First of all. This thread is great. Scarecrow, you are the man.
Second. My starting points are the following:
- I love both games, and in spite of my initial resistance to the changes in ME2, I now find myself loving the game (even though it crashes too often for comfort…)
- I found that there were too few missions and quests in ME2, side missions not really giving neither insight into the storyline nor skills/weaponry. They were just quests that didn’t really matter (which is rather unnerving when playing insanity for nothing). Improvements and upgrades were too easy: „Shepard: Upgrade?” „Henchman: Yeah. Resources?” „Shepard: Yeah / No” „Henchman: Here / Come back later”…
- I am usually very good at criticising, and not so good at giving alternate ideas, but I really mean no harm
- I have a weird sense of humor, which many may find unamusing. If you suspect you may be one of
those people, just skip those parts and have patience. Thanks
- English is my third language, so if you are allergic to typos and grammar mistakes, just jump to the next post. Thanks again
And for the main body of my text:
{INVNT}:
- Great ideas. Very thorough. I would additionally propose a skill that would allow the player (in case they wish to evolve this skill instead) to modify the weapons better (or for less resources or cheaper or whatever). Acquiring the skill could be a possible mission idea. Mission should involve puzzles and riddles instead of shooting. (the puzzles could be refreshed via Cerberus network so replaying would be a bit more challenging, a.k.a. fun)
- Very good point regarding the refill of heavy ammo on the Normandy. I mean what kind of a serious paramilitary organization has a ship with no ammunition stock on board? Seriously. It doesnt have to be free (credits, resources), but it has to be available. The same thing for medigel.
- I agree with making armor modifications worthwhile (more serious effect than in the current system). Make them available for Shepard but make them modify squad armor, which is a must. Having Jack run around naked with a mouth mask next to a fully armored Grunt is just silly.
Acquiring armor would be a good idea for side quests (with relevance). Getting the team better prepared (with better armor) giving you an edge against millions of virtually invincible, gargantuan sentient machines would make sense. (wait, scratch that…resistance is futile…)
{WEAPS}:
- Someone in this thread wrote about one time bonuses for the weapons. I like the idea.
- I love the hybrid weapon idea, although I liked the ME version and had no special problem with ME2 solution (a similar system as in Modern Warfare would have been aggravating. There you can’t use ammo from the same type of gun if one has laser sighting and the other doesn’t. That was stupid…) However, everyone says there is no
shortage of clips. I don’t know if it is a bug in my game, but playing a lvl30 Infiltrator on insanity I have run out of ammo (ooops, heat sinks) several times, with no supply to be found. And I seldom waste ammo, being the good shot that I am… (If you want a good FPS to copy, have a go at Crysis and don’t tell anyone you used it… But I would prefer the original ME than making ME3 any more FPS than ME2)
- Just one thing. Please give weapon statistics for the number freaks. Thanks
- I agree with having more variations in weaponry.
{PWRSKLL}:
- First of all: Hallelujah, for advanced training and retraining powers. So many people arguing about best build, while I change build for nearly every mission (slight exaggeration there). I found it very useful on insanity…
- I liked the proposal, although I like both ME and ME2 systems, and wouldn’t mind seeing either in ME3.
- A bit more skill options (more in numbers) would be welcome, and I like the changeability,
choosibility of powers proposed by Scarecrow. However, I think it would be great to
acquire skills via side missions (e.g. choose between going to interplanetary mage on Hyundai Sonata to learn divination (whatever that may be) or famous weaponsmith on Vauxhall Astra for advanced weapon tinkering etc., with one learnable skill per playthrough) You could have several available (recycle the voices of Helena Blake and Dr.Chakwas again… And since academic high achievers monitor - and are jealous - of each other, you could choose only one, cause the others would not want to teach anything to a pupil of the competition… „Not what I would call effective academic peer revue…” great line, that is…) and no extra skill points even if you have them all available, so you would have to choose which one is important for you in every playthrough, or power training). You would only have a few more skill points, so you would need to think about where you put them.
- I find the power evolution idea a bit over the top. The extra points that remain in the ME2 system should be available for adding to a fully evolved power, and that would further enhance the effect (minimally: 2-3% per extra point, with maximization of usable points).
{SCNSMGMT}:
- I love the effort and elaboration in Scarecrows post. I don’t like the idea itself so much though. It would get just as tedious by the second playthrough and you would not get nothing but a complication of the current system. What I would suggest is to keep a similar system for ME3 but implement the following:
have a side quest for improving the scanning system. There could be several improvements to it, the simplest being a larger scanner scope that can see more than a 2 square diameter circle at a time. The ideal scanning system for me would be a system that scans an entire planet at a time, revealing the places of minerals (types as well) which you could probe according to your needs. This would be an improvement over the current system. What I simply cannot do without (exaggeration again) is an
exploration log, a list telling you where you have been and what you found there AND what you have left behind, if using the planetary scanner. This would've been very useful in both games and could be similar to the secondary info of the codex..
- Scarecrow, I really loved your ideas but I think the strategy game aspect would be sort of out of the boundaries of ME. But it is nice, and perhaps I am just being conservative here.
Miscellaneous {MSCLLNS}
- To anyone with eyes. Did nobody notice, or am I too sensitive about having messages and texts diplayed over my radar??? (e.g. Archangel health over my radar while all of the screen available…) AAaaargh
- Armor on husks? I understand you have to make higher difficulty levels actually harder, but why would the reapers bother with giving them armor? Why?
- The galaxy map info is great, but it would be even greater if they just popped up when you go over them. The current system is way too busy and chaotic.
- Please don’t put buttons over each other (even if it happens occasionally): for example buy fuel and enter system. That is just sick.
- Never ever have an enemy talk as much as Harbinger. Please consider this as a (very) serious request for a patch that shuts him up. Thank you.
-
Enable double clicking. Inventory management, exploration, private terminal messages etc. would be greatly facilitated. This is very important for the fluency of the game on a PC.
- The mission completion screen must go. I personally think that was a horrible idea and cannot think of any possibe excuse for it. Have the evaluations come up in the mission log. That would be perfectly sufficient if anyone is interested in the sarcastic comments of the Illusive Man (which are great btw, only not enough for a separate screen)
- For replays, have an option of starting from scratch or starting with what you got in the previous game (mods, weapons, resources). I mean whose idea was it to have the weapons from the previous playthrough but not the mods for them? Duh…Have both or neither. And if you promise powerful bonuses for a second playthrough, give
powerful bonuses. About 15% of the resources necessary overall is NOT a powerful bonus, whatever anyone may think.
- Don’t have so many canned fights. Fighting in a tube is not fun.
- I like the research system, but having to go to the research station is a bit old fashioned. We should be able to give an omni tool command to the science officer who can do his/her work if the resources are available, enabling you to use the upgrades even while on a mission. However, a time factor would be great to include in the research process. I dont know how, but in case I think of something I will edit…
-
Have a trading system. Withouth that, the game looses a great possibility for immersion. If I had to name one bad thing about ME2, it would be the removal of trade. Trade minerals for money and vice versa. I want to be able to sell weapons, mods, Zaeed…
- It would be great to be involved in some sort of non linear activity. Someone mentioned piracy. Nice. Merchant missions for money. Escort missions. (Yes, I did love Origin’s Privateer).
- It would be great to have missions and scenarios unlockable by achievement for further playthroughs. I noticed some new areas on insanity. Great idea, give me more.
- For the love of God, give us a SKIP INTRO function… Pleeeaaaase…..
- If you have a character portrayed as extremely strong in their introduction, have them be as strong as a squadmate. I will not name anyone because of the no spoiler thingy, but why can't she take out the 3 mechs destroying crates with the flick of her mind?
- I liked the money for kills and XP (and the fact that they increased with rank and number of playthroughs) in ME. Where did that go?
- What happened to grenades? Am I the only one who misses those?
- I would love a
simulator aspect for some missions. E.g. the kodiak pilot is hurt and you have to run out the enemies in a jungle scenario while not being able to rise too high because of the fear of anti aircraft fire and then dock with the Normandy. I think I just wet myself with excitement…
I am glad I got all these off of my chest. Fire away everyone.
Modifié par greghorvath, 23 février 2010 - 11:27 .