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Scarecrow’s Compendium of Proposals to BioWare for Mass Effect Gameplay Improvements (UPDATE 2)


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#776
mattahraw

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Hey scarecrow, nice thread.

Some thoughts i had while reading the update:

I don't know if you will see a hybrid ammo system introduced, it would risk convoluting the gameplay and over complicating things. I personally feel like BioWare have chosen the ammo system and they'll stick to their guns, pardon the pun.

From a lore perspective it's annoying, but from a gameplay perspective I think we're better off with the new system than mass effect 1's system.

I definately agree with more weapons although I don't think hard stats will come into play like they once did.

More outfits would be nice.

As for upgrade slots of weapons and things of that nature, once again I think it'd run the risk of convoluting. People like us, who use boards would find such a thing second nature, but when I watch your average player have a go at Mass Effect 1, most of them don't even realize you can change ammo types, or upgrade your Biotic amps, etc.

If customization like that were to return, it'd have to be really streamlined with a very smart user friendly interface, not buried 3 menus deep.

I really like the idea to diversify the evolved powers though. It did get a bit same every time you evolved a power and it was "power or duration" over and over.

anyway, there's my 2 cents. Good on you for giving feedback rather than the usual spam junk that fills up these boards.

Modifié par mattahraw, 12 juillet 2010 - 03:45 .


#777
Scarecrow_ES

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Thanks for adding your thoughts, mattahraw...



I'm not sure the heat system would really complicate things at all. In some ways, the system works exactly like that in ME2 - your weapon will fire until such a time as it overheats, and you replace the clip to get it firing again. So for players who have only experienced the ME2 system, they will find my new system to be entirely familiar, except that "clips" will be in shorter supply. To make up for the lack of clips, we add back ME1's regenerating heat. As long as you don't overheat the weapon, you'll never have to worry about running out of ammo. Players who are only familiar with the ME1 system will also find this system more or less the same, except that once a weapon overheats, it will not automatically cool down again after a set period of time. It really is a combination of the two previous systems, and I don't think we'll have to worry about "convoluting" anything.



With regard to upgrades, I have always thought that returning to the ME1 modification system with all the loot and inventory messes would have been a terrible idea. However, as I've laid out in my proposal, it's possible to have the robust modification system (in fact, mine is more robust even than the ME1 system), without having all the tedium of that earlier system. With mine, there's no loot, no inventory, no clutter, and no spending hours swapping out mods that are just slight upgrades of ones you found just a little while ago. The system is significantly streamlined from the ME1 system, and takes advantage of ME2's armory system to set up weapons. In that regard, it's quite intuitive. At essense, you can very much think of this system as an expanded version of the KotOR system, using the ship armory as KotOR's workbench, and eliminating the need to constantly replace mod items whenever a better version of that item becomes available.



I think, overall, if weapon mods had to come back, this is perhaps the best way to do it.

#778
AirborneMind

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 After reading your post, I'll say that I am either in favor of or indifferent towards a majority of it. But there's one section in particular that I dislike, and that's the one with the power charge/control changes. First of all, I thought the controls in ME2 were the most intuitive of any game I've played and would prefer the meddling with them be kept to a minimum. And honestly, I don't think what you've come up with would be practical: 

-Many powers require subtle aiming to get the proper arc, and your configuration would require the player to remove his thumb from the right joystick to charge the power. (aside from singularity, did you notice how powers on the Y button don't require subtle aiming like tactical cloak or combat drone?) While you're charging, your target might also be moving, so you might find that the auto lock has chosen a different target or moved to a spot where your arc won't be as effective. 

-It would be too much of a hassle with the fast gameplay. One might also run into a scenario where, for example, you're charging an overload for a target with shields, but your teammates might take it down before you release, and you've wasted a power. Also it would be hard to coordinate the amount of charge desired with the safest time to pop out of cover. Smart players learn to use their powers when they aren't being shot at.

-Your other problem is that your committing a lot of primary buttons to things that may not be used. Soldiers and Infiltrators don't necessarily need three power buttons, so you waste controller usage with those classes.

-And in your proposal, you don't introduce charging until a player has a power is evolved. I think a significant game mechanic such as that (hell, you reworked the controller to squeeze it in) would have to be introduced much sooner, or not at all.

-One can't efficiently or intuitively charge while paused. 

-You have no sprint button.

Modifié par AirborneMind, 12 juillet 2010 - 08:34 .


#779
JLBoyyy

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to AiborneMind, i think he was suggesting, but you could always change it.



to me, i think a controller scheme for me would work like this:



Left Stick: Move

Right Stick:Aim, but when clicked/charged, use class-related power (infiltrator has cloak, vangaurd has charge, etc.)

A button: Storm/Cover (what it is right now)

B button:Meelee/Elbow of Death (what it is right now)

X button: Assignable Power 1

Y button: Assignable Power 2

Left Bumper: Assignable Power 3

Right Bumper: Assignable Power 4

Left Trigger: Zoom

Right Trigger: Fire weapon

Start Button: Pause

Back Button: Power and weapon wheel (toggle to bring menu, hold to switch to last weapon)

D-Pad: what it is right now (if they have another squadmate join for four man squads, up button is the move-thingy when you tell them to go somewhere or shoot something/use power)



at first i thought, or crap, reload! but then i remembered what scarecrow suggested (it would do it automatically if you press right trigger maybe?)



i think scarecrow would also be proposing more powers, especially if there are not ammo powers



also, i think you should probably be able to use the charge at a certain number of points you use instead of evolving it



sprint was the left stick i believe



also i was going to say that it should stilll be stickied, adn this one is just ways to improve things that are already here instead of "more hammerhead health so its overpowered, toggable hemlets, more armor pieces, etc."



and another side note, i subscribed. what will that do?

#780
JLBoyyy

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heres a bump. i dont know how often you should be allowed to do it, but i think i should. especially with the revised posts

#781
Scarecrow_ES

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I try to put the topic on the front page at least once a day if I can, but will only usually bump if noone posts over the course of that day.



Airborne... the control scheme I put up there was largely a way to show how charging powers could be incorporated into the gameplay, and the controller scheme reworked to eliminate unused buttons. I am all in favor of user customizable controller schemes, so that could always be introduced instead. As far as intuitiveness, I actually feel quite different than you on this subject. As a nearly 30 year gaming veteran, and a longtime player of both the RPG and FPS genres, I feel that ME2's configuration is less than optimal. Clearly though, each person will have a different preference.



BTW... Left Stick Click is Storm (Sprint) under my suggested configuration, much like it is in many shooters.



You do bring up a good point, though, about the face button usage for powers interfering with aiming, and it's something I may not have considered when coming up with the scheme. Would you prefer, then, to move the two other power hot buttons back to the LB and RB shoulder buttons? The function of the buttons would remain the same, but would swap positions... X becomes reload and weapons menu... a better solution still needs to found for the power wheel, then, but this could be moved to the Right Stick Click. Click and hold to bring up the menu, pick the power with the LS, continue aiming with the RS, and release RS Click to release the power (whatever's highlighted). In any case, some scheme could easily be found to incorporate charging, and could even include changing the way powers are selected and used (maybe a button press to select a power to use or pick it in the wheel, and then a seperate button to use the queued power).



As far as your scenarios when charging might become cumbersome, I don't think you need to worry. First, you never have to worry about wasting a charged power, as it only takes a few seconds to recharge enough to use a weak power under my system. If you "waste" the big one, you can use a small one very soon after. The current ME2 system makes you wait the full cooldown time of the big power you just wasted before you can use another one. If anything my system works better for you in this regard. Second, if you find that your squadmates are acting out of sync with your gameplay strategy in their power usage, you do have the opportunity to turn their power usage off, and so they'll require a prompt from you to use their powers, and will never do so on their own. As for the popping out of cover thing... I'm not sure I understand the arguement. You hold the charge until you are ready to release it. If you want to wait to release until you're not being shot at, you can do that.



As far as pausing (I assume you mean from the power wheel), I agree, there's no good way to do this. But an option does exist that's less effective but entirely workable for players who cannot hold a button down to charge (some PC users). For console gamers though, this is a complete non issue. It's unlikely a situation will ever exist where it would be preferable to try to charge from the power wheel. However, if you do wish to do it this way, bring up the power wheel, select the charged power to use, and the target you want to use it against. When you close the wheel, your power will start to charge, and will automatically release against the intended target, allowing you to still arc the power as needed. It's less precise, as you cannot determine the exact point of release, but otherwise it will work more or less the same.



As far as the late introduction of the charged powers, you have to understand that these powers - the truly evolved ones - will be quite powerful, and quite possibly game changing as far as their usage goes. The standard version of the fully upgraded power you just evolved will NEVER be as powerful as the evolved version. Look at Barrier. Being able to cast a nearly impenetrable bubble shield over yourself and any party member near you is a remarkably useful tool that should not be taken lightly. Being able to use such a power should take some investment from the player, as representative of the sheer amount of skill and training it takes for that character to be able to perform said feat. Only the best can pull off these amazing feats.



The player has to make that investment to unlock the ability, and what's more, he has to make some investment to use it in combat. We're distinguishing these truly powerful abilities from the mere upgraded fare the player is used to. It's not just simply a more powerful fireball - it's a complete firestorm. You can't just start out in the game being able to do that. Being able to use these powers is a reward for the commitment a player has made into a power. He could have upgraded his powers all equally, but chose instead to become a true master at just one or two. His reward for that is something truly game changing.



Chances are, if the player is dedicated to investing in just that one power, he can have it evolved by what... Level 5 (if we keep the evolution stage at 10 talent points invested as under the ME2 system)? Being able to reap that kind of devastation (or healing, or support, or whatever), that early in the game is already pushing it. So I don't think you'll have to worry about waiting long to use charging. Besides, with the lock-on mechanic I suggested, you'll already be performing the basic actions required to charge and unleash an evolved power every time you use a basic one, so it's not as though when an evolved one becomes available to you that the mechanic of charging it will be foreign to you. Just hold the button a little longer.

#782
Guest_Brodyaha_*

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I like your helmet suggestion. I prefer being able to remove the helmet whenever I wanted like in ME1, instead of having to choose it as part of my armor when I leave the ship and not being able to remove it in ME2. This presents problems such as drinking in the bars and talking with people during missions.



I disagree with your suggestions to the mining system; I preferred it to the Mako. One of the more tedious things in ME1 was having to drive around the planets in the Mako and do mineral surveys and examine other anomalies, which is necessary if a player wants to explore every inch of the ME universe and find all the easter eggs. Although the mining system in ME2 was at times also tedious, having to find the minerals for ship upgrades gave me reason to do so. Furthermore, the anomalies that I found on some planets introduced in-depth quests that enhanced the ME2 experience, instead of the little sidequests in ME1. I like these improvements in ME2--it was simpler, less time-consuming, yet a more in-depth experience. Although having a scanning team, probes, and making an economy out of the minerals sounds interesting, it is also very time-consuming and might detract from the main storyline, as I felt happened with the Mako quests. Of course, this depends what you prefer. The one thing I would add as a suggestion to the mining: make the scanning area larger. This would cut down time having to explore every inch of the planet. Probes are sent out if minerals are detected within one area; this gives players the choice of being able survey several areas/send out probes on a planet at once.



I loved the combat system in ME2. Thermal clips, reloading, aiming, ammo...I didn't need to worry about switching weapons and having the right type of ammo upgrades for each squad member as I did in ME1. Furthermore, being able to reload the weapon was wonderful. Aim was much better, and the squad members didn't run around like chickens with their heads cut off as in ME1. I also enjoyed choosing which weapons I and my squad would be using before each quest. I also enjoyed having the choice of weapons upgrades in the ship.



Storywise, I love the Paragon/Renegade interjection options during cutscenes, it's not only a neat choice that affects your Paragon/Renegade rating, but it makes the game feel more like an interactive story.

#783
Scarecrow_ES

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Brodyaha... the helmet suggestion belongs to the community at large. They've been calling for it since ME2 first came out.



As far as the resource management system, I think you're misunderstanding the intent. All of the parts of the actual finding and procuring of minerals that people find tedious in ME2 are made dramatically quicker and less tedious in my system. The actual amount of time spent scanning planets to find mineral deposits is reduced significantly, and the efficiency of the process (what you get out of it versus the time you put into it), is increased significantly. Though more steps in the process are added, the overall length of time you'll put into the effort is the same. In this regard, the time you'll spend working to find resources will be invested into several shorter activities which will be more rewarding on their own.



However, the actual base process - go to a planet, drag out the scanner, scan the surface for mineral deposits or anomalies, and send probes - will all function largely the same as in the ME2 system. But, the actual scanning process is quicker, with either greater speed added to cursor movement, or a larger cursor, and because a sort of topographical map will be revealed as you scan that shows mineral hotspots, you will not need to worry about missing potential deposits, or forgetting where you were scanning.



Adding additional uses for minerals - more ways to acquire them, and more things you can do with them - does add greater weight to the system. However, if you'll recall, in order to progress in ME2, you had to invest a significant amount of time scanning planets anyway. This system already takes a lot of time away from the story. What I'm doing is adding value to that time. I'm giving the player far greater reward for engaging in the system.



I've added solutions for players who find that they have an abundance of minerals they don't need, and not enough cash or other minerals to do what they want (or vice versa), which cuts down on the need to grind for rare minerals (also cutting down on time needlessly spend on the system). I've added greater uses for the minerals (to include use as currency and for the production of weapons mods), which gives the player, again, more options to use the minerals he has, and more incentive to get out there an scan planets. I've added a strategic element to planet scanning, whereby a player must choose how to best exploit the claims he has found, and of course I've added back some of the economic component to mining that was present in ME1.



In the end, it's not a perfect solution for those players who were entirely disinterested in the scanning system (which 90% of players surveyed hate). However, if such a system needs to exist, as clearly it does, then solutions need to exist that make the system more fun and more engaging for the player. I think, at the very least, my proposed system does do that.

#784
Scarecrow_ES

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bump

#785
Scarecrow_ES

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and again, wow.

#786
wellofsouls

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The ideas in this forum have been well thought out and discussed, shows people really like the game. I was wondering what you people think about an idea that came to me while reading some of the forums out here.

Was thinking you could remove all the classes in faver of one new class (a spectre class,) you are a spectre after all. and as for the old classes they would become a type of loadout for the new class. Your team mates would still keep there classes of course.

so you would have a few (2 or 3) skills for the new spectre class and the rest form the loadouts, nothing to different just enough to make it interesting.

spectre soldier

  • Adrenaline Rush
  • Concussive Shot
  • Incendiary Ammo
  • Spectre Skill
  • Spectre Skill
  • (possible third spectre skill at a later date in game)


#787
Scarecrow_ES

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Ultimately, WellofSouls, you're talking about a rose by any other name. Though your implementation is different, the result is entirely the same. Though you might call every "class" by the same name, "Spectre," the differing and defined "loadouts" still ensure that the currently implemented classes are still there - though without being specifically named. One issue your setup does bring about is the possibility of role confusion. Once you start adding additional non-role skills to the mix, the defined roles that the indivdual classes exemplify start to disappear into the void of the greater character structure. In this regard, you're de-emphasizing the distinct gameplay of the different character classes in favor of a more homoginized "master" class. Specialization is, ultimately, part of what RPG character building is all about.



There is one additional caveat here - not every player will complete ME2 as a Spectre. Many will choose to forego their relationship with the Citadel Council altogether, and then will no longer have Spectre status.

#788
reverendfuzzy

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ill try adding my idea to the bucket here



collecting some of the weapons on the ground from fallen enemies, loot right, well kinda what i suggest is collecting them not for personal use but for selling to certian groups, maybe colonists , pirates, slavers, or mercs, depending on who you sell to you get paragon/renegade points, pirates/slaves renegade , colonists paragon, mercs ive always seen as neutral because they can do "good" jobs or "bad" jobs, after selling them you can also hire out some of the people on your ship to train the people , you of course have a limited crew so you can only hire out so many, i belive this would be a good system to make some money,



so is this good , bad ,horrible, just a random idea i thought up

#789
JLBoyyy

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i forgot to reply to this one



but anyway, i dont think a renegade shepard would work with slavers. renegade =/= evil, they just get the job done no matter what the cost and doesnt care about his or her actions. sadly, many people think that, or at least for mass effect 2. if you dont reallly believe me, bioware made garrus the "perfect renegade" for mass effect 1, and even for 2 kinda.

#790
Scarecrow_ES

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Hmmm... it's not a bad idea in and of itself, but how such an idea is implemented could really determine how well-liked something like that ends up. I mean, I don't think too many people would find it interesting to scrounge for weapons, so there has to be some sort of automatic salvage system in place (like the automatic inventory additions at the ends of battles in ME1). The thing is, too... can we make something like this work without the tediousness of inventory? I mean, for the morality angle of the system to come into play, you'll have to make choices what equipment goes to which factions. That would probably require an inventory of piles of collected gear, just for the sake of selling - a bit pointless. However, if you choose just to do things in sort of a lump sum deal, which negates inventory, then what's the point of collecting salvage during missions?



You see what I'm driving at? The reward vs investment ratio for the system tends not to add up. The only way this might be viable is if you can work the system in a way where the players' rewards are worth what they put into it. Then there's the issue of grinding for morality. If the potential for boosting your paragon or renegade rating is indefinite, as it would be in a system like this, then it really overshadows the importance of the moral choices you make during the story. In order to mitigate that, then, you either have to impose a limit on how much effect you can get through this program, or make each transaction worth a fraction of what a normal morality decision might give you. Either way, you're still presenting a poor investment/reward strategy.

#791
reverendfuzzy

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thanks for input just bouncing around a random idea i thought up while replaying the first game

#792
MobiusTyr

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holy crap, get a job.

#793
wellofsouls

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Scarecrow_ES wrote...

Ultimately, WellofSouls, you're talking about a rose by any other name. Though your implementation is different, the result is entirely the same. Though you might call every "class" by the same name, "Spectre," the differing and defined "loadouts" still ensure that the currently implemented classes are still there - though without being specifically named. One issue your setup does bring about is the possibility of role confusion. Once you start adding additional non-role skills to the mix, the defined roles that the indivdual classes exemplify start to disappear into the void of the greater character structure. In this regard, you're de-emphasizing the distinct gameplay of the different character classes in favor of a more homoginized "master" class. Specialization is, ultimately, part of what RPG character building is all about.

There is one additional caveat here - not every player will complete ME2 as a Spectre. Many will choose to forego their relationship with the Citadel Council altogether, and then will no longer have Spectre status.


Thank you for the reply Scarecrow appreciate the response, and upon review I realise your right It would get confusing and detract from the RPG. Again thank you.

So if it won't work that way what if it was a class in itself, added to the rest with it's own skills and what not.
I just realized there are problems with this too, maybe a way around it is to make it unlockable complete the requirments to unlock and it's availble for ME-3.

the people that didn't take the spectre path in ME-2 won't miss out too as when it unlocks it becomes the rogue spectre class instead.

Modifié par wellofsouls, 17 juillet 2010 - 11:49 .


#794
Scarecrow_ES

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Rev... your idea is certainly possible in an entirely "questline" format. By that I mean, rather than a sort of persistant sub-system within the game, you could introduce it as a sub-plot line within the mission structure. Perhaps part of your sub-quests has you tracking down stolen tech, or otherwise aquiring new or advanced technology from somewhere. Once you've gone through the process, maybe you'll have to decide what to do with it - keep it for yourself, hand it over to the "proper authorities," or sell it to the highest bidder for profit. Maybe if it's a multi-mission storyline, you'll be contacted by various interested parties who want in on the tech, or maybe you'll have an opportunity to make a "deal with the devil" and side with the folks who may have stolen the tech in the first place. Hell, there might even open another bonus mission if you chose to side with the bad guy where you help to acquire even more stolen tech, giving you the opportunity to betray the bad guy in the end and take the stuff for yourself. Or maybe making any of the other big choices could open up a final bonus mission where you can see the real consequences of that decision. You see what I'm getting at here? If you put the choices you want to implement along with the morality of those choices into a mission structure instead of sub-system, you add player investment and make the rewards more tangible. Would that be something you think would work with your idea?



What you could do, WellofSouls, is to harken back to the ME1 specialty system, whereby once you've reached a certain point in the game you can unlock a specialized version of the class you've chosen (this has been poorly replaced with the evolution system in ME2). Except that, instead of unlocking a new skill tree that is merely a branch of your main class, you unlock a sort of second sub-specialization which is not directly class-based, and could be, in some way, related to your various allegiances. For instance, you could unlock, say, the Spectre, N7, Cerberus Operative, or some form of neutral class. Each choice could give certain bonuses (buffs/debuffs), access to certain specialized equipment (weapons, armor), specific quests and story lines, and maybe even a choice of a bonus skill related to that affiliation. It won't necessarily effect the outcome of the game, but it might affect some of the things you can do... and since, technically, you have been involved and thus owe at least some allegiance to all of the various organizations, you really don't have to worry about making game decisions that go against that allegiance. You can choose to rely heavily on Cerberus's resources and talents and still make story choices that go against Cerberus's interests.



Doing it this way adds in the sort of specialization in character development you're talking about, with the kinda affiliation stuff you're also looking at. And it brings up an interesting question to the player that hasn't quite been asked yet - where does your Shepard's allegiances lie? Is he Commander Shepard of the Alliance Military? Is he Shepard the Spectre? Is he Cerberus Lapdog Shepard? Or does he forge his own path?

#795
JLBoyyy

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i think that would be a great and fun idea to toy around with in Mass Effect 3, but i just hope that bioware might think about going anywhere near that direction for Mass Effect 3, because that would make a great game even greater. and personally, i always thought that it would be a cool way to play to allign yourself with a certain group and you will have different things to help or maybe even things that dont help to make the reapers lose (or win if that happens)



btw, i think i was repetitive in the paragraph-thing i just posted.... i kinda lost track of what im trying to say... whoops

#796
wellofsouls

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Scarecrow_ES wrote...

What you could do, WellofSouls, is to harken back to the ME1 specialty system, whereby once you've reached a certain point in the game you can unlock a specialized version of the class you've chosen (this has been poorly replaced with the evolution system in ME2). Except that, instead of unlocking a new skill tree that is merely a branch of your main class, you unlock a sort of second sub-specialization which is not directly class-based, and could be, in some way, related to your various allegiances. For instance, you could unlock, say, the Spectre, N7, Cerberus Operative, or some form of neutral class. Each choice could give certain bonuses (buffs/debuffs), access to certain specialized equipment (weapons, armor), specific quests and story lines, and maybe even a choice of a bonus skill related to that affiliation. It won't necessarily effect the outcome of the game, but it might affect some of the things you can do... and since, technically, you have been involved and thus owe at least some allegiance to all of the various organizations, you really don't have to worry about making game decisions that go against that allegiance. You can choose to rely heavily on Cerberus's resources and talents and still make story choices that go against Cerberus's interests.

Doing it this way adds in the sort of specialization in character development you're talking about, with the kinda affiliation stuff you're also looking at. And it brings up an interesting question to the player that hasn't quite been asked yet - where does your Shepard's allegiances lie? Is he Commander Shepard of the Alliance Military? Is he Shepard the Spectre? Is he Cerberus Lapdog Shepard? Or does he forge his own path?


allegiances and affiliation, yeah that'll work quite well I like the idea. Hmm what your saying sounds alot like the specializations from dragon age.

thanks again

#797
LaurenIsSoMosh

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Here's a suggestion I have been wanting since first playing ME2, and sorry if it's been suggested before, but I haven't followed the past thirty pages:

It really annoys me that interrupts are limited to either paragon or renegade, but never both at the same time. With the exception of Veetor's scenario and when Shepard first speaks to Mordin at his clinic, there are no instances where the player has the option to use a paragon or a renegade interrupt in the same scenario.

It really irritates me, because things like disabling the Blue Suns gunship are limited to renegade characters. And there are other times as well, when certain paragon interrupts should have renegade alternatives, like in pretty much every loyalty mission where Shepard is given the option to stop one of his squad mates from shooting some unlucky guy on the wrong end of the barrel.

If dialogue interrupts return in ME3, paragon and renegade trigger pulls should be present for every scenario, and should also appear on screen at the same time to prevent players from thinking only one option is available, like with Mordin's introductory dialogue. And unlike with Veetor's scenario, the different interrupts for each scenario should lead to different outcomes, not the same outcome with different spoken words and actions.

Good example: Shepard encounters two elcor in a heated argument over the privelage of being complimented by Blasto the hanar spectre. Red and blue triggers flash at the bottom of the screen, indicating the player can interrupt the argument either politely or rudely. Going the paragon route has Shepard stepping in and using his omni-tool's ultraviolet scanner to reveal that Blasto, in fact, was making an insult rather than a compliment. They stop arguing over it and become good pals again. Going the renegade route would have Shepard hose both of them down with pepper spray, impairing their ability to see and smell each others' body language and scent, respectively. The argument would get worse once the elcor now misunderstand sarcasm for sympathy and jealousy for flirting, and they would stop being good pals.

Bad example: A krogan is using a hanar as a balloon. Pulling the paragon trigger has Shepard tickle the krogan, and pulling the renegade trigger has Shepard tackle the krogan. Tickle or tackle, the krogan lets go of the hanar.

Whatever happens, limiting gameplay tactics like disabling gunships to either paragon or renegade is extremely unfair to whichever morality isn't chosen. In the future, all scenarios should have two interrupts with different, unique outcomes.

jbebout wrote...

Resources trading and selling. We scan all of these planets and gather a bunch of resources. It would be nice to be able to sell them for cash to buy weapons upgrades or trade for the resources that you need.

This times a billion. Even after collecting every upgrade that requires element zero, I have crap loads left over. Considering ME2 is just the opposite of ME1 as far as money is concerned, players are hard pressed to put together enough money to purchase everything in the game.

If players could sell or trade resources, mining would finally be more than useless.

#798
JLBoyyy

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well LaurenIsSoMosh, i like your idea a lot, and just a btw you only have to read scarecrows first post, and his other post about one or two posts down. then you should be up to speed

#799
Scarecrow_ES

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Lauren... Interupts have been discussed at some point throughout the thread, with opinions like yours cropping up. I think, ultimately, while I do see the merit of your suggestion, there is a fundemental problem with it. You, and most others who express the same opinion as you do about the interupt system, look at that system as an incidence of choice that helps define the character's alignment in the game, just as the Paragon or Renegade dialog options that occured frequently in ME1. This represents a significant misunderstanding of just what the interupt system really is.



The role of the interupt system is to provide players with opportunities to perhaps modify the outcomes of certain situations in a way that reflects the alignment the player has established for his character. This is not an opportunity to choose between two different optional ways to deal with a situation (though there are a few occasions early in the game where the player is forming his character's identity), but rather to choose the standard way of doing things, or to flex your moral muscle and seek an alternate way out that is in keeping what the predefined Paragon or Renegade Shepard might do in that situation.



In that regard, it's highly unlikely that most situations would present to you an equal chance of modifying the outcome with two different moral lines of action. I cannot name any sequences outside the early stages of the game during which an interupt moment occurs that really provides two possible ways to change that outcome. For instance, while making your way up to meet Thane, you're presented with an option to let an ambushed enemy soldier live, or to interupt the scene and push him out of the window. In that case, letting him live was already the Paragon/Neutral option, and wantonly killing the man was clearly the mark of a truly cold-hearted bastard. Your Shepard really has to be a Renegade person to push that option. Likewise, there comes a moment where you can interupt a long villian monologue by a team of Krogans by shooting a pipe underneath them and sending the Krogan leader up in flames. I'm unsure how such a situation could have been resolved using a Paragon option.



You have to think of these interupt sequences not as a way to further define your character's morality, but as a way to ACT on your character's already established morality. In that regard, it makes sense that you're only ever really presented with one interupt option. But certainly, if BioWare can come up with more situations where there could truly be a 3 potential outcomes that are all drastically different (remembering there is always the "neutral" or "do-nothing" option) then I would applaud the use of split interupt options. However, for the most part, the default path of the sequence is always aligned to a particular morality anyway, and the interupt merely let's you choose the opposite moral approach if your character is aligned that way.

#800
Scarecrow_ES

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buuuuuuuuump