Mass Effect 3 suggestion: Weapon Upgrades.
#26
Posté 12 février 2010 - 09:18
#27
Posté 12 février 2010 - 09:53
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
Posté 12 février 2010 - 10:01
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
Posté 12 février 2010 - 10:09
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
Posté 12 février 2010 - 11:39
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
Posté 12 février 2010 - 12:47
/agree op that is a good system, betther than the actual...
#32
Posté 12 février 2010 - 01:04
#33
Posté 12 février 2010 - 01:10
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
Posté 12 février 2010 - 08:03
#35
Posté 12 février 2010 - 11:48
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

i love u mass effect 2 and 3 off course
Modifié par eizhak, 12 février 2010 - 11:50 .
#36
Posté 13 février 2010 - 05:47
#37
Posté 14 février 2010 - 02:25
#38
Posté 14 février 2010 - 02:38
#39
Posté 15 février 2010 - 03:45
#40
Posté 14 avril 2010 - 04:44
#41
Posté 14 avril 2010 - 05:08
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
Posté 14 avril 2010 - 05:39
#43
Posté 14 avril 2010 - 07:32
#44
Posté 14 avril 2010 - 07:41
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
Posté 14 avril 2010 - 01:48
#46
Posté 15 avril 2010 - 07:36
#47
Posté 15 avril 2010 - 09:05
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
Posté 16 avril 2010 - 12:33
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
Posté 16 avril 2010 - 12:59
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
Posté 16 avril 2010 - 01:39




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