Aller au contenu

Photo

Mass Effect 3 suggestion: Weapon Upgrades.


  • Ce sujet est fermé Ce sujet est fermé
49 réponses à ce sujet

#1
IggyD

IggyD
  • Members
  • 126 messages
I've noticed that the research and upgrade tree in Mass Effect 2 is actually pretty rigid, and doesn't leave much room for user input and customization. You can only increase the raw firepower by 50 percent, double the spare ammo pool (but not increase the gun's capacity, for some reason), and increase shield or armor damage by 50 percent (which really didn't help much if the weapon is ineffective against a particular layer of protection). Those aren't quite bad, but...well, we all like to give our weapons a personal touch, don't we?

I couldn't help comparing ME2's upgrade system to the one in another title: a turn-based tactical RPG by the name of Front Mission 5. FM5's system allowed you to configure parts and weapons' statistics in just about any way you could imagine (within reason), from a chestpiece's maximum hit points and power output to a gun's firepower and accuracy...for a fee of in-game currency, of course. Adding up several of the same upgrades even altered the look of a part (more HP, thicker looking armor, for example). A similar system could be ripped off implemented in ME3, with tiered upgrades purchaseable through a combination of credits and minerals. This would add an added incentive to scanning planets by granting the player the ability to alter a piece of equipment's statistics and appearance in any way he or she wants to, rather than following the same path over and over again throughout each playthrough.

For the sake of illustration


Shown in the above picture is the weapon, the parts of the model affected by its corresponding upgrade, its statistics, the upgrade tree and the upgrade's description. Each upgrade in the tree slightly usually influences an adjacent upgrade node positively, and sometimes negatively affects another statistic. A single piece of equipment can be upgraded 12 times, no more.

-Rail upgrades greatly boosts the Damage, slightly improves Accuracy, and negatively impact Heat Capacity.
-Frictionless Rail Materials boost accuracy, slightly improve damage, and moderately improve Heat Capacity.
-Thermal Capacitors slightly affect accuracy, greatly improve Heat Capacity and slightly improve Rate of Fire.
-Servo motors greatly improve Rate of fire, do not affect heat capacity but do affect how quickly the gun overheats, slightly improve  Armor Piercing.
-Nanoscale drivers improve armor piercing.
-Field Generators improve Shield Piercing. Also cause the gun to generate more heat, reducing heat capacity.

Chaining the same upgrades several times would grant a slight specialization bonus. Different weapons have different abilities spread out on the upgrade tree. Some would be passive, granting one time bonuses, others would be actives, such as the classics Overkill and Carnage.

A similar system could be applied to the Armor, as well.

PS:

The same abilities could be affected by the upgrades preceding it. Get
Overkill on an assault rifle after using up 4 thermal nodes, and you
unlock Thermal Overkill, which dumps the heat right into the bullets,
increasing the damage output. Get overkill with four accuracy nodes in
your history, and you receive Precise Overkill, which pretty much turns
your firepower into a tight metal beam.

Modifié par IggyD, 12 février 2010 - 08:40 .


#2
ChyronBlue

ChyronBlue
  • Members
  • 64 messages
I like this idea. ME3 should have more RPG elements than ME2, while it still not being tedious like in ME1.



I think they should also make more branching skills. Instead of just picking between two. Ala Too Human.

#3
Taiko Roshi

Taiko Roshi
  • Members
  • 808 messages
Now that would really make any RGP players mouth water. The level of customization invovled with both armor and weapon would make mining not such a chore. I would gladly mine for minerals and sell them off for credit to be able to build and customize my own weapons and armor. This is another great idea. I only hope that the developers take a look at this and seriously consider it for ME 3 or an expansion pack for ME 2. I would get it in a heartbeat! 

I wonder if you could also integrate it into class skills to provide passive boosts for tech/biotic attacks depending on the weapon/armor you have on?

Modifié par Taiko Roshi, 11 février 2010 - 11:49 .


#4
Frotality

Frotality
  • Members
  • 1 057 messages
wow, you have thought this through, havent you?

seriously LOVE that idea. go work for bioware, right now. do it. ill drive you there; you go and show them how its done.

j/k, but really, would love to see something like that in ME3.

#5
IggyD

IggyD
  • Members
  • 126 messages
I've been trying to get into the business for years as an artist. Even worked for Eidos Montreal for a bit, too.

#6
Edje Edgar

Edje Edgar
  • Members
  • 419 messages
I knew these boards would eventually produce a sane and well constructed suggestion. Thanks and here's to hopin BW nicks some of your ideas ;)

#7
TingeltangelFlo

TingeltangelFlo
  • Members
  • 2 messages
i would prefer a system that not only is for upgrading, i would like kind of weapon subsystems, you can add grips, scopes for more zoom, etc. well not soo much like modern warfare 2 has, but i think lets say a grenade launcher for the assault rifle, who grants you the concussive shot ability. maybe those subsystems are linked with abilities.

#8
IggyD

IggyD
  • Members
  • 126 messages
Tingel: you could integrate extra parts into the upgrade tree, like a scope unlocked at the 5th row of the Accuracy column.

#9
Taiko Roshi

Taiko Roshi
  • Members
  • 808 messages
I would pitch in for a plane ticket if meant BW would listen. This is a great idea.

#10
eizhak

eizhak
  • Members
  • 3 messages
We need more weapons showing how much damage they have like the old one without a magazine why can not be Dock To be more precise because There are times you do not have to stand behind wall for cover u need to tack a Strategy point like with sniper with long rage so u dont need any cover u need too dock and Ability cool down time separated from the others Ability cool down time and why sell so many preorder Verizon with different gear .sell one with all of them i buy from steem and i get only collector armor and assault rifle i wont the hole packet and we wont more gear i finish the game like 6 time all ready and i now go for insane (i finish wit the hole crew and the all team with me all survive) pleas tack me in your mined theta tame 8.9 for me and add anti aliasing for next game. gg

#11
neoxus299

neoxus299
  • Members
  • 133 messages
+1 on OP...

#12
TingeltangelFlo

TingeltangelFlo
  • Members
  • 2 messages
jeah iggy i dont mean that your system is bad, i think it should be enhanced with the suggestions i gave. and i think the armor system should be similiar. like adding shield upgrades to maximum. makes your shoulderpads look like these err sry dont know the name, have a german installation, those round shoulderpads.... and upgrading breast armor with more arnor, will add some more plates, like the aegis vest does. I would like to see, that upgrades have visual effects. so your system, with visual effects, maybe combined with gaining abilities would be nice.


and eizhak, that isnt an insult, but please could you use more dots? its hard to read.

Modifié par TingeltangelFlo, 11 février 2010 - 12:34 .


#13
RamrodMC

RamrodMC
  • Members
  • 1 messages
Hell yeah, Iggy, I want weapon customisation back. And if, like you suggested, they would integrate cosmetic changes to the stats upgrades, I'd wet myself.

#14
IggyD

IggyD
  • Members
  • 126 messages
a partial implementation should be possible in ME2 without voiding all the savegames. A DLC pack that adds a special set of "highly modifiable weapons", and a separate console from the original research computer in Mordin's lab would do the trick. Additional weapon chassis could be added later.

#15
GodisanAtheist54

GodisanAtheist54
  • Members
  • 2 messages
I support IggyD for president.



Not only would I like to see Iggy's system implemented into ME3, I'd really just like to be able to see the various values and appropriate modifiers in ME2 for the existing weapons. Why, of all things, was that information removed?



Anyhow, great suggestions Iggy and great game Bioware! Keep making it better!

#16
YakoHako

YakoHako
  • Members
  • 293 messages
What's the difference between this and the first game? Just more upgrades?

#17
gotthammer

gotthammer
  • Members
  • 1 237 messages
It would be nice if upgrades were visible: if you, say, attached a reflex sight, you could see on the gun, and, when aiming, be able to look through said sight.

The option to attach other weapons to existing weapons would be nice, too (something like an attached grenade launcher for the assault rifle)



Oh, one thing I'd have loved: the option to put some lights on the guns (esp. for some dark locations).

#18
MagusDK

MagusDK
  • Members
  • 12 messages
I'm Commander Shepard, and I approve this post.

Modifié par MagusDK, 11 février 2010 - 06:14 .


#19
kregano

kregano
  • Members
  • 794 messages
This is pretty cool. I've been working on an Army of Two Style ME3 weapon customization mockup myself and I have to say yours looks pretty nice. The only problems I have with your set up is how confusing the upgrade history is and the massive spacing between bars and the numbers in the stats section.

#20
ritchie89

ritchie89
  • Members
  • 4 messages
i think they should copy Dead Space's weapons upgrade system



its streamlined but can be extremely deep

#21
IggyD

IggyD
  • Members
  • 126 messages
ritchie: yeah, but in the end you could upgrade everything about a gun. Maybe not all at once, but after a few playthroughs? Every weapon in you arsenal in dead space could be maxed out the exact same way.

YakoHako: essentially similar, but different: there would be a limit to how many times you could upgrade a single weapon, and the "mods" you put in wouldn't be interchangeable, making sure you couldn't max out everything whenever you wanted. Reseting a weapon back to Vanilla would cost cash, and you'd have to pay in resources to crawl back up the upgrade tree again. Different weapon abilities would unlock depending on the weapon's upgrade history, and most importantly, you could affect how it looks.

I also considered limiting subsequent upgrades to adjacent nodes, but i figured it would be too arbitrary.

Modifié par IggyD, 12 février 2010 - 01:09 .


#22
AdamTaylor

AdamTaylor
  • Members
  • 461 messages
I think this is a great idea.

#23
Atmosfear3

Atmosfear3
  • Members
  • 1 654 messages
I made a post on my blog regarding character-specific weapons as well. Instead of upgrading weapons, upon completion of a squadmates loyalty mission, you not only unlock a new ability but a new weapon as well. Check it out at http://social.biowar...5948/blog/2289/

#24
IggyD

IggyD
  • Members
  • 126 messages
i wouldn't call my upgrade tree "character specific", but that's not a bad idea you got there.

#25
IggyD

IggyD
  • Members
  • 126 messages
heh, people on DeviantArt are actually putting the diagram in their favorites :)

The same abilities could be affected by the upgrades preceding it. Get Overkill on an assault rifle after using up 4 thermal nodes, and you unlock Thermal Overkill, which dumps the heat right into the bullets, increasing the damage output. Get overkill with four accuracy nodes in your history, and you receive Precise Overkill, which pretty much turns your firepower into a tight metal beam.

Modifié par IggyD, 12 février 2010 - 08:39 .