To be honest, I would LOVE to see more varied combat during missions (as well as less linear missions, but that was mentioned. Customizing squadmate armors was also mentioned, and I support that, along with possibilty to buy armor upgrades specifically for them.)
Usually battle conditions are always the same - there is a certain amount of cover spread through the battlefield, your 'territory', enemies, routes to flank (or it's a bridge - area without them.)
I would love to see more places like Haestrom or [not sure about the spoilerity of that one, don't hit me with that large stick please] walk with barrier. They were conditions you had to adapt your current tactics to - fighting in areas that can render your shields unusable or making sure not to leave a small area while fighting.
Those fights really refresh combat. My suggestions?
- Fighting on the move. We already have those awesome Blade Runner-esque flying cars, why not take it to another level? Open it/break the window with gunfire. One teammate driving this thing, you and the other act as gunners protecting the vehicle from getting shot down by eg. mercs.
- Haestrom required that you to stay in cover. Let's reverse that - a planet that is cold. Very, very cold. You need to move, stay in cover for only a short period of time or else you will start loosing health.
- Zero-g fight. Not necessarily flying around shooting stuff (animating additional 'grapple' actions for each character, plus physics - might be tricky, teaching AI how to make your way through that map...) but changing from walking on the floor and ceiling. And whatever is shot and looses its' grip, starts floating around.
Another thing that sorta bothered me, was squadmates usage. I used mostly one team setup through ME1, same for ME2 (save for loyalty missions that required me to bring that person), just because it was the most optimal for me. Also, some squadmates suffer from 'usability decrease' as difficulty goes up (Zero is an example), while others become even more useful (Miranda with both Overload and Warp is useful against all kinds of protection.)
- Make some conditions that prohibit certain race from entering an area. 'No aliens allowed' sign? "We won't let a Krogan in, because he's too dangerous"?
- Encourage taking some teammates on missions. Give them unique actions that can help during hard moments - Tali using her techincal skills to open a route to flank your enemies. A biotic raising shield to protect you and allies in small area from enemy fire for a short duration? More teamwork in general.
Another thing I liked were the choices in the end. Such choices could appear through the whole ME3, adding more 'responsibility as commander' moments. Say, we have around 14-person team on the Normandy (well that's an assumption, but current team is quite large. Add DLC characters to that and what ME3 brings assuming ME2 cast will make it to the third part.) but a large team isn't anything bad.
For example, the player has to complete a large mission. Why bring only 2 picked squadmates? For example: we're selecting 3 teams - infiltration (2), strike (3, Shepard) and the ambush team (hm, 4? 5?). Infiltrators go in silent, open the door for strike team. Strike team hits the enemies and draws them out so directly into the crossfire of the ambushers.
Or Shepard goes in alone/with one squadmate. Acts nice to everyone and opens the door for the rest to move in.
And of course, epic last mission. Loved every bit of ME2's.
Hell, that's a lot of letters.
Last thing: I don't mind probing Uranus. And other planets. My brain still bears scars from prolonged Mako rides to survey minerals when doing that assignment.
Modifié par Fuel, 16 mai 2010 - 06:07 .