they had improved hacking/unlocking and some new uses of Tech skill outside battle.
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#2
ZipZap2000

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Be nice to hack nearby VI for a laughs.

Take control of a bulldozer from a distance and watch the workers chase it around in circles.


Or just hack ATMs again like ME2. I loved hacking ATMs, it gave the minigame purpose.

My only problem with it was: How do they not know I'm sending money to myself?


And keep the ME1 system for hacking abilities. Give it a separate skill tree.

#3
Element Zero

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I don't mind if players can choose to invest in advanced tech abilities that grant special perks; but I do not want to return to the days of needing to invest in skills simply to open doors and items. Ugh.

I honestly did not enjoy the hacking mini games after the first 10 minutes. I'm not sure what type of non-combat tech I'd try to implement, as a designer. Inevitably, you run into this issue. These mini-games end up illiciting complaints from a huge percentage of the player base. I can't think of another way to implement non-combat tech in a meaningful way, though.

If there's a gameplay mechanic, it is a mini-game and will inevitably come to be hated by many. If it has no gameplay mechanic, then what's the point? It loses its impact, no matter how valuable, and is less fun to spend character resources advancing it.

I think the answer is to allow tech-oriented classes to interact with their environment in additional ways in which the other classes cannot. Some of this is already accomplished via powers like Sabotage; but it could be expanded, if devs really felt it was worth doing. I'm not convinced it is, as I think about it.

Maybe the best answer is simply to allow everyone more creative uses of powers, whether in combat or not. (Does this leave the Soldier on the outside looking in?) Also, implementing more things along the lines of the "Engineer Interrupt" in the Omega DLC would be cool. Acknowledging and granting small advantages to the individual class types here and there would add verisimilitude.

Maybe small, incremental things could ably stand in for bigger, mechanical changes in this case?
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