The Mako VS. Planet Scanning!!!
#26
Guest_Draetor_*
Posté 15 février 2010 - 03:29
Guest_Draetor_*
Everything about the mako and exploring planets in ME1 was horrible. At first, I thought, "wow, this game is so cool, you can traverse unexplored planets." Then when I realized every single planet was filled with nothing but the most god awful terrain to navigate in, it became a huge chore that I quickly gave up.
I think a good alternative would be to fly into a planet's atmosphere with a shuttle, and manually fly around, scoping out mining sites to launch probes onto. It gets rid of the scanning and the rough terrain navigation.
#27
Posté 15 février 2010 - 03:31
#28
Posté 15 février 2010 - 03:37
finnithe wrote...
I hardly call varying placements of mountains/hills/valleys, one of three bases, or one of six land textures "unique" landscapes . . .The locales in ME2, though linear in nature, looked a lot better.
We're not comparing locales, but rather the "random" harvesting in the two games.
At least MASS EFFECT has something to feel insufficient. Driving around half a dozen worlds may be "boring" but it's nowhere near the level of pocket-protector, taped-glasses mind numb as sliding a target over a grid.
People here really think Powerpoint is an improvement over a driving game?
Look: *nobody* ever said the random planets in ME did not need work. But this ME2 scanning cancer? It's like trying to cure a cold by giving you hemorroids.
Just one guy's op
SirV
#29
Posté 15 février 2010 - 03:38
Some really great ideas here. Reminds me of space action trading games like Privateer and Freelancer. Add back in all of the manufacturer loot from ME1 plus some new stuff, minus the 1-10 levels to cut down on clutter, and you've got an incentive to keep harvesting resources. What the uncharted planets needed in ME1 were some standard geological features that could be copied across planets, like rivers, lakes, oceans, forests, volcanoes, craters, earthquakes and things like that to add a bit of spice.LZIM wrote...
combine both. a vehicle that can harvest a planet by rolling over resources (or ping so you can find them while rolling around, is some potential fun.
but both would be equally boring without the ability to trade your minerals on a galactic commodities market.
one of the most fun games I which would be remade by EA is Fragile Allegiance. You'd mine asteroids to build stuff, as in ME2, but also be able to stock up on medicines, wine, artistic cultural items (physical), top secret courrier messages, important people, arms, and technology (physical) which you could resell. The more places that there are markets the more it makes sense to explore (you can sell stuff for profit and buy rare or exclusive stuff).
take some minerals to planet x or space station x and in a couple hours you get a message from the extranet that your new weapons, or some new ammo is ready.
Further, if your stuff is consumable, you'd need to keep going back for more special armour, or special ammo. I mean infinite thermal clips is nice, but why not go the whole 9 yards and force players to manufacture and conserve their precious special ammo?
Even better if the geth or merc groups control certain planets that you have to free from their control before you can have access to special items (which makes it harder for the mercs and easier for you as long as you can retain control).
lastly enemies should also henchmen and have enemies should also have consumable ammo.. that way if they run out, they can flee back to their ships. if your henchmen run out of ammo they'd beg to retreat leaving you to finish the fight on your own or run.
aka Mass Effect reaslism DLC.. or Mass Effect 2 the RPG.
all this stuff would keep the game playable after the credits and be fodder for DLC pakcs.
#30
Posté 15 février 2010 - 03:39
The Mako was used on actual missions ... remember the Conduit? there was a time limit and we had to race towards the relay as armatures keep shooting at us.
Without vehicles the game universe just feels smaller in scale, also it does not help its also a corridor shooter without any freedom.
#31
Posté 15 février 2010 - 03:43
#32
Posté 15 février 2010 - 03:53
#33
Posté 15 février 2010 - 03:54
Drakron wrote...
The funny thing on all this?
The Mako was used on actual missions ... remember the Conduit? there was a time limit and we had to race towards the relay as armatures keep shooting at us.
Without vehicles the game universe just feels smaller in scale, also it does not help its also a corridor shooter without any freedom.
Been preaching this forever, seems. Or at least since they announce Mako had been cut. Peak 15 in Noveria, the refinery planet (where we meet Liara), the Geth triangle, Ilos - all examples of how to use the Mako in exciting ways. Yes it needed improvement (what doesn't?) but replacing it with a spreadsheet minigame was not it.
Almost everything in ME2 feels smaller in scale - even level builds that are, in fact, bigger: the warehouse district comes to mind.
Speaking of: is it me or did ME do a better job of hiding its limitations? It too had lots of square objects to use for cover and environments that were all basic variations on corridors but it had a better bag of tricks to fool me into not noticing as much . . .
Just one guy's op
SirV
#34
Posté 15 février 2010 - 03:56
Mr.Kusy wrote...
Illogical343 wrote...
Maybe they should make a mako racing minigame in ME3 to get minerals.
God, please no.
I still have nightmares from the speeder races in KotOR.
#35
Posté 15 février 2010 - 04:03
#36
Posté 15 février 2010 - 04:05
#37
Posté 15 février 2010 - 04:05
During that time you can defend it from raiders or creatures on planet surfaces. If in a gas giant then have the normandy protect the Cerberus Miner ship scooping up the resources in the atmosphere. Pirate ships or locals will try to fight for the resources.. you have your time limit for Cerberus miners to complete the task. You get a percentage of the find. Would make it better and more fun...
Anyhow wishful thinking I'm guessing... Who knows maybe for ME3?
Modifié par Wolfehunter, 15 février 2010 - 04:06 .
#38
Posté 15 février 2010 - 04:14
Wolfehunter wrote...
I like both. I think they should do the scanning first with the probs detecting the map area of the possible resources. Then drop the mako or Hammerhead or whatever to the planet surface and then the crew can drop placement buoys to help Cerberus miners collect on the minerals.
During that time you can defend it from raiders or creatures on planet surfaces. If in a gas giant then have the normandy protect the Cerberus Miner ship scooping up the resources in the atmosphere. Pirate ships or locals will try to fight for the resources.. you have your time limit for Cerberus miners to complete the task. You get a percentage of the find. Would make it better and more fun...
Anyhow wishful thinking I'm guessing... Who knows maybe for ME3?
No offense, but no. No. I can do one or the other, but not both. Scanning and then driving around who-knows-what kind of terrain to actually mine it... I'd rather focus on the story. Maybe if we had the option of choosing to oversee it ourself or assigning that task to someone else, then it might not be too bad. Those of us who would like the option would have it, while those who would not like, wouldn't have to deal with it.
Oh, and I prefer planet scanning.
#39
Posté 15 février 2010 - 04:20
I doubt bioware will do it.
#40
Posté 15 février 2010 - 04:24
Wolfehunter wrote...
I like the idea anyhow.. I'm into the long slow exploration of worlds.. Doesn't bother me the scanning and resource gathering. I'm in no rush hehehe. Some combats, goals.. and visual candy.. Could be an optional feature.
I doubt bioware will do it.
Yeah. I would probably enjoy it the first time around, but it would get tedious on subsequent playthroughs.
#41
Posté 15 février 2010 - 04:27
#42
Guest_KEffect72_*
Posté 15 février 2010 - 04:27
Guest_KEffect72_*
LZIM wrote...
combine both. a vehicle that can harvest a planet by rolling over resources (or ping so you can find them while rolling around, is some potential fun.
but both would be equally boring without the ability to trade your minerals on a galactic commodities market.
one of the most fun games I which would be remade by EA is Fragile Allegiance. You'd mine asteroids to build stuff, as in ME2, but also be able to stock up on medicines, wine, artistic cultural items (physical), top secret courrier messages, important people, arms, and technology (physical) which you could resell. The more places that there are markets the more it makes sense to explore (you can sell stuff for profit and buy rare or exclusive stuff).
take some minerals to planet x or space station x and in a couple hours you get a message from the extranet that your new weapons, or some new ammo is ready.
Further, if your stuff is consumable, you'd need to keep going back for more special armour, or special ammo. I mean infinite thermal clips is nice, but why not go the whole 9 yards and force players to manufacture and conserve their precious special ammo?
Even better if the geth or merc groups control certain planets that you have to free from their control before you can have access to special items (which makes it harder for the mercs and easier for you as long as you can retain control).
lastly enemies should also henchmen and have enemies should also have consumable ammo.. that way if they run out, they can flee back to their ships. if your henchmen run out of ammo they'd beg to retreat leaving you to finish the fight on your own or run.
aka Mass Effect reaslism DLC.. or Mass Effect 2 the RPG.
all this stuff would keep the game playable after the credits and be fodder for DLC pakcs.
I approve of this post.
#43
Posté 15 février 2010 - 04:31
SirVincealot wrote...
Been preaching this forever, seems. Or at least since they announce Mako had been cut. Peak 15 in Noveria, the refinery planet (where we meet Liara), the Geth triangle, Ilos - all examples of how to use the Mako in exciting ways. Yes it needed improvement (what doesn't?) but replacing it with a spreadsheet minigame was not it.
1. Combat in the Mako was never exciting.
2. Someone already explained:
EternalWolfe wrote...
First of all, I'd like to point out the Mako was not replaced by
Scanning, Survaying was. The Mako will be replaced by the Hammerhead.
Modifié par TerribleTruth, 15 février 2010 - 04:32 .
#44
Posté 15 février 2010 - 04:42
90% of the planetfall missions in ME2 weren't more than a few minutes, tops. A few of them were timed. Most of them were very small areas. And honestly, my favorite ones (by far) were the ones that required little to no fighting.
The Mako missions really gave Mass Effect that sense of exploration and grandeur...traveling on a dead world, seeing what secrets there might be to find. The Mako only ever handled poorly on those main quest missions where you were jammed into a narrow corridor. Otherwise it was as much a victim as we were on those planets where driving from point to point was a mountainous chore (pun intended). Some of the planets certainly could have been designed to be less punishing, and even then most of them were easily negotiable.
What the Hammerhead missions need is to offer the same kind of exploration appeal as the Mako missions. This time, though, add in more stuff - small colonies, hidden settlements, shipwrecks to salvage, tombs to explore. A chance to get up to a high vantage point and, with your scope, investigate that glint far off in the distance, place your marker, and start driving over there. Some of it can be much the same as ME1. All that was ever required was a sprucing up of the variety.
Modifié par phimseto, 15 février 2010 - 04:43 .
#45
Posté 15 février 2010 - 04:45
DaeJi wrote...
The Mako, as bad as it was, gave the galaxy a lot more scale than planet scanning does.
This...
Its incredible how some of you would pick an stupid minigame over a piece of actual gameplay.
What the hell is wrong with you...
#46
Posté 15 février 2010 - 06:29
Although the planets in ME1 were sparse, they were very realistic. Travelling to real planets today would resemble what we saw in ME1. Barren worlds with no life, and no water. I'm glad they made an effort, even if it didn't turn out to be fun.finnithe wrote...
The Mako was terrible. And I hardly call varying placements of mountains/hills/valleys, one of three bases, or one of six land textures "unique" landscapes. There were no trees, or bodies of water (even on the garden worlds). The wildlife was limited to "Shift Looking Cow" in addition to some other cows, those monkeys, and the random floating blobs. The locales in ME2, though linear in nature, looked a lot better.
#47
Posté 15 février 2010 - 06:34
You need between 200,000 and 300,000 units of each material (except Element Zero, which you need only 50,000). You get 50,000 units of each which only saves you 1/2 hour of scanning. You still have 3 1/2 hours of scanning to do. It is awful.FFLB wrote...
Keep in mind the New Game+ bonuses. That really helps to cut down on scanning. Now, I usually scan just one face of a planet before moving on rather than the entire thing, unless I need minerals.
#48
Posté 15 février 2010 - 06:36
Yeah. I thought they would make a hover craft for ME2, but I was wrong.Jackal904 wrote...
I don't think anything is more annoying than getting stuck in some mountains in the Mako.
#49
Posté 15 février 2010 - 06:37
The getting stuck in mountains thing was bad terrain design. Nothing to do with the mako.
Modifié par Selvec_Darkon, 15 février 2010 - 06:41 .
#50
Posté 15 février 2010 - 06:39
Exactly!. The Uncharted Planet missions weren't nearly as bad as people have made them out to be. There were a few planets with absolutely ridiculous terrain like Nodacrux, and a couple of very dull missions like the rogue VI on earth's moon, but besides that there were many planets with some incredible vistas like twin suns and some really neat missions, like the one where you're sent to retrieve a crashed nuclear probe, or the majestic purple light planet which was just a fancy meeting place.phimseto wrote...
A combination of both, but the Mako and the Undiscovered Systems planets were very missed.
90% of the planetfall missions in ME2 weren't more than a few minutes, tops. A few of them were timed. Most of them were very small areas. And honestly, my favorite ones (by far) were the ones that required little to no fighting.
The Mako missions really gave Mass Effect that sense of exploration and grandeur...traveling on a dead world, seeing what secrets there might be to find. The Mako only ever handled poorly on those main quest missions where you were jammed into a narrow corridor. Otherwise it was as much a victim as we were on those planets where driving from point to point was a mountainous chore (pun intended). Some of the planets certainly could have been designed to be less punishing, and even then most of them were easily negotiable.
What the Hammerhead missions need is to offer the same kind of exploration appeal as the Mako missions. This time, though, add in more stuff - small colonies, hidden settlements, shipwrecks to salvage, tombs to explore. A chance to get up to a high vantage point and, with your scope, investigate that glint far off in the distance, place your marker, and start driving over there. Some of it can be much the same as ME1. All that was ever required was a sprucing up of the variety.
I got the most fun out of the UNC missions by doing the following 3 things:
1. Use the Planetary Map images on the Mass Effect Wiki. Not everything on a planet is mapped immediately, so these will show you where the surprises are without actually revealing them. Really feels like you're exploring without wasting time driving through empty areas.
2. Completely ignore mineral surveying.
3. Drive in the zoomed view and use jump jets liberally. It's more fun with all the bumps and jolts.
Oh and DRIVE DIAGONALLY PEOPLE!. It increases traction. The reason you're sliding down every rock face is because you're trying to go directly upwards.




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