It seems that the engineer and the adept are in fact the ability based classes of ME2. Also, Bioware balances the game around normal difficulty, so I will base my ideas on these concepts.(Although some of these ideas address problems that arise from layers of shields/armor/barriers in higher difficulties)
The fundamental problem brought up by AG in this discussion is the effectiveness of engineer and adept powers versus the effectiveness of guns and ammo powers for the other classes in ME2. The imbalance in this aspect of the gameplay seems to be caused by the low risk/skill - low reward system for powers.
While many interesting ideas have been brought up in this discussion, not so many have focused on ways to justify giving powers more punch without reverting the classes in question back to the way they were in ME1. Part of this argument is based on the skill required to dispatch enemies with a gun versus powers. It seems that skill with guns comes from the player's ability to aim, while skill with powers comes from the player's ability to use them strategically. As such, instead of translating aim to greater rewards with powers, as AG suggested, translate the player's ability to use the powers together to greater reward. Basically, provide more skill combinations.
Currently, the main example of this is, you guessed it!, the warp explosion for biotics. To build on this idea of the warp explosion, players could use class-defining powers like the combat drone or singularity in conjunction with other class powers. To clarify, the other powers of the class could become more powerful if the player uses a cooldown to set up the class-defining power on the enemy before using a specific ability. (examples below)
This effectively increases the risk of using a power to full effect by making the player spend more time setting up. As such, it could be justified to give abilities more killing power which would neutralize problems caused by the classes' low damage with guns.
Here are a few general examples of how this might work:
- Shepard's tech powers do more damage and/or gain a bonus effect when used on the target of his/her combat drone (The drone could target the enemy with an ionization laser like the Arc Projector or something)
- Shepard's singularity not only lifts defenseless enemies, but also increases the damage/effect of Shepard's biotic powers on enemies with defenses in the singularity's area of effect.
Engineer examples:
- Instead of one-shotting enemies with one heavy incinerate or destroying a shield with a single overload, make the player use drone on the target first to justify the power's instant kill.
- Reduce the time it takes for cryo to freeze a defenseless target and give it a small damage effect if drone is attacking the target.
- Make AI hack usable, though for a shorter duration, on shielded enemies if drone is attacking them
Unfortunately, my brain is fried after reading 13 pages of discussion and typing this up so I can't think of any specific adept examples...
So that wraps up my brainstormed ideas for innovating the two classes in question based on the problem laid out by AG. So now you guys can make fun of my ideas and try to think of your own solutions. However, keep in mind some of the following principles if you try to build on these ideas:
- Powers could be higher risk/skill - higher reward
- The adept/engineer class-defining abilities could be a more unique part of the gameplay
Modifié par andypasta2010, 26 mars 2010 - 03:23 .