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Mass Effect 3 suggestion: Weapon Upgrades.


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#26
Riot Inducer

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/signed for bringing back weapon mods/upgrades, I liked ME2's handling of weapons as unique weapons that functioned noticeably different from other weapons of the same class but you're completely right the research system was far to rigid and linear.

#27
MarloMarlo

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I don't see the point in making slight tradeoffs between damage, accuracy and heat for weapons research. Unless you only get one gun, I don't see how the decision is supposed to be meaningful. ME2's different weapon choices already covers weapon handling preferences and effectiveness against armor vs. shields. Slower firing heavy pistols for greater damage against armor compared to faster submachine guns that'll spray out more bullets before overheating, for example.



Maybe you think ME2's upgrade system is rigid. Upgrades with tradeoffs is still just going to result in an equal boost in damage done no matter which way you go. But if not, and different upgrade paths result in different increases in damage output, then there's really just one correct path to take -- the one that boosts damage the most. Either way, it isn't any less rigid. You just have more boxes to fill in.

#28
Taiko Roshi

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MarloMarlo wrote...

I don't see the point in making slight tradeoffs between damage, accuracy and heat for weapons research. Unless you only get one gun, I don't see how the decision is supposed to be meaningful. ME2's different weapon choices already covers weapon handling preferences and effectiveness against armor vs. shields. Slower firing heavy pistols for greater damage against armor compared to faster submachine guns that'll spray out more bullets before overheating, for example.

Maybe you think ME2's upgrade system is rigid. Upgrades with tradeoffs is still just going to result in an equal boost in damage done no matter which way you go. But if not, and different upgrade paths result in different increases in damage output, then there's really just one correct path to take -- the one that boosts damage the most. Either way, it isn't any less rigid. You just have more boxes to fill in.


Not entirely true. With the current system you have a trade off between range/accuracy/rate of fire/bullet clip. By implementing the OP's system you create a wider range of choice with each weapon. You could still include penalties with each weapon type but the system allows you to modify the weapons into a broader platform, giving the player a wider range of options.  

Modifié par Taiko Roshi, 12 février 2010 - 10:02 .


#29
IggyD

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That's true for a lot of RPG systems, Marlo. For example, a Fighter in generic fantasy land would want to spam his strength score as much as possible if he wants to be a damage dealer, and ignore every other stat because they barely contribute to his abilities.
And yet, we still bother with them. Why? because whether or not we want to be a tank or a glass cannon is up to us. NOT the designer, OR the Dungeon Master. US, the PLAYERS.

The point of this is to increase firepower in the way you see fit. Yeah, you could spam the damage upgrades or the Rate of Fire upgrades and still get the same overall dps, but it would've been your decision, not some designer's who decided what was best for the way you wanted to play. And i don't agree that the current crop of guns covers every single way you want to use one. Take the pistols, one is an accurate 12-round semi automatic and the other is a precise 6 round magnum. Where's the middle ground between both? what if i want my semi-auto to be more powerful or more precise? What if i just want a couple more rounds in my Magnum?
And then let's say that Bioware DLCs us a nice middle ground handgun...well, what if i want that gun to have as much firepower as the vanilla magnum? or if i want it to have as much ammo as the vanilla semi-auto?

Modifié par IggyD, 12 février 2010 - 10:10 .


#30
Embrosil

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MarloMarlo wrote...

I don't see the point in making slight tradeoffs between damage, accuracy and heat for weapons research. Unless you only get one gun, I don't see how the decision is supposed to be meaningful. ME2's different weapon choices already covers weapon handling preferences and effectiveness against armor vs. shields. Slower firing heavy pistols for greater damage against armor compared to faster submachine guns that'll spray out more bullets before overheating, for example.

Maybe you think ME2's upgrade system is rigid. Upgrades with tradeoffs is still just going to result in an equal boost in damage done no matter which way you go. But if not, and different upgrade paths result in different increases in damage output, then there's really just one correct path to take -- the one that boosts damage the most. Either way, it isn't any less rigid. You just have more boxes to fill in.


Well and how many weapon we have now in ME2? 2 for each class. High number indeed.

I have to agree with the OP. The idea of this way of upgrading seems really good. And we can have weapons which has limited numbers of upgrades in each area, which would give us more different weapons to use and utilize. To be honest, everything will be better than ME2, where there is not only no upgrade system at all, but also no weapon stats at all!

#31
MarauderESP

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/bump

/agree op that is a good system, betther than the actual...

#32
Canez fan 1988

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It's a good idea. I have always thought that there needs to be more weapon variety, not necessarily more weapons. With that being said, the upgrade system in ME2 was definitly a step in the right direction and they will flesh it out even more in ME3.

#33
Sarevok Anchev

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@OP: Thumbs up!



I would also like to mention the "X-Com" Series and "Syndicat Wars" from the 90's, which also had very interesting Research Possiblities.

:)

#34
CopperCAT

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I really like this idea as well. However, I guess a little simplification or "Auto-upgrade" button would be in order.

#35
eizhak

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Need more improvements on weapons such as:

Add visual upgrades of the weapons added things like for example:

rifle & pistol scopes - Improves aming (for the for the soldier infiltrator )
Silencer - Improves the infiltrator Element of surprise
Laser sight for pistol - for Damage (for the vingard)
or it be cool for all upgrade Laser sight
it can be bady Parts of the weapon like in the armor
and u pick what beast for you.

here is my idea Posted Image
i love u mass effect 2 and 3 off coursePosted Image

Modifié par eizhak, 12 février 2010 - 11:50 .


#36
IggyD

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adding new "bits" is not as personalized as you think: you'd just add the very best parts together.

#37
eizhak

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why is no gets armor or weapons of them ,and u can add the grenade back with ammo tayp off what u using like grande with distribution ammo or oder with be cool

#38
IggyD

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Tech Powers already cover "grenades", so no.

#39
IggyD

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I've been thinking up a recruitable character that would handle the upgrades (and also grant you certain weapon bonuses should you take him on missions). As soon as i can pull myself away from the game, I'll get to writing the idea down.

#40
Terror_K

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I really like this concept, and it could easily be integrated with my own ideas. I like how each upgrade is clearly explained and how the upgrade history. About the only thing I'd change is having the names of each attribute there instead of just the letters representing them, at least on the stat bars themselves (should be pretty self-explanatory on the upgrade history graph). Having something like this, along with the return of proper weapon modding, would add depth to ME2's currently shallow system.

#41
askanec

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The way I see it, the current weapon selection forces you to make choices and trade-offs. Modding weapons could end up blurring the differences between different weapon choices and make some weapons redundant. For example, why carry a heavy pistol if you can mod a submachine gun to do the same thing, but with a larger magazine clip and higher rate of fire?

It sounds like a system that'll give players alot of choices, when the reality will simply boil down to everyone carrying the "best" weapon that combines the most favorable traits from different gun types.

Modifié par askanec, 14 avril 2010 - 05:08 .


#42
IggyD

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finding the "best possible option" is half the fun of mastering any gaming system. It allows you to indulge in your inner munchkin :)

#43
Captain_Obvious_au

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I like the idea, also have a thread and poll on the issue - just look at my sig :)

#44
Aryck the One

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I love your idea. But I think you should be allowed to customize the appearence of your gun as well, change things like scopes, stocks, and barrels, change colors and patterns just like armor, and alter the color of the weapons muzzle flash and tracer.



I really liked the Workbench in KOTOR II:The Sith Lords. The original Mass Effect's upgrade system was somewhat similar, except in KOTOR II you could manufacture new upgrades from components rather than having to look for them. And your inventory didn't get as cluttered with upgrades, since you could just scarp old ones and use the parts to make new ones.


#45
Whit3Wolff

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all the ideas are awsome, but there is one thing i always wanted to do, in one mission i wana use the normandy 2, like drive it :D

#46
palehorse71l

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I would really like to have a chance to become an investor on Noveria. This way you can have a steady stream of income (this would mean ME3 would be more RPG focused than shooter focused) as well as allow you the opportunity to direct the company you are invested in to create for you superior awesomeness (new prototype weapons, armor and the like).

#47
Brako Shepard

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I don't think weapons should just be allowed to be maxed to the limit. I woudl much prefer a spot of customization.

So take the rifle for example.

Stage 1 you get a larger clip.
Stage 2 you get 2 large clips.
Stage 3 you get a grenade launcher but you have to lose the stage 2 ammo.
Stage 4 you get a bayonet but have to lose the grenade launcher but have 50% increase in mele attacks.
Stage 5 you can now add stage 2 ammo clips and bayonet plus zoom scope.
etc etc.

Modifié par Brako Shepard, 15 avril 2010 - 09:07 .


#48
Terror_K

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Brako Shepard wrote...

I don't think weapons should just be allowed to be maxed to the limit. I woudl much prefer a spot of customization.

So take the rifle for example.

Stage 1 you get a larger clip.
Stage 2 you get 2 large clips.
Stage 3 you get a grenade launcher but you have to lose the stage 2 ammo.
Stage 4 you get a bayonet but have to lose the grenade launcher but have 50% increase in mele attacks.
Stage 5 you can now add stage 2 ammo clips and bayonet plus zoom scope.
etc etc.


That's why I think weapon mods should make a comeback, since they're a way of customising your weapon while also forcing you to pick and choose your upgrades, since they're limited.

#49
Brako Shepard

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Terror_K wrote...

Brako Shepard wrote...


That's why I think weapon mods should make a comeback, since they're a way of customising your weapon while also forcing you to pick and choose your upgrades, since they're limited.



Yeah definitely. I can understand why BioWare want Mass Effect to be the next best thing to Gears of War, for cash reasons. But from a RPG fans point of view, I just miss customization in these types of games.

Rather than BioWare trying to take ideas from Gears of War. Perhaps they should look more towards Boarderlands?

#50
RyuGuitarFreak

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I like the idea. But I would prefer something more simple. Let the proper "upgrades" as they are but let use some customization like this. I also like the idea that every upgrade should have a trade off that it would let the player choose whatever he prefers. Let us have the different weapons the way we have in ME2 and voila.