Mass Effect 3 Wishlist
#6051
Posté 16 septembre 2010 - 11:55
I hate being restricted to N7 armor its too bulky.
Not all squadmates in ME 2 like Thane have real armor why cant shepard have it too.
#6052
Posté 16 septembre 2010 - 02:02
#6053
Posté 16 septembre 2010 - 02:15
how about at midway through ME3 the female shep finds out shes goingto have an alien / human hybrid or is you played the male shepard the female you romanced turns out to be in the same way, just to put a twist on things.
but i agree with some things, i'd love to be in a dogfight with the normandy.
other things i liked was ME2 was really good, exploration and such, all they need to do is take all the ME2 stuff and expand it even further, we now all have the hovertank from the fire missions, bring in one move vehicle like tracked missle launcher or even better, have legion build a geth type vehicle.
with over 250 pages of posts these might have been said but right now i just wanted to say what i thought would be good in my opinion
#6054
Posté 16 septembre 2010 - 02:31
Also Customisation of weapons would be awesome just like you can do with the armor but instead with your weapons.
More options with the hairstyles as the ones with the first 2 games don't look like hair cept for the shaved heads and allow us to put tattoos on.
Make the female shepard move like a female, don't know if its a bug or what but in ME2 female shepard doesn't move much like a female more like a male and when she sprints she always has her face, facing down to the right?
Armor customs for squad members as well.
Would also like to visit Earth and maybe the Asari/turian homeworlds as well.
#6055
Guest_Johohoho.Ehehehe_*
Posté 16 septembre 2010 - 03:53
Guest_Johohoho.Ehehehe_*
I agree. I would prefer more combat moves (jumping, dodging) as well as some interesting maps that would enable the use of such moves.figuare9 wrote...
Give us levels that make us feel like we've accomplished something! (VERY IMPORTANT!)
Please, don't. Personally, I hate it. The inventory is a mundane thing anyone can do, and usually does, in real life.figuare9 wrote...
Bring back the Inventory (upgradeable sizing)
See above. I don't wanna play with dolls.figuare9 wrote...
Upgradeable weapons/armor (The NEW fasioned way)
I agree, some vehicles would be nice.figuare9 wrote...
Where did the vehicle go!? Please. . . Give it back!!
Whether Citadel or any other location, I don't particularly care but nor do I have objections.figuare9 wrote...
Please, Make the citadel larger.
I fully support this request.figuare9 wrote...
While doing missions, make them less linear.
I don't want it; why walking the same path again and again?figuare9 wrote...
Keep the Normandy just as exploreable/vehicle
I fully support this request.figuare9 wrote...
More Normandy fights!
I fully support this request.figuare9 wrote...
Give us Earth!
#6056
Posté 16 septembre 2010 - 07:57
I want WALK. Right now I can't walk. I can do slow mo walk (which looks ridiculous) and I can run (while staring at the floor). SO GIVE US THE ABILITY TO WALK!
#6057
Posté 16 septembre 2010 - 09:07
#6058
Posté 16 septembre 2010 - 09:08
NotforProfit wrote...
Building on something one of you said, what if some of the missions were time-sensitive? By that, I mean, what if they became more difficult depending on the order you do them in, or if certain missions have an expiration date, if they're not done in good order. They hinted at something like this with Liara, and the dialogue she had when you left rescuing her for last. But what if, say, you couldn't save Archangel, after a certain point in the game, if you choose to acquire other squad members first? Maybe it's a bad idea, but something of that nature, that things get progressively harder or that there are consequences for doing one thing first--and make them be tough choices: save Tali on one planet, or let a bunch of civilians die on another. (I'd save Tali, anyhow, but it's worth a thought.)
I like this idea. I support it.
#6059
Posté 16 septembre 2010 - 09:23
I'm thinking like this: Each squadmember should have certain "invisible" points in different skills. Leadership, tech, biotics, close combat and ranged combat. Missions that require splitting your squad should be divided into different parts (simple checkpoint system), if you've chosen the right specialists, they will be able to do their job for the whole mission, choosing horribly wrong means that they'll only be able to do it for the first part, a pretty good squad can do their job for 3/5 parts of a mission for example. To shake things up some missions should include the possibility that the right specialists can open new possible routes for you.
This should also tie into your squads view of you as a leader. Constantly making the wrong choices should make them doubt you and your abilities, however making the right choices should make the team respect your leadership and trust you to a greater degree. Thus unlocking behavioural bonuses for team members such as improved cooldowns, better accuracy, quicker reactions to orders etc. Gaining that extra edge that comes from believing in their leader and giving all they've got on the battlefield.
-
Squad reactions to moral choices.
In the squad there should be three different moral "factions". Paragons, Renegades and the undecided. During missions and in dialog you get the chance to show your ideals and thus making one of the factions behave more positively towards you, making it easier to romance characters in that faction for example. But since you can have different views on different things there could be tension in the squad regarding certain matters. Two examples of big issues in the Mass Effect series is Xenophobia and treatment of civilians. This would make for oppurtunities to side with the various squadmembers on different issues, as well as convincing the undecided of one side.
This should also tie in with the respect system and bonuses I mentioned earlier, people that you agree with should get minor levels of these bonuses earlier than the ones you don't agree with, those you'll have to show what a badass tactician you are to unlock their trust/respect bonuses.
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Sidequests that actually makes a difference.
My idea is that during one of your first missions you stumble right into a conflict where two small mercenary groups have been contracted by one side to end it (colony hiring mercs for retaliatory strike against slavers for example). These groups approach you with an offering of money for your help. Choosing a side and helping them means that their reputation goes up and they get several new contracts. When talking to the merc leader we get the chance to convince him/her of the right way to lead the group (Paragon/Renegade route) The merc groups leader recognizes that your help probably is what made the difference and promises their help on your mission.
This means that on those bigger missions where you have to split the squad, you will also be able to request aid from the merc group and gets to choose between four specialists, tech, biotic, ranged combat/infiltration and close combat/assault. These soldiers can be used to bolster your specialist groups to ensure their success.
During the game the merc group will send their own requests for aid on different missions, including infiltration missions, assault, defense or even negotiations. Helping them out will unlock the option of bringing more merc cannon fodder on the final mission. Doing every last mission the mercs need help with means that you will get all four soldiers including a fifth who is a leader character, the squadleaders tactical skill and sheer presence with his/her soldiers boosts their abilitys, giving you a further edge in the battle. Doing only that first mission where you first meet the mercs will only give you the option of one of the specialists and so forth.
#6060
Posté 16 septembre 2010 - 09:32
Me too, it's a great idea.Jack Hoff wrote...
NotforProfit wrote...
Building on something one of you said, what if some of the missions were time-sensitive? By that, I mean, what if they became more difficult depending on the order you do them in, or if certain missions have an expiration date, if they're not done in good order. They hinted at something like this with Liara, and the dialogue she had when you left rescuing her for last. But what if, say, you couldn't save Archangel, after a certain point in the game, if you choose to acquire other squad members first? Maybe it's a bad idea, but something of that nature, that things get progressively harder or that there are consequences for doing one thing first--and make them be tough choices: save Tali on one planet, or let a bunch of civilians die on another. (I'd save Tali, anyhow, but it's worth a thought.)
I like this idea. I support it.
BW would probably not go as far as letting main characters die because of what order you did things in, but a variation of it would be nice. For example a mission of defending a colony will become retake the colony if we wait too long. And the following mission of a retaliatory strike becomes a slave rescue instead. It wouldn't really change anything but it would give an overall feel that our choices actually has consequences. It would also add tons of replay value if missions could play out differently depending on what order you do them in.
#6061
Posté 16 septembre 2010 - 09:37
#6062
Posté 16 septembre 2010 - 09:40
General Ashous wrote...
I like the idea of splitting your squad up as it would be interesting to see how different squad members deal with situation and how they make decisions. That would also be a good reason to have three squad members on the team, two go one way, two the other, a bit Geras of War style but decisions you make on your side affect what happens on the other side. For instance setting of and alarm at your side diverts enemies to you and helps sqaud members get through and into a high security facility, for instance.
Cool idea, though I doubt that BW will change the three-man squad system for ME3.
#6063
Posté 16 septembre 2010 - 09:48
#6064
Posté 16 septembre 2010 - 11:42
More Normandy dogfight, spacewalk or something like that on the external of the navy, and interplanetary exploration. You can use the same technology used in Taxi Drive on Illium to drive into the space. More strategy choices from commander view in naval dogfight like did for the squad team... ME3 must be EPIC and dont let end Shepards adventures. I wanna play Shepard again in the future
#6065
Posté 16 septembre 2010 - 11:52
The other thing would be for a paragon player to take one for the team, such as getting blurry vision f or reduced run speed, or biotics going a bit random, for the next two missions, as the price for saving a character from death.
#6066
Posté 17 septembre 2010 - 12:06
Modifié par Omanaite, 17 septembre 2010 - 12:19 .
#6067
Posté 17 septembre 2010 - 12:46
Also I like the prior suggestion of time sensitive side missions I'd like to see a few like this not all mind you but having a few like this would be neat.
I'm also warming up to the idea of Stormy-B Squad reactions to moral choices and her Sidequests that actually makes a difference sections these sound interesting and very unique.
#6068
Posté 17 septembre 2010 - 02:15
General Ashous wrote...
I like the idea of splitting your squad up as it would be interesting to see how different squad members deal with situation and how they make decisions. That would also be a good reason to have three squad members on the team, two go one way, two the other, a bit Geras of War style but decisions you make on your side affect what happens on the other side. For instance setting of and alarm at your side diverts enemies to you and helps sqaud members get through and into a high security facility, for instance.
just out of curiosity but why does it always have to be a gears of war or call of duty type of stlyle of gameplay when it comes to mass effect?
#6069
Posté 17 septembre 2010 - 02:58
Also, please bring back Jack Wall. That is almost a must.
#6070
Posté 17 septembre 2010 - 04:29
#6071
Posté 17 septembre 2010 - 05:42
#6072
Posté 17 septembre 2010 - 06:27
Adding 2 to 3 similar "I have no more dialogue" lines in the VO played randomly each time you activate the character would make it less repetive. Small thing that matters.
#6073
Posté 17 septembre 2010 - 06:30
Modifié par Belhawk, 17 septembre 2010 - 06:34 .
#6074
Posté 17 septembre 2010 - 06:31
#6075
Posté 17 septembre 2010 - 08:06




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