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Mass Effect 3 Wishlist


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#6126
NotforProfit

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Alpha revan wrote...

lamar5000 wrote...

Alpha revan wrote...

Bring back the Mako

While the use of the Mako wasn't utilized as well as it could have been in ME1, the vehicle itself is by far superior to the Hammerhead. It just fit Shepard and what he was doing, dropping down to a planet in some rugged heavily armored APC with jump thrusters. I mean the Mako was one of the first things that drew me in when i saw a ME1 commercial. It just fits. They could bring back planets somewhat like in ME1 but with an easier way of locating things as well as slightly less annoying terrain. The Hammerhead to me just feels like a POS little toy.... Sorry but with all the bugs in the first game the Mako was just by far better fitting in the story, and i thought it functioned better.


I couldn't agree more. I miss the mako (I played ME 1 on the PC so I had no problems with how it controlled). I was a mechanically elaborate and compelling vehicle. To me, the Hammerhead felt like a generic hovercraft with not much substance in its architecture, weaponry and handling. I found the missions involving the Hammerhead were linear and confined. Overall, the planets of ME 2 didn't have the same sense of vastness as in ME 1. Also the fact that you couldn't exit the Hammerhead made these missions feel detached from the overall gameplay. I liked driving to a settlement, exiting the mako to explore the settlement on foot and then proceeding to the next one. And with a more open environment, I had many ways of approaching my objective. Yes the environments were repetitive and exploring planets one after another became a tedious task, but it added a lot of scale to the game, which was lost a bit in ME2.

I would like to see ground missions involving vehicles in ME 3 (preferably the mako). I think having more open maps like in ME 1 is the right approach. The design of the missions and environments would just have to be more varied.


You and I see eye t0 eye on this matter. The vastness of the galaxy was lost quite a bit with the lack of non linear planet exploration in the rugged Mako. I loved looking at the unique hostile planets with constant meteor showers, or blizzards, creepy ambients, desolation, and coming across the little installations on odd planets. Admiral Hackets transmissions were also pretty cool with him asking you to check different things out. Overall Bioware hit the nail on the head using the Mako, maybe if it had just been refined a bit, as well as it's use, it would have worked out better. Seeing as how the Mako is completely intact on Alchera, i think it should be returned and the Hammerhead should have some sort of demise as well as it's failure as a prototype.


Agreed on all points. The Hammerhead ended up being a kind of silly and childish compared to the Mako--it even kind of looked like something out of Super MarioKart. Certain terrain was simply impossible. Perhaps a refined mako/ hammerhead that could circle-strafe around enemies, etc. Otherwise--there really was nothing wrong with the open-ended planetary missions. One of my favorite things was on my second or third playthrough of ME 1, I would discover features (especially on Luna, and a few other worlds) that I hadn't seen on my first visit. Like the burning APC on Edolus, or a separate installation of rogue missile batteries on Luna. I could go on. Anyhow, it was that facet of the game that kept me coming back. I don't think any of the N7 missions have that same kind of mystery or added the same sense of scale, though they were for the most part exceptionally well done. All the sameI expect more out of a planet that flying down into a fissure in the rock of some unexplored world and essentially entering an underground installation. As wonderfully rendered as it might be, it doesn't really give you the sense of being somewhere at the far edges of the galaxy, and I really missed that. The comment above about the ambients is really right on. The howling wind, the dead silence, or the occasional animal calls that you could hear on certain planets actually gave me chills, that's how good and unexpected they were. Especially the places where you can hear the Rachni calling to each other. I think if you could combine those open worlds with site-specific structures (even random combinations of those modular colony buildings that seem to be everywhere), they'd be well on your way to giving us what we want.

#6127
Matterialize

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I don't know if anyone else has already come up with these ideas, but I'm not reading through 250 pages to find out.

Hybrid ammo system:

- KEEP the "reload" mechanic
- REINTRODUCE passive cooling as well
- Weapons will fire as they did in ME1 - pace your shots and you can fire indefinitely without reloading
- If you fire too quickly and overheat, you will have to wait longer than in ME1 for it to cool passively from its heated state (maybe something like 10 or 15 seconds, extremely punishing) during which your weapon's modular frame will pop open and go FFFFSSHHHHHHHhhhhhhhhhhhhh and spew steam, because special effects are always neato
- Instead of an ammo count, heatsinks will perform similarly to medigel. You will carry a stockpile of them, and at any time you can 'spend' one heatsink with a hotkey to instantly cool your weapon and continue firing, even if it's overheated.
- To complement this, Overload will gain the additional effect of instantly overheating enemy weapons, like Sabotage in ME1. (EDIT: whoops, it does that already. But have enemies able to overload your own team's weapons too!)

This would fit the lore best, I think. The current system was (according to lore) implemented because tech attacks are so common, right? When you are fighting less sophisticated enemies like vorcha or beasts (varren, rachni, etc) you don't need to worry about enemies overheating your weapons because they don't use those tech attacks in the first place. But when fighting, say, engineers, you want to have some spare heatsinks on hand just in case they get cute and try to disable your weapon.

Give each class a different melee attack.
- Soldiers can perform a rifle butt/pistol whip move, depending on what weapon they're holding (for added variety, pistol whipping could stagger an unprotected enemy and slamming someone with a rifle could knock them over)
- Vanguards could get a slow, strong biotic kick or punch (should receive a large damage bonus if used immediately after a charge) with appropriate knockback
- Adepts could get a faster/weaker biotic punch similar to the Vanguard's move, but with an added benefit against unprotected targets: s/he will first left them slightly into the air with biotics, and the punch will send them flying as if they'd just used Throw on the target (and the punch would deal extra damage in this case because the target would be ragdolled).
- Infiltrators could mirror the Soldier's melee attack. Their rifle butt would not knock down opponents, but if they melee under very specific conditions (say, they MUST be cloaked and behind the enemy) they perform a neck-snap or other execution. Doesn't necessarily have to kill the target, but should deal a large amount of damage, and should knock them over if they don't die. I think it'd be balanced by the fact that, since you'd come out of cloak once it's done, you'd be completely exposed to enemy fire as you'd have to wait for your cooldown to finish before cloaking again.
- Engineers could do something neat with their omni-tool, like zapping an enemy with an electrical discharge. Haven't thought about this class too much. Maybe it could do bonus damage to shields? And if you attack an unshielded enemy it could cause their weapon to overheat, in line with my suggested modification to Overload (above)
- Sentinels I also haven't thought about. Maybe they could form a scaled-down version of tech armor only on their arm (which would, of course, only last for the duration of the melee animation) which they swing at an enemy. It could do extra damage against armor and, if it hits an unshielded enemy, explode and stun them for a second or two like full tech armor. It'd probably look something like.. well, no spoilers here, but a certain shield that has already been introduced in a certain DLC.

The melee adjustments would help to not only make each class more varied, but also encourage different styles of play. Right now it feels like most classes just supply you with the same cover-shooting gameplay and a few different flavors of magic missile. Adding different attacks that not only vary aesthetically, but in performance as well, would help spice up the game and really give people more of a reason to do multiple playthroughs and try different classes.

:)

Modifié par Matterialize, 20 septembre 2010 - 02:30 .


#6128
i love lamp x3

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i'd like to sort of take on the role of kelly... i felt like this should've happened leading up to the suicide mission, considering its important to know how people are handling their possible/likely deaths in the very near future. so i'm thinking in the 3rd game there can be some sort of squadmate morale bar that you have to maintain on top of loyalty. and perhaps if a squadmate's morale bar gets too low and something really stressful happens they could crack and this could result in their death or like permanent psychological damage that causes them to leave your crew or something.

also for squadmates i'd like some sort of training deal. assassin's creed brotherhood got me thinking this. so take thane for example.. sure he's an assassin, but what does he know about squad based tactics or being a soldier? same with jack and many of the other squadmates. i think you should be able to send them on missions using the galaxy map. maybe just to collect resources in place of probes. you can send them to secure resources or on small side quests and they'll come back with experience or something, like maybe that could be how you upgrade their non-power attribute. and they could make more non-power attributes perhaps.

i like the upgrade system, but i think it should allow for more personalization or at least some sort of visible indication that your weapons have been upgraded. that said i would also like each individual weapon to be upgraded individually. for example if the mattock heavy rifle is based on old tech it shouldn't be compatible with the upgrades for the collector assault rifle and neither should be compatible with the standard alliance m8 assault rifle.

i think that the thermal clips are a good idea, it quickens the pace of combat, but once you run out of thermal clips i don't think you should have to stop firing, based on game 1. you should be able to fire as much as a clip before you weapon overheats. so basically it just reverts to the me1 system. afterall the thermal clips are supposed to be new technology in me2, an upgrade. but if the weapons from before can fire much, much longer how is that an upgrade?

i also think thermal clips should be used globally, as they are supposed to be the same according to the codex. so for example in me2 the soldier gets approximately 6 clips per gun. and say 5 guns, the soldier should get 30 clips in total and can choose to use only say the sniper rifle. oh and i also think they should incorporate reloading the metal blocks in your guns. it wouldn't happen often but is something you'd have to plan for. i just think it would help add to the rpg elements.

finally, i think you should have to buy or make the thermals clips and ammo blocks. though i think there should still be a reasonable limit on how many you can carry with you on a given mission.

Modifié par i love lamp x3, 19 septembre 2010 - 11:19 .


#6129
BFG Achilies

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what about squad commands like having your tech expert hack a terminal or unlocking a door





and in combat i would love to see the biotics be able to lift and throw things at the enemies like the fragile crates or those exploding canisters



i know the exploding canisters can be used with push but its tricky getting them to hit where you need them to

#6130
Guest_Brodyaha_*

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BioWare:
I know ME doesn't have the happiest storyline, but can we at least have the possibility of a rainbows and butterflies with bunnies type of ending? With the possibility of marrying Kaidan/Liara/Ashley/Garrus/Tali/Miranda/Jacob/Kelly/Jack/ME3 LIs? Where Shepard can live happily-ever-after?

Modifié par Brodyaha, 20 septembre 2010 - 12:17 .


#6131
Throw_this_away

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Level Design that puts you in SPACE. 

The Normandy SR1 scene is a great example when they are in vaccum.  Add some combat on the surface of space stations,  and missions inside small ships (Normandy size) and a great game gets better.   

I am playing Dead Space now and thinking af all the goodness ME3 could borrow.  

Modifié par Throw_this_away, 20 septembre 2010 - 12:44 .


#6132
Tyrael02

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umm overload does overheat weapons at level 3 i believe

#6133
Matterialize

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I know it makes flamethrower units explode, which is cool, but not exactly what I meant.

e- oh hey, you're right

Starting at rank 3, Overload will cause enemy weapons to overheat

Well, then I want Shepard to be able to suffer that as well, lol

Modifié par Matterialize, 20 septembre 2010 - 02:27 .


#6134
jimjw

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Use the plotline from Tali and the dark matter - have the reapers powered by the stars of sentient species, so that the homeworld ruins are hidden around darkstars. I really liked the atmospheric solar effect on the krogan homeworld, and having a mission to a planet around a darkstar searching for an older reaper specific weapon would be good.



In some ways, I miss the first aid skill from ME1 - it gave a reason to bring the Mordin style characters along more.



More of the Kasumi style of music - very full of loss and despair - expecially if a mission has to continue on after someone is sacrificed. The Kaidan/Ashley sacrifice had the cut scene, but forcing the character to play on through a battle with only one companion makes it a lot tougher. Again, follwing up an earlier post, make it so that the paragon path allows you to save a character, but at a personal cost to shepherd. That really ratchets up the survival risk and tradeoff between choices.

#6135
Fishy

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I was thinking about it ..
You use the same weapon in ME2 .. But you also use the same weapons in ME1 .. With bigger statistic sure but it's need to scale with your leve and the elvel of your ennemies.So in fact you're using the same weapon but with higher stats.

So useless in a single player game.I don't see the point of it.A grenade launcher remain  a GL .. It's should hurt.

#6136
forgivingrud

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I know its probably been stated in previous pages that i havent read,



but il say that I think that even though the greater emphasis on action was great, they should concentrate more on the story and dialogue options. They should also focus on adding tougher decisions because they are what made the first game feel so epic and personal. I couldnt help but feel that most of the second game (except for the final mission) didnt really give you many decisions that actually felt like they would have a great impact on the rest of the story. For that reason the first one had more of an epic feel for me because it gave you more of those choices. So I would love it if they had more of those heart wrenching decisions even if they had to cut back on some of the action to do so.

#6137
longlun

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Give each class a different melee attack.
- Soldiers can perform a rifle butt/pistol whip move, depending on what weapon they're holding (for added variety, pistol whipping could stagger an unprotected enemy and slamming someone with a rifle could knock them over)
- Vanguards could get a slow, strong biotic kick or punch (should receive a large damage bonus if used immediately after a charge) with appropriate knockback
- Adepts could get a faster/weaker biotic punch similar to the Vanguard's move, but with an added benefit against unprotected targets: s/he will first left them slightly into the air with biotics, and the punch will send them flying as if they'd just used Throw on the target (and the punch would deal extra damage in this case because the target would be ragdolled).
- Infiltrators could mirror the Soldier's melee attack. Their rifle butt would not knock down opponents, but if they melee under very specific conditions (say, they MUST be cloaked and behind the enemy) they perform a neck-snap or other execution. Doesn't necessarily have to kill the target, but should deal a large amount of damage, and should knock them over if they don't die. I think it'd be balanced by the fact that, since you'd come out of cloak once it's done, you'd be completely exposed to enemy fire as you'd have to wait for your cooldown to finish before cloaking again.
- Engineers could do something neat with their omni-tool, like zapping an enemy with an electrical discharge. Haven't thought about this class too much. Maybe it could do bonus damage to shields? And if you attack an unshielded enemy it could cause their weapon to overheat, in line with my suggested modification to Overload (above)
- Sentinels I also haven't thought about. Maybe they could form a scaled-down version of tech armor only on their arm (which would, of course, only last for the duration of the melee animation) which they swing at an enemy. It could do extra damage against armor and, if it hits an unshielded enemy, explode and stun them for a second or two like full tech armor. It'd probably look something like.. well, no spoilers here, but a certain shield that has already been introduced in a certain DLC.


Pretty cool idea of having special melee attacks.

Here's my suggestions:

Soldiers: Slow knife or machete attack.  Rifle Butting or Pistol Whipping should still be kept to knock people down.  Maybe make it so that blade attacks are ineffective against armored enemies until you knock them down, in which case you can execute a downed opponent with your knife.  One shot against downed or incapacated opponents, including stasis.  Good damage against non-armored opponents. 

Also give soldiers the ability to spear tackle enemies by charging at them and hitting melee.

Vanguards
: Grabbing opponents using a mix of strength and biotics, epsecially after a charge.  After you grab them, depending on the size of the opponent, you can either perform a close range shot, or use some kind of takedown move (like a German Suplex or a biotic-powered Powerbomb).  No recharge, but takes time to perform.  High damage, and ignores all forms of protection (going straight for health).

Adepts
: Biotic blade.  Every time you hit melee, Shepard swings his arm and a trail of biotic power follows, creating a sort of blade like energy.  Slices right through biotic barriers and armor, and does moderate damage against shields.  Decapitates enemies that will die from the swing.  Very fast and spammable.  To compliment with this ability, Adepts should also be able to use a biotic teleport, so they could jump right in front or behind an enemy.

Infiltrators
: Thane style assassination techniques.  Give infiltrators the ability to perform stealth kills using melee and cloaking.  Maybe using close range gun shots as well.  When not cloaked, give them martial arts, with bone snapping executions.  Fast and spammable.

Engineers
: This one is similar to yours.  Electrocute opponents with a short range shock.  Against non-organics, have the ability to magnetically attract them for the shock.  Might not even necessarily have to be melee, can be just a short range shock that can hit multiple surrounding opponents.  DoT damage against organics and stuns them for a decent amount of time, in which case you can use neural shock on each of them to finish them off.  Heavy damage against non-organics and completely destroys shields (REALLY help in Insanity difficulty).  High recharge time between charges. 

Sentinels
:  This one is unlikely, but using engineer powers you arm and shin guards expands itself, where you get hammer or claw shaped fists and bladed heel weapons (or better yet hammers WITH blades).  Then use biotic powered martial arts (MMA style!).  Good damage against all forms of protection.  Must switch between guns and melee weapons, but adds a bonus to armor in melee form.  Spammable, but speed based on Shepard's level.  Melee form upgradable like all other weapons.

Modifié par longlun, 21 septembre 2010 - 06:21 .


#6138
Stormy-B

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I would be happy enough with an actual melee system and not this elbow mashing we're doing now. Sure, an elbow to the face hurts like hell, but one would think that a N7 Operative would have a few more tricks up his/hers sleeve... Especially since he/she actually hangs out with assasins and other top notch military type of people wouldn't it be nice if they, I don't know, actually shared some info on how to be effective in combat? I for one would love a minigame where Thane for example teaches my Infiltrator how to silently break a humanoids neck, and then getting to use this new knowledge in the game at a moment where silence is crucial.

But class-specific melee attacks/systems would be neat as well. I support that idea.

Edit: Now I sound as if they would have to be mutually exclusive. I'd love to see both ideas come into fruition.

Modifié par Stormy-B, 20 septembre 2010 - 03:44 .


#6139
uberdowzen

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This is just a list of suggestion I compiled on another thread that I thought I'd put in here:

  • More interesting combat situations and less just shooting enemies (e.g. the fuel tanks in Zaeed's mission or the Biotic improving gas)
  • A vehicle of some sort needs to be implemented into the main game, not just as DLC.
  • Drastically improve planet scanning
  • Create a special weapon selection screen rather than just using the standard interface and maybe combine all the interfaces into one tabbed interface.
  • Keep the research element but give it a special interface which shows how weapons advance etc (again rather than just using the standard interface), similar to an RTS tech tree.
  • Improve the levelling system specifically, remove the dead levels where you can't level up.
  • Make persuades/intimidateswork like they did in ME1 (it's too easy to do persuades).
  • Expand upon the current weapon system, allowing you to customise the look of weapons (colours and patterns like armor) and install mods, that you either buy or find, at the start of the mission (it's be awesome if the mods changed the appearance of the weapons).
  • Bring back Omnitools and Biotic amps
  • Helmet Toggle (doesn't appear in cinematics unless in oxygen-less environment, toggle button for during gameplay)
  • More sets of armor (don't have to be customisable) in the game rather than just DLC.
  • Make all character wear armor into battle (it looks a bit ridiculous having Miranda go into combat with that skin tight suit) and make the alternate armor sets which are unlocked have seperate bonuses.
  • Large vehicle environments where you can explore (but way more detailed and smaller than uncharted worlds)
  • Rather than visting massive locations like the citadel, larger areas could be split up, like Denerim in DAO, so you vist many smaller areas.


#6140
Destroy Raiden_

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Maybe depending how how you melee them like front, side, back all get different types if you get them in the back you can snap their necks, on side kick, in front biotics or for none biotics slam either your gun butt into them or get a knife.



I support the class specific malee also I think on Krogan, whatever the prior SB was those things should get melee attacks like you used in SB but if you use it on too many of them like 6 times in a fight scenario or something you can't use you're arm and you run slower for a while like x amount of minutes I think that would be neat. Also you'd have a success fail ratio the higher level you are the more you succeed but the lower level you fail more and shep gets really hurt more.



A few more gunless under cover missions maybe even different things happen depending on if you're M or F shep I liked Kasumi and Samra's missions both had interesting advisories I wish Mornith was alive longer for the mission sense she was rather creepy I wouldn't mind a few more vulnerable shep missions like Samra's



Also show alittle more vulnerable shep moments like the loker scene but give F and M Shep slightly different scenes I thought that scence was a little to masculine for Mshep I guess it was her voice and how she body language was but it suited Mshep decently enough.



Someone said persona or happy metors for squad why not shep in Evangelion for psp you get to take over a number of people they have personality bars if you keep screwing up their lives they get depressed and when they need to fight in the Eva mechs they're performance really deteriorates maybe something like this for Shep and crew? If I can make my Shep depressed enough he/she should have a breakdown and their LI would need to help if no LI is present then they get kelly.

#6141
Stormy-B

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Some ideas that's been tumbling around in the overripe melon I call a head is this:
Bring back the different armors, light, medium and heavy. But give them some serious different pros and cons than the accuracy penalty of ME1, which I personally never even noticed. Light armor offers less protection (of course) than medium and heavy, however it should give the wearer bonuses in speed and sprint endurance. Simply put: Lots of armor means slow movement and short sprints but good protection, less armor means being able to run around like a hamster on coffee, but offers only slightly better protection than riding around in the Hammerhead. Also lighter armor (or is it armour? I never got that) versions should make the wearer able to scale higher objects on the battlefield to reach vantage points that heavier armored troopers can't reach.

This should also apply to your squadmates behaviour on the battlefield of course, lightly armored squaddies should rush to coverpoints, only attacking the enemy when they've got something solid between them and the bastards shooting at them, while heavily armored troops should react with giving covering fire, then moving to cover while keeping enemies pinned down. Medium armored peeps doing... Something in between.

Oh, and an actual NPC AI that knows where the hell enemies are in regard to where I order them to go and chooses the best possible coverspot in the vicinity. I fondly remember the NPC's of Brothers in Arms: Hell's Highway. Even when I deliberately tried to put them in a bad spot the AI simply decided that my orders where worth as much as a sack of dogturd and promptly placed my soldiers on the correct side of the cover so they could wreak some havoc. The game may have looked like beforementioned sack of dog excrement but that specific part was nice, oh and seeing your team sprint to cover like those tiny pieces of lead flying through the air actually could do some damage. Not like ME 1&2 where Squaddies will casually jog around in a bullethail like it's a sunny day on the beach.

I'll stop rambling and go to sleep now.

#6142
Matterialize

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longlun wrote...
Sentinels:  This one is unlikely, but using engineer powers you armor expands itself, where you get hammer or claw shaped fist and bladed heel weapons.

Haha, I'm imagining Sentinel Shepard flailing around these big holographic objects like he's a Green Lantern or something.

If given a tech shield, he should be able to thrust it at just the right time to absorb projectile damage or even reflect projectiles, in the case of energy attacks like that blue crap Geth Primes throw at you. It'd really make the class seem more like.. well, like a sentinel, a guard. An indomitable wall of protection.

#6143
longlun

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Matterialize wrote...

longlun wrote...
Sentinels:  This one is unlikely, but using engineer powers you armor expands itself, where you get hammer or claw shaped fist and bladed heel weapons.

Haha, I'm imagining Sentinel Shepard flailing around these big holographic objects like he's a Green Lantern or something.

If given a tech shield, he should be able to thrust it at just the right time to absorb projectile damage or even reflect projectiles, in the case of energy attacks like that blue crap Geth Primes throw at you. It'd really make the class seem more like.. well, like a sentinel, a guard. An indomitable wall of protection.


I actually wasn't thinking of holographic.  I was thinking of his armor expanding like a transformer.  Even more Sentinel that way.

#6144
xHelikoanx

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Dear Boiware, I loved the new Kestrel Armor. As for the the sniper rifles I would like to see a sniper rifle with a one shot kill ablility for lesser enemies and retaining a say 5 or 7 shot magazine with semi-automatic capability as well as a total ammo capacity of say 40. This very lacking in the game play for Infiltrators players that still want to have a sniper shooting feel without very limited ammo capacity or single shot capability. The viper rifle is great but do not give the same sniper feel do to the multiple shots need for killing lesser enemies.

#6145
Inca Anhuaman

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I certainly endorse this idea!Posted Image...especially the "Hot native american woman" part. Posted Image

But I also think that, if we receive new partners, we should get some blonde ones, even if they stay only on the Normandy like Joker (But I would certainly want them in my squad Posted Image).

We have a black dude,a redheaded girl, a asian girl, a brunette girl but any blonde or native american partner (as far as I remember, the only "possible" blond/native american character is Shepard if you customized his/her face), so I think this would be a fair thing to ask to Bioware. Posted Image




ok so something like a nordic/german/blond officer with funny accent and the hot amerindian woman.. @Developers.. guys you know you want them too!!!

Modifié par Inca Anhuaman, 20 septembre 2010 - 10:11 .


#6146
DGenXtreme

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He whats up everyone. I know you've all got some really interesting ideas, but dont forget to stop by at the polls and give your votes.Or if you really have some hot ideas for the upcoming addition to the Mass Effect  series, take the time to post  your ideas and get some interesting feedback.

And while your there why not take a look at my post, and cast your vosts in, Im sure bioware  would really appreciate your feedback
http://social.biowar...08/polls/11174/

Thanks

Modifié par DGenXtreme, 20 septembre 2010 - 12:02 .


#6147
Slickshoes

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Please keep the ME inventory system out of the ME3. I know, I know, a lot of people really loved it, and feel that their choices are limited due to the amount of items they can't shift through. Personally I do miss the ability to really equip something that is truely distinct for each party member, but I do not miss shifting and clearing out 8 million random armor and gun upgrades every hour.



So how about a compromise with people, partially reintroduce the inventory system and some armor customization so players can feel like this is "their" character and world, but keep in ME2's special ammo power option(NO 8 BILLION GUN UPGRADES).



I like thermal clips, gives the weapon a more life like appeal rather then just being a "space gun." So keep thermal clips, this is ME not Blake 7. I know people hate running out of ammo but I think it adds a bit of tension to fire fights, espcially when you see that "reload" start flashing and enemies are still coming.



Oh and another thing, can you do something about cash flow in the third installment? I figure cash was limited to put some pressure on how you spend your money, but I do get rather disappointed when I finish the game and realize I can't do much in the way of "sight seeing" or even explore some new powers because I'm broke, I mean shepard has the backing of a multi billion credit terrorist organization and he can't even get enough cash to keep the Normandy flying, that's pretty sad.



On to character developement, I actually don't mind how ME seems to be a bit more good/bad polarized then say DA. I know people like their morally ambiguous choices that have large scale ramifications, and I do too, but I'd rather not make the final game revolve around them, this is ME not DA. A few hard choices here and there are great,such as the mission in ME2 where you had to decide which part of the colony was going to be nuked. In the end perhaps it's too campy and cliche for some players, but I like the idea that that you're making yourself into the ultimate hero or the ultimate renegade. I mean regardless of how you play the whole purpose is to save the galaxy from destruction, so it's not like your motivations are ever going to be truly evil.



But what about the supporting cast? Shouldn't Shepard be a true namesake for how your character can help define the decisions and outcome of the supporting cast and their world. I liked the idea of loyalty missions for each character in ME2 but could each character get multiple unlockable missions throughout the game. Even missions you can miss if you don't pay attention to dialogue options that are missions for the soul purpose of building up that character and perhaps even the faction they may represent.

#6148
Ultimategame

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Hi,

Usually never the forum type, but Mass Effect is the best game ever, playing other games seems so dull and grey now. So first of all just wow and thank you!

I agree with most of the stuff that the thread starter stated. Most importantly weapon upgrades. So much better in ME1.

I guess there's only one really important thing I'd like to add.

Conversation: I don't like the fact that you always know which conversation choice gives you paragon, which one renegade, which one continues it which one takes it towards ending it. Because the game is designed to push you towards choosing one type of character (ie. either renegade or paragon) you feel forced to always choose that conversation option. So let's say when I played paragon I always ended up choosing the upper right dialogue option to get the paragon points I "needed". I know it's still my choice, but you have to admit the game kind of penalizes you if you don't consistently choose the same dialogue option, so you do feel forced. It would be nicer if you could purchase renegade and paragon points like before (with charm) and also if the dialogue option were more mixed around, so you wouldn't know "this is the good guy option, this it the bad guy option" just from the dialogue selections position, but rather have to decide "ok this is how I want to react to this situation". 

This would add SO much realism and immersion into the actual game.

Anyways still the best game I have played by far, and I might have sounded harsh, but I think the dialogue is the BEST part of the game and outshines ANY other rpg by far.

#6149
Ultimategame

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Oh man almost forgot the reason why I wanted to come post here.

HEAT CLIPS

Oh man, the no ammo thing was the best ever in ME1. I hate scavenging for ammo, it takes the whole fun out of combat and makes you feel forced to run around collecting silly little clips. Bring back unlimited ammo PLEASE : ) 

#6150
starscreamPOL

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Ultimategame wrote...

I guess there's only one really important thing I'd like to add.

Conversation: I don't like the fact that you always know which conversation choice gives you paragon, which one renegade, which one continues it which one takes it towards ending it. Because the game is designed to push you towards choosing one type of character (ie. either renegade or paragon) you feel forced to always choose that conversation option. So let's say when I played paragon I always ended up choosing the upper right dialogue option to get the paragon points I "needed". I know it's still my choice, but you have to admit the game kind of penalizes you if you don't consistently choose the same dialogue option, so you do feel forced. It would be nicer if you could purchase renegade and paragon points like before (with charm) and also if the dialogue option were more mixed around, so you wouldn't know "this is the good guy option, this it the bad guy option" just from the dialogue selections position, but rather have to decide "ok this is how I want to react to this situation". 


I agree! Buying points would be much better. I also prefer overheating weapons than ammo clips. I think overheat technology fits better to high-end ME universe. Ammo clips- they are not that bad but  I think their existence creates sometimes strange, unrealistic  situations. How it is possible that Collectors have the same ammo clips as other species? They are buying them in the same store? It`s just doesn`t make sense to me. And sometimes it was strange that ammo clips were laying in some places and was reappearing after few seconds. Other thing- how can i use heavy pistol or shotgun with only 12 bullets? Not funny at all.

Modifié par starscreamPOL, 20 septembre 2010 - 03:20 .