Reposted from a lost thread...
Specter / Cerberus OperativeIn the first two games the story/world tells us that Shepard belongs to these big organization, yet once established they offer very little. Couldn't the council or the Invisible Man offer up 3000 credits so I could get those nice upgrades to save the universe? Is that too much to ask for saving all living beings?
How about we give Shepard a corporate card to buy things, or have her scan things and request them from acquisitions, built in the armory, or just found/acquired in the story? This way i don't have to break into wall safes, steal peoples accounts, or hack into banks.
Give me a mission where I liberate a mining operation from a band of pirates and Cerberus operators come run the mine and produce a steady stream of minerals for me so I don't have to scan planets, heck make it so I direct them to find certain minerals to go after upgrades I decide on. I mean I am this big cheese and I can't delegate someone to scan a planet or get the cook some ingredients?
Summary, make the game elements fit the story. Use the same mechanics but put them in context. I am Shepard, commander of a ship and crew. Not a miner, not some one who has to pick pockets of dead people (Thane can do that)
The WorldCan we make the world a little more... alive? Can you make it so people move? I mean that bachelor party has been going on for days, that Turian has been hitting on the Quarian with no luck he should give up! What I would like to see is people walking around, different people during the day and night. I don't think we need to interact with every one but just make the places feel alive versus static objects.
Helmets/ArmorWouldn't go into combat with out one, but would sure love to see my characters face when the talk/drink. When we first meet up with Garrus and he had the nice armor and removed his helmet that was very cool. Why not have that animation for everyone? Shepard walks into the bar and takes her Helmet off and places it on the bar top. Or like the guns, the helmet expands over her head during combat but folds up when not in use.
And bring back the companion armor in some form. I myself would be happy if companions have a social and combat look that we might be able to color but at least two levels so that they fit in both portions of the game world. So Miranda has her outfit aboard the ship, and wears Cerberus armor when fighting, that sort of thing. The color part because I like looking like a unit, heck the Blue Suns looked more organized then my group.
Again back to game play, Shep goes into a bar in her casual outfits with the team and only a pistol, a fight breaks out and now combat has a different flavor. Light shields and a pistol versus other light armed foes. I don't need to have Cain on my back all the time (oh and an option to -not- take a gun if I don't want it. The heavy weapons sucked, don't think they lived up to the "kill a person a thousand times" like they thought, faster to use a regular gun)
Heatsinks/AmmoI think you threw out the baby with the bath water here. The lore was good, the system became unbalanced. Remove frictionless materials, don't put in uber Specter guns, and make the weapons have characteristics. Shotguns have short range but track fast for close quarter combat, assault rifles have distance but track slower, pistols move very fast when aiming.. etc.. and the different variations play with these variables, a compact assault rifle that sacrifices range and accuracy for faster tracking. If your going to look at the shooter games, look deeper and harder they have depth.
Boss Fights/Monster closetsReally? If they can have huge bosses that defy the story and world elements, why can't I just have Normandy fire from space? Don't increase difficulty but tripling health or a gun that fires a million bullets a second (that I can't pick up off the ground and have for my own after they are dead) just have them have harder AI, they take cover more often, they use the world around them.
Which leads to my next bit, why is it ever two bit mercenary is a crack shot? Make them miss every now and then, and the sound of a bullet wizzing by for near misses. Make the bosses aim better, but the trash mobs? They fire less, they get supressed and run when under heavy fire. Right now, crack shots, fearless to the point of stupidity...
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I think that is my wall of text... but in short, tell the story through the game, make an rpg that fits the story. Don't try to cram rpg elements without relation to the world.
Modifié par j.eaton, 14 février 2010 - 03:33 .