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Suggestion for more depth in team strategy


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#1
Macroeconomics

Macroeconomics
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In all the Bioware games with multiple henchmen there has always been the tendency to use only a few of the many henchmen. Going back to NWN1/2 there have been a few endgmae missions that force the player to use his other henchmen, but I think this is an area where a lot more gameplay can be added. For example, add injuries to henchmen that span across missions and encourage the management/rotation of your team. Something like this:

At Veteran difficulty:
Each henchman starts with a Fitness rating of 2, which is also the maximum rating. Every time the henchman is knocked out/unconscious (KO'ed) his Fitness rating is reduced by 1. The Fitness rating can never be reduced below 0, however if a henchman with a Fitness rating of 0 gets KO'ed, then one of his skills is randomly selected and reduced by 1. Henchman who are repeatedly KO'ed can lose multiple points in multiple skills. No skill can be reduced below 0. For each mission or assignment that is completed all henchmen that are onboard the Normandy at the time the mission is completed regain one skill point from a randomly selected skill that was reduced, or if no skills are reduced, the Fitness rating is increased by 1.

At Hardcore difficulty:
Same as Veteran but now only missions/assignments that involve combat cause henchmen on the Normandy to regain Fitness/skill points when completed.

At Insanity difficulty:
Same as Hardcore, but now all henchman start and have a maximum Fitness of 1. Exception: Garrus when he enters your team has a max Fitness of 1, but current Fitness of 0.

Now you'll need to rotate your team members to allow each of them to rest when injured. The early part of the game when you have only a few henchman can be tough, but on the other hand you're not going to lose that much in capability when Miranda with 3 skill points is operating with 0.