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Redhead's Mining Proposal


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redhead1979

redhead1979
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First a qualifier:  I really, really enjoy ME2.  I think it's one of the best games I've played in a very, very long time.  This is not a hate thread or anything like that. It's just a few ideas which I've been tossing around which, for me, would make the experience even better.

There are two proposals in the this post. The first is a quick fix that would minimize the “un-fun” aspect of mining in ME2. The second is proposal on how to better handle mining for future ME games.

Fix for ME2 Mining:

A. The problem: Mining in ME2 is boring, yet a necessary part of advancing the character though research upgrades. I have come to really enjoy the upgrade system yet I do not enjoy the tedium of harvesting the resources to do so. The majority of reviews have noted the mining system as a glaring flaw in an almost perfect game. It would be foolhardy to suggest the complete removal or an intense revamping of the system. A fix which would impact the game minimally as well as require minimal dev time is more preferred.

B. The proposal: During the course of the game you have the opportunity to upgrade many aspects of your ship. One of those upgrades increases your probe capacity, allowing you to mine more planets without having to refill at a supply depot. The suggested change would remove that upgrade from the game and replace it with an upgrade which increases the amount mined from probes by 100% (or more, if necessary).

C. Results: This change would result doubling the number of resources per probe (at 100%) that the current upgrade offers while at the same time doubling the amount of resources within the game. This allows the player to collect resources at a much faster pace, thus spending more time playing the actual game than the mining mini-game. This will, in effect, streamline the mining process, reducing the tedium to a minimum. This is also a fairly minor change (assumed) that would be easier to employ than a complete revamp or removal of the entire system. The only changes that need to occur are a tooltip/information rewrite about the upgrade along with a modifier whenever a probe is launched. No dialogue or other systems need to be modified to incorporate this change.

Mining for ME3 and the future:

A. Assertion: The resource and upgrade systems are step in the right direction for the ME franchise. They provide a nice illusion of choice to the player and with a few revisions could be made more refined, a mantra best illustrated with the transition of gameplay elements from ME1 to ME2. With a more refined resource system which enhances the illusion of choice would be beneficial to future ME products (if a resource system is needed for gameplay).

B. Proposal: A resource gathering system which is speedy, non-tedius, and provides a meaningful choice when associated with an upgrade system.

C. Mechanics: In ME2 there are 4 different types of resources. For future games this could easily be expanded upon to sustain a more complex upgrade system. The way I envision a new system working is similar to what is used in ME2 with a few significant additions and deletions.

First would be the removal of the scanning retacle. You command the most advanced ship in the galaxy, there is no reason why a planetary scan couldn't be immediate and all encompassing. The removal of the retacle and its subsequent replacement of a simple 'SCAN' button would expedite the process of resource mining, still giving the player the illusion of choice when exploring new systems.

Upon scanning a planet all relevant information would be displayed on the screen. This would include information about the planet, what resources are available, and any anomalies/landing sites that are available. This information should be readily available upon scanning, no mini-game required. Remember, this is the future.

On the planet information screen will be an option to gather resources that are available. The player will be given the opportunity to harvest some of these resources, but not all. Resources would be depicted as a graph along the side of the screen, with type of resources along the x-axis and quantity of resource along the y-axis. The player would then have the opportunity to choose to harvest 100% of an available resource along with 25% of any adjacent resource on the map. This can be achieved by a simple selector icon indicates the percentage of resources that you would get from any particular planet. After selecting which resources are needed they are transferred to your ship and that planet becomes 'mined' and no longer produces resources. Adding more possible resource types increases the impact of decisions made by the player, as only 3 types can be harvested at a time (and only 1 of significant quantity), forcing the player to decide which resources are needed and which are not.
This limits the amount of possible resources available in the universe. Combined with an upgrade system that would require more resources than are available to upgrade every piece of equipment, you truly make a system in which your decisions effect gameplay, or in this case, the advancement of your equipment.

This system is quick and easy to understand, and would require planning from the player in order to maximize his/her play style, in addition to adding replay value to try out different upgrade paths upon replay (assuming the amount of resources available is less than the amount needed to upgrade). Removing resource harvesting from “mini-game” status makes resource harvesting a strategic option, rather than a tedious time sink.