Since I got locked down in my own topic, here we go:
First things first - what I've tried to do here is pick the worst parts of ME2 and fix them. Yes, I have included suggestions to solve these problems, but what I'd like is this to remain fluid. Suggest a great idea, I'm more than happy to add it. I have added a few ideas previously from others, most notable from my thread asking for suggestions on weapons customisation. Anyway please read and let me know what you think.

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More WeaponsThere were 42 unique weapons in ME1, 17 in ME2 (not including heavy weapons). Whilst no-one wants so many weapons that they become generic or useless, variety isn’t a bad thing. There are many variables with which Bioware could make new weapons, such as
- Rate of fire
- Range
- Shots per clip
- Overall clip capacity
- Firing mode (single-shot, three-round burst,
automatic)
- Accuracy
- Damage vs Armour
- Damage vs Health
- Damage vs Shields/Barriers
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Greater Weapons CustomisationThe idea behind weapons customisation and getting more attached to a weapon in
ME2 was a good idea that was fairly poorly executed. There is no
decision-making process going on, no branching at all, completely linear. That
doesn't make me feel all warm and fuzzy towards my gun.
Instead, lets actually give options in line with the armour customisation, and
a great example is Ghost Recon Advanced Warfighter (1 & 2). Before each
mission you get to choose your loadout and the loadout of your squad. BUT each
decision has ramifications. For example you can pick the biggest, baddest
weapons in the armoury but you'll be moving really slowly because of the
weight. You also get to customise your weapon - do you want your rifle to have
a grenade launcher? A silencer? A stability handle? It really feels like YOUR
weapons.
How do we improve this?Give options! So we could have
1. Heavier weapons mean Shepard and squadmates move more slowly. So you can
make a bigger impact, but you're more vulnerable out of cover.
2. Allow customisation. Here are some examples:
All Weapons- Colour. Allow weapons to be different colours,
as with the current ME3 N7 armour colour customisation
- Keep ME2 upgrades. Periodically upgrade your
weapon as in ME2
- Allow choice of one upgrade mod. Do you want
extra stability (Kinetic Coil)? Extra firepower (Scram Rail)? Extra rounds
(Frictionless Materials)?
- Make Ammo Powers a weapon upgrade. Find upgrades
allowing you to switch on Inferno Rounds, Armour-Piercing Rounds etc for any
weapon
Pistols- Laser pointer. Replaces the crosshairs with a
laser aiming device. If you shoot, it hits where the laser is pointing to
- Doubled heat sinks. Doubles the amount of heat
sinks that are stored in the gun at any time, but also increases the weight and
reduces accuracy and stability
- Double Trigger. Adds a double trigger to the
pistol so that when the trigger is pulled, the weapon fire two quick rounds
instead of one. Slightly damages the stability of the pistol, but greatly
increases its rate of fire
Submachine Guns- Doubled Heat Sinks. As above
- Front Grip. Increases stability, allowing more
shots before accuracy becomes impacted
- Combat Sight. Allows a better zoom when aiming,
increasing accuracy and allowing greater ranged shots
Shotguns- Hammerhead rounds. Increases the force of each
round at the expense of some killing power
- Autoloader. Turns shotgun into automatic
shotgun. Fires very quickly but less accurately, and drains ammo very fast
- Controlled Overload. Begins a controlled
overload of the shotgun, using up one heatsink but causing a massive shot to
come from the shotgun, causing a great amount of Carnage
Assault/Battle Rifles- Grenade Launcher. Heavy-duty under-barrel
grenade launcher with a limited number of grenades. Drastically increases the
firepower of the rifle, but is heavy, decreasing the rifles accuracy and
stability
- Rifle Barrel. Increases the length of the barrel
of the rifle, increasing the power and accuracy of every shot
- Sniper Scope. Adds a new scope, allowing more
accurate long-range shots
Machine Guns- Heavy Barrel. Allows for longer firing bursts
(larger clips but same overall ammo capacity)
- Bipod. Increases accuracy and stability when in
low cover/crouched
- Front Grip. Increases stability in all modes of
firing, but not as effective as bipod
Sniper Rifles- Variable Scope. Makes the sniper rifle a little
heavier, but allows different zoom settings rather than only zoomed in or out
- Bipod. Makes the rifle heavier and less accurate
in normal firing, but when crouched will auto-stabilise the rifle with a mass
effect bipod field, increasing the effective range of the rifle as well as
stability
- Explosive Rounds. Take up more of a heat sink
per shot, but deal extreme damage
3. class-specific weapons.
For example:
Soldier = Assault/Battle Rifle
Infiltrator = Silenced Pistol (does not disrupt tactical cloak)
4. Make weapons powers (ie armour-piercing ammo, disruptor ammo) weapons upgrades
instead of character traits. Upgrade your weapon with new modules so that you
can switch between them in combat and your ever-favourite gun becomes even
deadlier.
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Role PlayingThis was under-done in ME2, but not to a horrible extent. How about giving me
the option of whether I want to increase me melee strength, armour, assault
rifles etc? The ME1 system was much superior in terms of choice and character
customisation, ME2 on the other hand presents quite a linear path.
The solution?Bring back ME1-type categories, but to a smaller extent. Say instead of
Pistols, Shotguns, Assault Rifles, Heavy Weapons, and Sniper Rifles, give
smaller categories such as being able to put points into small arms (pistols,
assault rifles, shotguns) and heavy weapons (sniper rifles, heavy weapons).
Instead of upgrades to shields, amour, health, and melee ability, reduce them
to say strength (health and melee combat) and armour (armour and shields).
This way you can bring back the great role-playing and customised Shepards
without over-complicating.
For example:
in ME1 a Soldier had access to
- Assault Training
- Fitness
- Pistol
- Shotgun
- Assault Rifle
- Sniper Rifle
- Combat Armour (Medium and Heavy Armour)
- First Aid
In ME2 the soldier has
- Adrenaline Rush
- Concussive Shot
- Disruptor Ammo
- Incendiary Ammo
- Cryo Ammo
- Disruptor Ammo
My proposal is that in ME3 we go back to ME1 to an extent, but simplified. So the Soldier
would have
- Assault Training (Assault Training + Fitness. Health and melee combat)
- Combat Armour (Combat Armour. Armour and Shields)
- Light Weapons (Pistols, Shotguns, Submachine Guns)
- Heavy Weapons (Assault/Battle Rifles, Sniper Rifles, Light Machine guns)
- Adrenaline Rush (Adrenaline Rush + Immunity)
This simplifies the levelling up, but still allows players to customise how they
want their Shepard to be. Is s/he great at pistols? Is s/he very strong but
lacks strong shields?
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Team members/NPC'sAt the very least this needs to change to include two things - one casual outfit, one armour outfit. As it is some characters walk around all day in armour, other such as Jack and Miranda seem to think that wishful thinking will save them from bullets.
Solution?Either add purchasable armour for your companions, or give each team member two outfits - casual, and battle. Also give the battle armour two or three different colour schemes so that, again, we can customise things to the way each person likes.
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Vehicle SectionsI actually enjoyed them in ME1, for the main planets anyway. As Yahtzee of Zero
Punctutation notes, they give a sense of epicness to the game. Certainly
they're not necessary for all missions, but for Noveria, Ilos, Virmine and
Feros the Mako sections showed large worlds, and ones where you weren't just
contained in a tiny box.
Solution?Bring back vehicle sections, but only for quest planets.
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Planet Scanning/System MovementBy far the most tedious, boring, poorly-designed gameplay feature I've come
across in any game in a long time, maybe ever. I'm not sure who thought it
would be fun, perhaps Bioware realised they had such a great game on their
hands so they had to add a mind-numbing feature so that people wouldn't be
harsh on ME3 if it wasn't quite as good. Who knows?
Solution?The planet-scanning and ship/system movement mechanics of ME1 were perfectly
fine, I'm not sure why Bioware changed this. Anyway ditch the ME2 system (and
fuel while you're at it) and bring back the old ME1 system. This streamlines
gameplay and makes planet-scanning an opportunity to find some good resources
or perhaps some cool missions, instead of dreading the grind of current planet
scanning if you want the best equipment.
That's just my $0.02 for now.
Modifié par Captain_Obvious_au, 25 mars 2010 - 02:37 .