What Bioware Can Do To Make Mass Effect 3 The Best Of The Trilogy
#51
Guest_Shavon_*
Posté 13 février 2010 - 11:36
Guest_Shavon_*
They made the suicide mission, getting everyone to survive sound like it would be so hard, but it's really not.
We don't need more romances, just re-open doors from the squadmates that are already available.
A return to classic rpg good stuff Bioware has put out up to ME2. Me2 is a crazy rpg/shooter compromise that doesn't quite work out very well. The story is still incredible,a nd combat is fun, but it's much more linear than normal. If I want to play a shooter, let me buy Halo.
#52
Posté 16 février 2010 - 10:24
#53
Posté 16 février 2010 - 10:48
Another thing, Shepard is a fan of ships, just look at their cabin in Normandy. Now I wonder: Why Bioware, so far, has not implemented a space combat ?????? A time for the player to be able to control any vehicle in a space combat ???????? It would be interesting.
#54
Posté 17 février 2010 - 12:01
Shavon wrote...
Instead of a whole slew of new squad mates, I think they shoudl just draw from whose already been written. Maybe a few new more, but I don't want Bioware to cater to new people to the extenet that ME2 was. We have 15 or 16 already. THey should just market it differently, have players make sure that as many survive as possible for import, or they won't make it.
They made the suicide mission, getting everyone to survive sound like it would be so hard, but it's really not.
We don't need more romances, just re-open doors from the squadmates that are already available.
Agreed, especially about the romance thing. It would be great to see a relationship develop over three games, slowly building up to a real, actual climax.
Also, Bioware, make sure that you really spend time on ME3. We all want it to be epic, to really see the weight of our choices. Take over five years if you must, but make sure it's the very best it can be.
#55
Posté 17 février 2010 - 12:03
#56
Posté 17 février 2010 - 12:20
kinlopunim wrote...
i say we change something simple, like get rid of the f***ing ammo. the first game had it right with the lore and cooldown period. the second game is like, "hey, that thing we invented so we didn't have to worry about ammo...yea, we're getting rid of that in support of ammo."
i want to use my favorite guns to kill people, not whichever gun i have ammo on. seriously im always out of sniper rifle rounds.
another thing to bring back is the equipment / inventory. some ppl feel that this game is better without it, they are the ppl who juice all over gear of war and spit on final fantasy. you made the game more appealing to the general public and kicked the groin of your loyal RPG fanbase.
and one last thing, F the books and F the comics, its great that you want to keep your ME world growing and expanding, but worry about your game before you create the random "side stories".
You obvisously don't understand the reason behind it, and are bringing hate into a civil thread. So I will instead explain both the game mechanical reasons, and lore - based / physics based reasons as to why ammo was added.
First the mechanical reasons: The main reason ammo was added was for balancing reasons, In mass effect 1 the snipers for example were unbalanced to your advantage, while it may be true Infiltrators are a sniper class, if you could swing your doom stick all day long, would you be challenged to put it away, no because it would never fail, so for balanacing reasons ammo was added to make you put away your cannon and fight your way to more rounds, this balances the battle outs and means you have to earn progression on the battle field, the same reasons can be said for any of the weapons, but since all classes have accesss to the pistols, and you should never truely run out ammo for all of your guns the pistols should have infinite ammo but their damage would have be toned back for balancing reasons making the pistols last resort weapons to hold a line or make a break for more ammo.
Now for the lore/physics reasons: In mass effect you don't actually have ammo persay and looking into your codex would lead you this, the guns of mass effect, for all intensive purposes are electromagnetic railguns that uses blocks of steel over old fashioned bullets, when fired the guns targeting and physics processor calculates the distance to your intended target, and most efficeint ballistic tragectory to where you are aiming, and after factoring wind and local gravitational factors among other things will shave off an infinitetesimal(sp?) sliver from the afforementioned steel block and fire it using a mass effect field (which in real life terms would be a incredibally powerful em field) and propel it forward at incredible speed using the electromagnets that run along the barrel. The block of steel would last longer than any number missions, the equivelent of millions of conventional bullets. where ammo comes from is in the form of heat sinks which would be made of copper or any other naturally occuring heat-transfering material. Now this is where the last game actually was wrong, a railgun would generate an enormous amount of heat with each round fired, the heat sink soaks the heat to pervent the guns electronics and other components from melting, but in doing so and after enoughs round are fired which is dependent on the size and muzzle velocity of the round fired, shotguns firing many small rounds which in weight are equivelent to or less then a single sniper round, and pistols firing large bullets at less speeds, the smallest round being that of the assualt rifle and or smg which will tend to be significantlly to slightly smaller then the pistol round. Now this where you say well if don't fire my gun for a while i should never need a new heat sink and thus never need to "reload" my gun, in reality this is wrong because everytime you fire a round the heat sink will be slightly damaged and will eventually become useless due to it being molecularly unfit as a heat sink, and a heat sink would only ever be able to withstand a certain amount of rounds, the heat sinks in our computers aren't prone to this because the amount of heat generated by the computer never exceeds the melting point of the materials in the heat sinks so they remain undamage, the heat generated by a railgun will easily exceed the melting point of the materials it made from so this becomes a factor, these still weigh something and so a person would only be to carry so many heat sinks before they get in the way of them doing their jobs, (your ammo limit).
hope anyone who reads this will finally understand that an "ammo system" is actually need for the game to make sense on top of the game making reasons.
#57
Posté 17 février 2010 - 12:44
#58
Posté 17 février 2010 - 12:57
The problem with keeping all of your old squadmates into ME3 is that there are so many possible combinations of events in ME2 that the amount of dialogue that would need to be written and recorded for each character to accomodate them all is overwhelming. I suspect it was these practical considerations that limited the roles of the squadmates from ME1 in this game; how do you make Wrex a central character to the story if there's a possibility he died in the first game? Same for Ashley and Kaidan. The only characters that returned as squadmates were Tali and Garrus, neither of whom was a romance option and neither of whom might have died and thus both of whom had known endings in the first game.
The game has to play out pretty much the same regardless of the choices made previously or the design time would be prohibitively high. Not to mention it would be a waste of resources to design, write, and voice a complex plot involving Tali if she were already dead for a large number of players.
#59
Posté 17 février 2010 - 01:26
CYCLONE957 wrote...
One more thing... I want my grenades back from ME1. No grenades equal less explosions. And we can't have that!
Um, well, I used the grenade launcher a hell of a lot more in ME2 then I did actual grenades in ME1. Thought that was a good thing!
#60
Posté 17 février 2010 - 01:30
And with that I mean multiple completely different endings, possibly endgames depending on how you played the series. Continuity won't be important anymore, so why not?
#61
Posté 17 février 2010 - 01:49
#62
Posté 17 février 2010 - 01:50
Bob5312 wrote...
Well said, StingerSplash01. I'm not sure I think the ammo system is perfect in ME2 (for example, if all heat sinks are the same, why can I run out of ammo for my assault rifle but still have plenty for my other weapons?) but I found the idea of just having to sit around waiting for my weapon to cool down in ME1 a bit...distressing.
The problem with keeping all of your old squadmates into ME3 is that there are so many possible combinations of events in ME2 that the amount of dialogue that would need to be written and recorded for each character to accomodate them all is overwhelming. I suspect it was these practical considerations that limited the roles of the squadmates from ME1 in this game; how do you make Wrex a central character to the story if there's a possibility he died in the first game? Same for Ashley and Kaidan. The only characters that returned as squadmates were Tali and Garrus, neither of whom was a romance option and neither of whom might have died and thus both of whom had known endings in the first game.
The game has to play out pretty much the same regardless of the choices made previously or the design time would be prohibitively high. Not to mention it would be a waste of resources to design, write, and voice a complex plot involving Tali if she were already dead for a large number of players.
The Idea behind the separate ammo is for balancing as well as the fact that even in game the sinks for the various guns are in fact different sizes so one heat sink would not fit in another type of weapon but it would be a pain the have to kill a sniper to get sniper ammo so the heat sinks you find on the floor are generalized heat sinks so you could always use a sniper rifle even if there are no snipers in the missions your in which as a matter of fact I have never actually seen an enemy sniper have you.
#63
Guest_Engimato_*
Posté 17 février 2010 - 02:03
Guest_Engimato_*
#64
Posté 17 février 2010 - 02:42
for instance i helped person A he then comes to me in ME2 and seas thanks and a good thing happens.
i want 2 see.... i help person A in ME1 or 2 and later person B comes along and tells me that person A (needs your help in big touble/ will incriminate u if u dont help, or man given a second chance continues doing what ever and you need to take them out), now you could have simply avoided this problem by avoiding helping them to begin with but you dident so now ur in deep and there are only a few unpleasant ways out, no goody two shoose option here..
u no what im saying?
#65
Posté 17 février 2010 - 02:51
StingerSplash01 wrote...
The Idea behind the separate ammo is for balancing as well as the fact that even in game the sinks for the various guns are in fact different sizes so one heat sink would not fit in another type of weapon but it would be a pain the have to kill a sniper to get sniper ammo so the heat sinks you find on the floor are generalized heat sinks so you could always use a sniper rifle even if there are no snipers in the missions your in which as a matter of fact I have never actually seen an enemy sniper have you.
I believe, though I could be wrong, that the codex says that heat sinks are the same for all non-heavy weapons. Regardless, I am basically agreeing with you. I don't think the system is perfect in ME2 (and no system is ever perfect), but I would argue that it is much improved.
ViivraBE, there actually is a point in ME2 at which what you describe happens, but I can't post it in a no-spoilers forum.
#66
Posté 17 février 2010 - 03:22
StingerSplash01 wrote...
Bob5312 wrote...
Well said, StingerSplash01. I'm not sure I think the ammo system is perfect in ME2 (for example, if all heat sinks are the same, why can I run out of ammo for my assault rifle but still have plenty for my other weapons?) but I found the idea of just having to sit around waiting for my weapon to cool down in ME1 a bit...distressing.
The problem with keeping all of your old squadmates into ME3 is that there are so many possible combinations of events in ME2 that the amount of dialogue that would need to be written and recorded for each character to accomodate them all is overwhelming. I suspect it was these practical considerations that limited the roles of the squadmates from ME1 in this game; how do you make Wrex a central character to the story if there's a possibility he died in the first game? Same for Ashley and Kaidan. The only characters that returned as squadmates were Tali and Garrus, neither of whom was a romance option and neither of whom might have died and thus both of whom had known endings in the first game.
The game has to play out pretty much the same regardless of the choices made previously or the design time would be prohibitively high. Not to mention it would be a waste of resources to design, write, and voice a complex plot involving Tali if she were already dead for a large number of players.
The Idea behind the separate ammo is for balancing as well as the fact that even in game the sinks for the various guns are in fact different sizes so one heat sink would not fit in another type of weapon but it would be a pain the have to kill a sniper to get sniper ammo so the heat sinks you find on the floor are generalized heat sinks so you could always use a sniper rifle even if there are no snipers in the missions your in which as a matter of fact I have never actually seen an enemy sniper have you.
The ammo system need to be revamped to the Hybrid system they were experimenting early on. Basicaly the heat dissipates as long as your don't go to far with it, once the heat is too much you got to manualy eject the the heat clip. Its one of the many points in the "official" suggestions thread.
#67
Posté 17 février 2010 - 03:43
Modifié par StingerSplash01, 17 février 2010 - 03:43 .
#68
Posté 17 février 2010 - 03:49
#69
Posté 17 février 2010 - 03:59
#70
Posté 17 février 2010 - 03:56
#71
Posté 18 février 2010 - 08:05
for instance i helped person A he then comes to me in ME2 and seas thanks and a good thing happens.
i want 2 see.... i help person A in ME1 or 2 and later person B comes along and tells me that person A (needs your help in big touble/ will incriminate u if u dont help, or man given a second chance continues doing what ever and you need to take them out), now you could have simply avoided this problem by avoiding helping them to begin with but you dident so now ur in deep and there are only a few unpleasant ways out, no goody two shoose option here..
u no what im saying?
#72
Posté 19 février 2010 - 02:56
#73
Posté 19 février 2010 - 08:17
#74
Posté 19 février 2010 - 08:32
#75
Posté 19 février 2010 - 08:35





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