Each ammo seems to be up to their own description as to how they work. Polonium states "This upgrade stamps a minuscule amount of radioactive polonium into every round fired, effectively poisoning enemy targets. It also prevents enemy regeneration" so it's not actually replacing the ammo block as much as it's adding something to each shot.
That's even better. That gives us an obvious way to make super-powerful ammo that isn't inconsistent with earlier design.
Because while we didn't swap out the ammo block before, nothing about the lore prevents us from doing so.
Story based choices are still choices, even if not the ones you ideally wanted. We got to make quite a few of those.
Yes, they are. But they're quite uncommon.
Dialogue choices, when we're allowed to make them, occur several times per minute. Exploration choices are made constantly.
Story choices happen how often? Hourly? Less?
but your personal crusade hasn't been very effective either judging by current evidence. You've just been good at continuing it.
My question wasn't rhetorical.
So either you're unaware that it's not been very effective or I really don't know what you're doing.
The addition of exploration to MEA suggests what I'm doing is working. If MEA maintains the improvements in the paraphrases that we saw in DAI, what I'm doing is working. If the people continue to be aware of the costs of new features, what I'm doing is working.
BioWare doesn't want the consumers to notice features that were lost. I work against that. BioWare targets the median gamer. I try to make the median gamer's preferences be something closer to the radical RPG design I describe.
This is still a discussion about Mass Effect. Making a note for future IP is fine, but the discussion should still pertain to Mass Effect.
It does. I'm using Mass Effect as an example of what not to do, except where Mass Effect does well (the pause-to-aim mechanic, for example, which I expect to see in both MEA and the Secret IP).
But then you get plot holes of "Why didn't they do this thing that biotics easily could have solved?
That's their fault for defining the power too broadly.
If they want biotics to be able to do basically anything, then the combat gameplay needs to a physics simulator where we can drop forces wherever we want.
If they want gameplay to consist of discrete abilities, they need to define biotics similarly.
And since they haven't done that so far, the only fox is a retcon. Which I would support. An explicit retcon.
Because the gameplay didn't give me an ability completely useless except in this scenario?". The biotic field generated in the suicide mission does nothing to stop bullets or enemy troops from entering it. Literally all it seems to do is stop the swarms from entering.
Because the writers or cinematic designers didn't bother to learn the game systems before creating that scene, probably. They might have been told it didn't matter.
But that was lousy design.
Which means either A. You have to write all cutscenes to revolve around the combat abilities, B. You have to offload a bunch of useless abilities on the player just so you can use them in cutscenes later on or C.
Yes.