- ME 1 Inventory was perfect!
- ME 1 Inventory just needed sorting and stacking functions.
- ME 1 Inventory was too full of junk. I hated it!
- ME 2 Inventory was better than ME 1 because it was simpler.
- ME 2 Inventory was better than ME 1 because it was more Sci-Fi feeling to replicate weapons than loot them.
- ME 2 Inventory was the pinnacle of creation!
In ME 1 weapons came in a variety of makes and grades with stats improving as the grade went up. There was almost always one best weapon which had the best stats in all categories and gave no reason to ever select another weapon in that category. This was critisized for removing choice, perhaps having different top end guns with each being the best in different categories of performance would have been better. It went hand in hand with the mod system which allowed for the customization of different aspects of performance for the guns. The mods came in different grades but also widely varying effects which could greatly alter the playstyle of the gun. The high degree of information and feedback available about the guns and mods allowed in depth customization. The guns and mods were looted as individual weapons and periodically the player would have to go through all his squaddies and make sure everyone was using top of the line weapons/mods. The inventory system was also clunky and lacked functions like sorting, stacking and bulk deletion/sales.
In ME 2 each category of weapons has only 2 or 3 models. Each model has a different playstyle and performance. While there is a default 'best' weapon the playstyles make enough of a difference that I don't always agree that an upgrade is actually a better weapon. Notably this is often linked to the differing ammo capacities which are an issue for Shepard but not his squadmates. There is no reason not to give squaddies the Carnifex Heavy pistol for example, but its low ammo can be limiting to Shepard in the early game. The upgrade system has been removed and folded into the research system. The mod system has been removed and folded into the power system. The inventory system has been removed, period. Some people like this because it simplifies things. Some like it because they have a passionate hatred of inventories. Many find it overly simplified or too limiting. In particular the complete lack of numerical feedback about the guns has been critisized.
So good points from ME 1:
Many different models of guns.
Customization aspects of Mods.
Gameplay altering aspects of Mods.
Good points from ME 2:
Research is fun.
Guns offer different playstyles.
Simplfied squad managment.
So, here is my suggested hybrid for ME 3.
Retain the research based microfab system for weapons.
Offer more choices for base models. Perhaps some can be found and copied in the field and others can be purchased as minifacting lisences as in ME 1.
Expand on the simple research of ME 2. Offer different aspects of weapons to improves such as heat sinks, mod slots, ROF, Accuracy, etc. Furthermore there should be research trees with multiple branches rather than the single 'gun get better' line of ME 2.
Bring back Mods and Ammo Mods. These are another aspect that the research system can explore, and also allow for multiple branching technologies. They can also be found as tech loot and bought from license vendors.
Weapon customization is performed at the weapon locker on the ship (and in levels where you put a weapon locker as in ME 2.) The squad will automatically equip the 'best weapons' in each line, but given the greater complexity of the system the player can toggle off auto-upgrade and hand select the weapon and mods for each squaddie.
Armour and armour mods can also be folded into this system if armour will be more than cosmetic for the squaddies in ME 3.




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