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ME3 Wishlist


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harman_stalefish

harman_stalefish
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 OK, so I've been thinking about this for a while, about what I want to see, after playing through ME2 a few times, in terms of what I'd like to see them change / improve for the finale.
 Now obviously as a fan, These suggestions are probably going to be much more 'inside the box' than what Bioware will come up with, and I'm not even suggesting that this is what ME3 needs. This is simply a list of things that I felt ME2 from becoming the perfect game I felt it was close to being, therefore all of things I'm going to mention are relative to ME2. 

1) A Holodeck 

I loved the combat in ME2. what I loved even more was the ability to re-spec my character and then take that character out into battle and try out my new set of skills and abilities. What I hated was that by the time I had a fully spec'd character, the combat well had run dry. 
For ME3, I want to see the Normandy SR-3 (let's face it, its gonna happen) have a holodeck, with 20-odd battle scenarios built into it (different arrangements / combinations of cover and enemy waves) that you can reply as many times as you want. Naturally, I would expect that details from these battles would be uploaded to a ranked leaderboard somewhere. Think a Mass Effect version of the Battle Challenges from Batman: Arkham Asylum, and that's what I'm shooting for. 

This whole re-spec then experiment for better times / scores thing goes great with my next point 

2) More character tweaking / loot building (ish)

I LOVED the revised character class / skill structure for ME2. Plenty of room for customisation, and each level of each skill was noticeable. What I want to see is a little more micro-management go on, in a more liquid state, so that you can tweak you current build a bit more. Totally optional though, if you can't be bothered with that. 

2.1) class Tweaking 
Let's say you're an engineer. As a techie, you use your omni-tool a lot. Now ME1 allowed you to add augments to your omni-tool to tweak certain aspects of your abilites. The problem was that you ended up hoarding heaps of useless, obsolete augments, and the whole process was messy.

What I want to see is a combination of the two systems (ish). As you level up, you unlock progressively more augment slots, until by the time you reach the level cap, you have about 6 augment slots in your omni-tool. Now there would only need to be about 12 different augments (cooldown reduction, power damage, duration, incinerate damage ++ etc.).
The idea is that rather than collect heaps of augments, you aquire augments that can be used as many times as you want. So once you find the power damage + augment, you can add it your omni-tool 6 times if you want. Its more about the combination of basic buffs than the buffs themselves. This allows the game to possess more (useful) things to find / buy, and at the same time you can customise your skills that little bit more.
Obviously adepts have the same deal but with biotics, and soldiers can get whatever combat amplifier thing Bioware makes up that increases their health / accuracy in the place of an omni-tool, and classes that merge two skill sets get an amp for both skill set, but with only 3 augment slots per, instead of 6 in the one.
You could also set the game to fill them automatically to save you time.

2.2) Weapon tuning
Having generic weapon damage + upgrades that stack as you progress makes perfect sense in a game that is non-linear, but there are a few things I'd like to see. To differentiate tuning weapons to tuning omni-tools, I would ask that if nothing else, they be done differently, but here is my take on how I'd like them to be different. 
Also, this makes entering the armoury worth it.

You still collect the 5 or 6 damage+ upgrades for each weapon you did previously, but then I would diverge from there in the following areas: 

- Spare ammo canisters
You collect 4-6 in the game, and you choose which weapon type to assign them too. They stack, so in theory you could put all six onto assault rifles to effectively specialise as an assault rifle nut, or split them up amongst pistols and shotguns if they're your preferred weapon. To balance this, you would obviously decrease the base ammo capacity for each weapon. 

- Custom weapon buffs
Rather than just getting 'Assault Rifle Penetration' you should just unlock a customisation option for your weapon. How this would work is, you walk into the armoury, select the weapon you want to tune, and then you enter a menu for that weapon. For every custom buff you've bought / found, the next option is unlocked. These work as a slider, with one option on one end, and another option on the other end. So the first slider you unlock might be heat absorption vs. shield penetration (by default set to the middle of course). While both will be raised, sliding the bar more to one end will raise that more than the other. Have 2-3 such sliders per weapon (custom tailored for that weapon of course) and you have yet another way to tweak your character. I would love to see a weapon force vs. range slider for a type of shotgun.

3) Paragon / Renegade expansion 
While the 'morality' system works well within the game, I can't help but feel that it should be taken a little further. Firstly, I want a couple of mission within the game that can only be obtained by those with a particular paragon or renegade score. This will help further personalize their story by allowing them to actually alter their personal narrative based on how much of a douche they want to be. 
Secondly, towing the line between the paragon and renegade options (or as I like to call it, the 'Diplomat') should be encouraged as a valid choice. I'm not suggesting that every paragon / renegade decision conversation combo be combined with a third 'purple' option, but maybe for 4-5 of the big choices, there is that diplomatic line-towing option. 
Lastly, I want there to be two shops within the game that will only unlock goods for sale to you as you gain a certain level of paragon and renegade points respectively. One shopkeeper won't sell to jerks and needs to trust you aren't gonna kill off a race of spiders with what he gives you, and the other needs to trust you aren't gonna sell him out like the goody-two-shoes narc he suspects you to be. This also further pushes the diplomatic route, as someone who toes the line will be able to access a good deal of goods from both shops by having equal paragon and renegade scores.

4) Gameplay Variety and Scale
I'm going to try my best to not say that ME3 needs 'more content' because a budget is a budget, but some changes might give a better sense of scale. ME1's mako missions were, while bland, a great chance to give the game a sense of scale. If a vehicle that was fun to use was introduced mako-style, you would have that gameplay variety AND the added scale.
Let's say that any planet that is solid and not a gas-giant (a PRACTICAL reason not to be able to land on every planet) has 1-4 zones that your shuttle can transport your hoverjeep between. Each zone would only need to be a third of the size of the areas in ME1, and the resource mining could be transformed into a game of moving the jeep around until you heard a spike in the sensore, before dropping anchor and defending the hoverjeep's drill while it digs stuff up. Combine this with the N7 type missions that would be reworked into these said zones, and you have a winning formula.
Lastly, I think an on-rails turrent minigame from the perspective of the shuttle would be cool. You can't land on some planets' surfaces until a large-enough percentage of the defending troops have been cleared on the ground.

5) Pipedreams and nitpicking

- Blindifre: I want to be able to lay down inaccurate suppressive fire for my troops when I instruct them to flank someone (and ivce-versa)

- Enhanced melee / Human shield: again stolen from other tactical shooter engines, but after my vanguard's biotic charge, when I'm knee-deep in vorcha at point-blank range, a dozen rifle butts just don't seem badass. Lets have some variety to the melee. Quick tap for the rifle butt, hold down the melee button to activate a human shield scenario, or press the melee button while storming for a tackle.
And maybe, when you kill someone with the standard melee, one of three different takedown animations play out (if the game thinks it can do so without you being ganked by surviving enemies)

- Destructible Elements (MORE!): I'm a man, and all men like breaking stuff. we want to be able to break lots of things. If not for social discourse, all we would do is break things (except for each other's groins, because that's just not befitting a gentleman). Let's see some unwanted destruction. I want to make my own cover out of the debree that fell from the roof after that stray grenade I sent towards the ceiling detonated. 

- Remote Vehicle Activation: I want to be able to call an air raid from the normandy / an orbiting satellite from the tactical menu, or command my mako to drive to a location I summon it to batman style. Its the future, why not?

- Paramour threesomes: If you expect me to believe that Commander Shephard can take down a reaper and come back from the dead, I want some consistency. If he can do that, he must also be able to charm up to 4.5 people into intercourse simultaneously.

Just sayin' is all.