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Post by garrusfan1 on Mar 12, 2020 23:22:07 GMT
I think it would be cool if they went into what SAM can do to ryder more in terms of biologically. We know SAM can enhance certain thing and maybe even make ryder biotic somehow (if he/she wasn't already biotic). So what if SAM can make ryder stronger or heal much much quicker or something special. I don't mean turn ryder into superman or wolverine or something like that but since it's scifi and you have an AI already closely linked to ryder why not take it further and make it something more unique. I don't mean make ryder a cyborg or something but have them do something more with it.
This is obviously assuming the next ME game is in andromeda and with ryder.
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Post by smilesja on Mar 12, 2020 23:29:01 GMT
Well I did like the fact that you can play as the Ryder twin you didn't choose. Hopefully we can have the opportunity to play to do more of that in the future.
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Apr 26, 2024 14:08:26 GMT
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burningcherry
1,329
May 18, 2018 21:58:48 GMT
May 2018
burningcherry
Mass Effect Trilogy, Mass Effect Andromeda
burningcherry97
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Post by burningcherry on Mar 13, 2020 1:16:26 GMT
One of SAM's older brothers had a few interesting ideas. In the corridor beyond the office stood a human male… sort of. Actually, Cora couldn’t be certain of gender. Or humanity. The thing stood a solid eight feet tall, and its body was huge in ways that made no sense. Biceps the size of melons. Massive deltoids—each much bigger than the head of the creature, which was nearly lost between the mountainous shoulders. Everything about the figure had been reconfigured to support that ridiculous upper body mass, from the turianish wasp waist down to legs that were corded with muscle, but disturbingly thin. Its arms hung disproportionately long, elbows below its hips, hands out of sight below the windowsill—but probably dangling near the floor, if Cora didn’t miss her guess.
It turned. The face of the creature horrified her. If it had been human at some point it clearly wasn’t anymore; that was obvious in its facial features, though the nose and eyes and ears were shrunken nearly to uselessness. The wide-stretched mouth hung open, breathing like a bellows. There was nothing like intelligence in that beady, small-eyed gaze… but it saw her.
[…]
“Without medical-scan data I can confirm only that it is a combination of organic and synthetics,” SAM-E confirmed. “The organic material seems to be of human origins. Most likely male. As you can see, however, it has been substantially… adjusted, I would guess by stimulating and even altering DNA. Muscle mass has been redistributed, and increased in density. Bone density and skin tensile strength, as well. Brain size is reduced, however, to approximately half of normal. A medical scan could confirm this, but simple imaging scans suggest that in particular the limbic region and the prefrontal cortex have been compromised. These are areas of the brain which govern emotions and personality, respectively.”
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Sanunes
N6
Just a flip of the coin.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem, Mass Effect Legendary Edition
Prime Posts: 4392
Prime Likes: 882
Posts: 5,900 Likes: 8,927
inherit
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0
8,927
Sanunes
Just a flip of the coin.
5,900
Sept 13, 2016 11:51:12 GMT
September 2016
sanunes
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem, Mass Effect Legendary Edition
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Post by Sanunes on Mar 13, 2020 2:13:40 GMT
If they bring SAM into the next Mass Effect game I would like to see something more then just being a gimmick. There are many different ways that interacting with Remnant technology could have been handled and it never felt like SAM was more then some generic plot device. For I cannot see how some other generic plot device was used nothing would have been lost and the annoyance of SAM wouldn't have been there.
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ahglock
N5
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Shattered Steel, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem
Origin: ShinobiKillfist
Posts: 2,867 Likes: 3,483
inherit
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0
Apr 25, 2024 21:14:42 GMT
3,483
ahglock
2,867
Feb 21, 2018 17:57:17 GMT
February 2018
ahglock
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Shattered Steel, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem
ShinobiKillfist
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Post by ahglock on Mar 13, 2020 3:37:01 GMT
I'd prefer they downplay or outright remove SAM.
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coffee coffee coffee coffee coffee coffee coffee coffee coffee coffee coffee coffee
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Oct 27, 2016 19:49:57 GMT
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regack
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https://bsn.boards.net/posts/recent
https://i.imgur.com/oatOJzT.png
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Post by regack on Mar 13, 2020 13:50:59 GMT
If they bring SAM into the next Mass Effect game I would like to see something more then just being a gimmick. There are many different ways that interacting with Remnant technology could have been handled and it never felt like SAM was more then some generic plot device. For I cannot see how some other generic plot device was used nothing would have been lost and the annoyance of SAM wouldn't have been there. I got the feeling that SAM was there simply as an explanation why Ryder could be spontaneously more adept and powerful than would ordinarily be possible without years of training or whatnot. Once the SAM-On-Switch was thrown, we could do anything that normal people couldn't do and he was mostly useless until he was needed again as a get-out-of-jail-free card. My first inclination is to say downplay the existence of SAM, but I suppose I'd actually be interested in more SAM... but only if there are negative consequences to using it. There should be some give and take.
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Post by themikefest on Mar 13, 2020 14:07:08 GMT
If they get rid of the sam, does that mean no more profiles? If so, I don't have a problem with that. I say that because if there's another game in Andromeda, it's possible there might be a new main character.
Either way, if it were to return for another game, I like for Ryder to at least have the option to tell the thing to shutup.
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Jan 24, 2024 17:47:40 GMT
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Party like it's 2023!
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kaisershep
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
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Post by KaiserShep on Mar 13, 2020 14:57:07 GMT
My preference would be to weaken SAM's hold on Ryder's physiology, to the point where the player would have to actually select a class and commit to that for the rest of the game. I'd actually prefer if SAM played more of a major role on Meridian itself, since it has a good grasp of using remnant technology, and have minimal input during actual missions or exploring. In this hypothetical sequel, I'd seriously downplay SAM's input entirely. The whole idea of a voice on the comm that guides us is novel enough, but it gets kind of old. Maybe we should be able to hack into things ourselves and figure out routes.
I wouldn't want to get rid of SAM entirely, as I'm fond of having a synthetic character as part of the roster to some degree.
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Sanunes
N6
Just a flip of the coin.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem, Mass Effect Legendary Edition
Prime Posts: 4392
Prime Likes: 882
Posts: 5,900 Likes: 8,927
inherit
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0
8,927
Sanunes
Just a flip of the coin.
5,900
Sept 13, 2016 11:51:12 GMT
September 2016
sanunes
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem, Mass Effect Legendary Edition
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Post by Sanunes on Mar 13, 2020 15:02:58 GMT
If they bring SAM into the next Mass Effect game I would like to see something more then just being a gimmick. There are many different ways that interacting with Remnant technology could have been handled and it never felt like SAM was more then some generic plot device. For I cannot see how some other generic plot device was used nothing would have been lost and the annoyance of SAM wouldn't have been there. I got the feeling that SAM was there simply as an explanation why Ryder could be spontaneously more adept and powerful than would ordinarily be possible without years of training or whatnot. Once the SAM-On-Switch was thrown, we could do anything that normal people couldn't do and he was mostly useless until he was needed again as a get-out-of-jail-free card. My first inclination is to say downplay the existence of SAM, but I suppose I'd actually be interested in more SAM... but only if there are negative consequences to using it. There should be some give and take. That was my problem with SAM for it really felt like "oh we need to explain this so use SAM". SAM seemed to be a crutch for explaining away a lot of things that could have had at least in my opinion better reasoning behind it instead of a permanent connection to an AI that somehow works over such vast distances and at the same time lethal to the human if the connection is broken while being illegal in Council Space. It just feels like SAM breaks a lot of what was established in the prior games without any real game altering bonuses aside from being an easy way to explain away things they wanted to try and explain. Heck, I think I would have preferred a head hugging alien super computer that uploaded all kinds of foreign information into Ryder. Like Stargate when O'Neal was uploaded with the Ancients knowledge.
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Sanunes
N6
Just a flip of the coin.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem, Mass Effect Legendary Edition
Prime Posts: 4392
Prime Likes: 882
Posts: 5,900 Likes: 8,927
inherit
1561
0
8,927
Sanunes
Just a flip of the coin.
5,900
Sept 13, 2016 11:51:12 GMT
September 2016
sanunes
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem, Mass Effect Legendary Edition
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Post by Sanunes on Mar 13, 2020 15:07:39 GMT
My preference would be to weaken SAM's hold on Ryder's physiology, to the point where the player would have to actually select a class and commit to that for the rest of the game. I'd actually prefer if SAM played more of a major role on Meridian itself, since it has a good grasp of using remnant technology, and have minimal input during actual missions or exploring. In this hypothetical sequel, I'd seriously downplay SAM's input entirely. The whole idea of a voice on the comm that guides us is novel enough, but it gets kind of old. Maybe we should be able to hack into things ourselves and figure out routes. I wouldn't want to get rid of SAM entirely, as I'm fond of having a synthetic character as part of the roster to some degree. If SAM worked more like EDI I think I would have been okay with it. I just think the fatal connection of dependence they established for Ryder to get the benefits that SAM is used to explain just seems to be I wouldn't say lazy, but doesn't fit well into the story for me. The basic idea of SAM of being an AI that is used to help with the initiative getting to Andromeda and maintaining the ships for hundreds of years while travelling does make sense for me. Its just going beyond that seems to be stretch.
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Jan 24, 2024 17:47:40 GMT
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KaiserShep
Party like it's 2023!
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kaisershep
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
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Post by KaiserShep on Mar 13, 2020 15:09:54 GMT
My preference would be to weaken SAM's hold on Ryder's physiology, to the point where the player would have to actually select a class and commit to that for the rest of the game. I'd actually prefer if SAM played more of a major role on Meridian itself, since it has a good grasp of using remnant technology, and have minimal input during actual missions or exploring. In this hypothetical sequel, I'd seriously downplay SAM's input entirely. The whole idea of a voice on the comm that guides us is novel enough, but it gets kind of old. Maybe we should be able to hack into things ourselves and figure out routes. I wouldn't want to get rid of SAM entirely, as I'm fond of having a synthetic character as part of the roster to some degree. If SAM worked more like EDI I think I would have been okay with it. I just think the fatal connection of dependence they established for Ryder to get the benefits that SAM is used to explain just seems to be I wouldn't say lazy, but doesn't fit well into the story for me. The basic idea of SAM of being an AI that is used to help with the initiative getting to Andromeda and maintaining the ships for hundreds of years while travelling does make sense for me. Its just going beyond that seems to be stretch. This is really why I point in this direction for where I feel it should go. I don't think it would take any kind of a serious ass-pull to find a way to start breaking away from that connection, and the role of "Pathfinder" would probably be redefined as the AI gains a bigger footprint in the cluster.
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2,657
August 2016
deathscepter
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Jade Empire
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Post by Phantom on Mar 13, 2020 15:35:23 GMT
One of SAM's older brothers had a few interesting ideas. In the corridor beyond the office stood a human male… sort of. Actually, Cora couldn’t be certain of gender. Or humanity. The thing stood a solid eight feet tall, and its body was huge in ways that made no sense. Biceps the size of melons. Massive deltoids—each much bigger than the head of the creature, which was nearly lost between the mountainous shoulders. Everything about the figure had been reconfigured to support that ridiculous upper body mass, from the turianish wasp waist down to legs that were corded with muscle, but disturbingly thin. Its arms hung disproportionately long, elbows below its hips, hands out of sight below the windowsill—but probably dangling near the floor, if Cora didn’t miss her guess.
It turned. The face of the creature horrified her. If it had been human at some point it clearly wasn’t anymore; that was obvious in its facial features, though the nose and eyes and ears were shrunken nearly to uselessness. The wide-stretched mouth hung open, breathing like a bellows. There was nothing like intelligence in that beady, small-eyed gaze… but it saw her.
[…]
“Without medical-scan data I can confirm only that it is a combination of organic and synthetics,” SAM-E confirmed. “The organic material seems to be of human origins. Most likely male. As you can see, however, it has been substantially… adjusted, I would guess by stimulating and even altering DNA. Muscle mass has been redistributed, and increased in density. Bone density and skin tensile strength, as well. Brain size is reduced, however, to approximately half of normal. A medical scan could confirm this, but simple imaging scans suggest that in particular the limbic region and the prefrontal cortex have been compromised. These are areas of the brain which govern emotions and personality, respectively.”
cyber horror at its finest.
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Polka Dot
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
Posts: 679 Likes: 1,207
inherit
10957
0
Feb 14, 2019 20:07:41 GMT
1,207
Polka Dot
679
Feb 14, 2019 18:50:29 GMT
February 2019
polkadot
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
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Post by Polka Dot on Mar 13, 2020 18:36:53 GMT
I voted prefer not, and in fact would like to see less intimate involvement of SAM in Ryder's life.
As others have mentioned, I'd like a return of MET's class system. Playing as a particular class lends an authenticity to my role-play and helps me to define and shape who my character is in the world. I find that lacking in a class-less system. I'm also not keen on being limited to having only 3 skills/talents available at any given time, and would welcome the return of the good old power wheel along with the ability to equip and control squadmate power use. Also, ammo types as powers/mods instead of consumables. Seeing those little supply stashes scattered around every combat area lends an arcade feel to the game, as if you're playing in some tournament at Armax Arsenal Arena.
Not a fan of the profile system and didn't use it. The whole thing really feels like the ultimate intrusion of MP into SP, since MP kits have 3 skills. So the profile system essentially allows you to swap out MP kits for your SP main character.
All that said, I'd prefer more separation between SAM and Ryder going forward. I'd prefer that SAM's sensors were built into Ryder's suit instead of the brain, and admit that SAM's presence made some of the aspects of the romances feel a little creepy. I remember some players were... livid... about the fact that Ryder had this implant without their consent. I'd also like Ryder to be able to control SAM's access, and shut him out if desired.
It's almost like BioWare insisted on going forward with a synthesis storyline. Although my primary preference for ME going forward is MEA2 with Ryder and crew, I'd also be delighted with less direct involvement of SAM in Ryder's physiology.
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Iakus
N7
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Posts: 20,879 Likes: 49,335
inherit
402
0
Dec 21, 2018 17:35:11 GMT
49,335
Iakus
20,879
August 2016
iakus
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by Iakus on Mar 13, 2020 19:14:47 GMT
Ever see the movie "Upgrade"?
Yeah THAT's the kind of stuff I dont think the writers consider when writing SAM.
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garrusfan1
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Post by garrusfan1 on Mar 15, 2020 1:36:29 GMT
I voted prefer not, and in fact would like to see less intimate involvement of SAM in Ryder's life. As others have mentioned, I'd like a return of MET's class system. Playing as a particular class lends an authenticity to my role-play and helps me to define and shape who my character is in the world. I find that lacking in a class-less system. I'm also not keen on being limited to having only 3 skills/talents available at any given time, and would welcome the return of the good old power wheel along with the ability to equip and control squadmate power use. Also, ammo types as powers/mods instead of consumables. Seeing those little supply stashes scattered around every combat area lends an arcade feel to the game, as if you're playing in some tournament at Armax Arsenal Arena. Not a fan of the profile system and didn't use it. The whole thing really feels like the ultimate intrusion of MP into SP, since MP kits have 3 skills. So the profile system essentially allows you to swap out MP kits for your SP main character. All that said, I'd prefer more separation between SAM and Ryder going forward. I'd prefer that SAM's sensors were built into Ryder's suit instead of the brain, and admit that SAM's presence made some of the aspects of the romances feel a little creepy. I remember some players were... livid... about the fact that Ryder had this implant without their consent. I'd also like Ryder to be able to control SAM's access, and shut him out if desired. It's almost like BioWare insisted on going forward with a synthesis storyline. Although my primary preference for ME going forward is MEA2 with Ryder and crew, I'd also be delighted with less direct involvement of SAM in Ryder's physiology. I wasn't a fan of them taking the class's away either. I really hoped they would change some dialouge (just a little) to effect the main characters class. If ryder was a biotic for example him and cora could talk about it since she talks about feeling like an outsider because of her biotics.
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sandwichtern
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
Posts: 162 Likes: 517
inherit
10816
0
Sept 24, 2023 16:46:02 GMT
517
sandwichtern
162
Jan 21, 2019 22:42:10 GMT
January 2019
sandwichtern
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda
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Post by sandwichtern on Mar 15, 2020 11:37:33 GMT
I voted prefer not, and in fact would like to see less intimate involvement of SAM in Ryder's life. As others have mentioned, I'd like a return of MET's class system. Playing as a particular class lends an authenticity to my role-play and helps me to define and shape who my character is in the world. I find that lacking in a class-less system. I'm also not keen on being limited to having only 3 skills/talents available at any given time, and would welcome the return of the good old power wheel along with the ability to equip and control squadmate power use. Also, ammo types as powers/mods instead of consumables. Seeing those little supply stashes scattered around every combat area lends an arcade feel to the game, as if you're playing in some tournament at Armax Arsenal Arena. I don't see why the solution for being unable roleplay as a certain class should be to remove the classless system from those who enjoy it. I think a far better way of doing it would be to add dialogue options for those wanting to stick at one of the six original classes, so they could define their character by narrative choices and by just not unlocking some skills. I'm a completionist player by nature and my first playthrough of ME:A spanned over 300 hours - and I don't see my ongoing second and third playthroughs will end up being any shorter - so for me the ability to pick different skills and try different builds was godsent and extremely welcome addition. I do, however, agree that changing between four loadouts of three skills was cumbersome and didn't quite work and something more resembling the old powerwheel should take its place. I predict this problem will right itself with the arrival of new generation of consoles. There's now a button attachment to ps4 controller on the market and I think the controller for ps5 will have something similar. When you speak of supply stashes, do you mean these? Lore-wise their presence is sound, but I think on some locations where the Initiative had never set a foot upon, it would have looked less odd to have a pile of rocks with these symbols on top of them. According to the codexes Field Repurposing and Omni-Tool it's our omni-tool's minifacturing fabricator that makes all these resources into medi-gel and other consumables and in emergency it can do it using only raw materials in its vicinity. Field Repurposing
"With limited cargo space aboard the arks for specialized gear, and facing unknown dangers in Andromeda, the Initiative's philosophy is "adapt to succeed." Colonists are required to have a wide variety of skills. Equipment and weapons are expected to perform multiple functions. However, this adaptability is fueled by non-renewable resources like ammunition, medi-gel, and power cells. Knowing they would not be readily available in Andromeda, in an emergency, the Initiative's omni-tools can recover and repurpose appropriate resources to serve a similar function. Liquid coolant allows weapon heat sinks to be re-used; organic compounds can be refined into medi-gel, and so on. When these resources are available, the user is alerted via an interface between the user’s scanner and their HUD."
Omni-Tool
"Omni-tools are hand-held devices that combine a computer microframe, sensor analysis pack, and minifacturing fabricator. Versatile and reliable, an omni-tool can be used to analyze and adjust the functionality of most standard equipment, including weapons and armor, from a distance. The holographic haptic interface also functions as a communication device. With sufficient omni-gel or other raw materials—usually converted from salvaged light alloys plastics or ceramics —an omni-tools fabrication module can flash-forge small three-dimensional objects or emergency suit patches. This allows quick repairs or modifications in the field. The Andromeda Initiative's omni-tools are designed for reliability and efficient recycling of materials. Pathfinder omni-tools take design inspiration from the models used by salarian intelligence services, prioritizing the computer microframe to allow lag-free scanning and AI support." All that said, I'd prefer more separation between SAM and Ryder going forward. I'd prefer that SAM's sensors were built into Ryder's suit instead of the brain, and admit that SAM's presence made some of the aspects of the romances feel a little creepy. I remember some players were... livid... about the fact that Ryder had this implant without their consent. I'd also like Ryder to be able to control SAM's access, and shut him out if desired. It's almost like BioWare insisted on going forward with a synthesis storyline. Although my primary preference for ME going forward is MEA2 with Ryder and crew, I'd also be delighted with less direct involvement of SAM in Ryder's physiology. 😄 I, too, thought that ME:A storyline seemed like it was recycled from something that was first intended for Milky Way when I first played Andromeda. Like you could have the arks go through an unused mass relay and there they come across the Scourge: it fries the relay they used thus making them unable to return. I myself didn't mind SAM's connection to Ryder, it was made by Ryder's parents and I thought of SAM as younger sibling that was left for us to bring up and educate after Alec's death. So my worry going forward is more that what if Ryder manages to mess up SAM's moral compass with their actions throughout the game. I also find it interesting that the story decides to focus on two fraternal twins, and then one of them ends up being siamese twins with an AI.
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Post by garrusfan1 on Mar 15, 2020 20:45:40 GMT
I voted prefer not, and in fact would like to see less intimate involvement of SAM in Ryder's life. As others have mentioned, I'd like a return of MET's class system. Playing as a particular class lends an authenticity to my role-play and helps me to define and shape who my character is in the world. I find that lacking in a class-less system. I'm also not keen on being limited to having only 3 skills/talents available at any given time, and would welcome the return of the good old power wheel along with the ability to equip and control squadmate power use. Also, ammo types as powers/mods instead of consumables. Seeing those little supply stashes scattered around every combat area lends an arcade feel to the game, as if you're playing in some tournament at Armax Arsenal Arena. I don't see why the solution for being unable roleplay as a certain class should be to remove the classless system from those who enjoy it. I think a far better way of doing it would be to add dialogue options for those wanting to stick at one of the six original classes, so they could define their character by narrative choices and by just not unlocking some skills. I'm a completionist player by nature and my first playthrough of ME:A spanned over 300 hours - and I don't see my ongoing second and third playthroughs will end up being any shorter - so for me the ability to pick different skills and try different builds was godsent and extremely welcome addition. I do, however, agree that changing between four loadouts of three skills was cumbersome and didn't quite work and something more resembling the old powerwheel should take its place. I predict this problem will right itself with the arrival of new generation of consoles. There's now a button attachment to ps4 controller on the market and I think the controller for ps5 will have something similar. When you speak of supply stashes, do you mean these? Lore-wise their presence is sound, but I think on some locations where the Initiative had never set a foot upon, it would have looked less odd to have a pile of rocks with these symbols on top of them. According to the codexes Field Repurposing and Omni-Tool it's our omni-tool's minifacturing fabricator that makes all these resources into medi-gel and other consumables and in emergency it can do it using only raw materials in its vicinity. Field Repurposing
"With limited cargo space aboard the arks for specialized gear, and facing unknown dangers in Andromeda, the Initiative's philosophy is "adapt to succeed." Colonists are required to have a wide variety of skills. Equipment and weapons are expected to perform multiple functions. However, this adaptability is fueled by non-renewable resources like ammunition, medi-gel, and power cells. Knowing they would not be readily available in Andromeda, in an emergency, the Initiative's omni-tools can recover and repurpose appropriate resources to serve a similar function. Liquid coolant allows weapon heat sinks to be re-used; organic compounds can be refined into medi-gel, and so on. When these resources are available, the user is alerted via an interface between the user’s scanner and their HUD."
Omni-Tool
"Omni-tools are hand-held devices that combine a computer microframe, sensor analysis pack, and minifacturing fabricator. Versatile and reliable, an omni-tool can be used to analyze and adjust the functionality of most standard equipment, including weapons and armor, from a distance. The holographic haptic interface also functions as a communication device. With sufficient omni-gel or other raw materials—usually converted from salvaged light alloys plastics or ceramics —an omni-tools fabrication module can flash-forge small three-dimensional objects or emergency suit patches. This allows quick repairs or modifications in the field. The Andromeda Initiative's omni-tools are designed for reliability and efficient recycling of materials. Pathfinder omni-tools take design inspiration from the models used by salarian intelligence services, prioritizing the computer microframe to allow lag-free scanning and AI support." All that said, I'd prefer more separation between SAM and Ryder going forward. I'd prefer that SAM's sensors were built into Ryder's suit instead of the brain, and admit that SAM's presence made some of the aspects of the romances feel a little creepy. I remember some players were... livid... about the fact that Ryder had this implant without their consent. I'd also like Ryder to be able to control SAM's access, and shut him out if desired. It's almost like BioWare insisted on going forward with a synthesis storyline. Although my primary preference for ME going forward is MEA2 with Ryder and crew, I'd also be delighted with less direct involvement of SAM in Ryder's physiology. 😄 I, too, thought that ME:A storyline seemed like it was recycled from something that was first intended for Milky Way when I first played Andromeda. Like you could have the arks go through an unused mass relay and there they come across the Scourge: it fries the relay they used thus making them unable to return. I myself didn't mind SAM's connection to Ryder, it was made by Ryder's parents and I thought of SAM as younger sibling that was left for us to bring up and educate after Alec's death. So my worry going forward is more that what if Ryder manages to mess up SAM's moral compass with their actions throughout the game. I also find it interesting that the story decides to focus on two fraternal twins, and then one of them ends up being siamese twins with an AI. That idea for class's for those who want them is awesome. I laughed when I read that commentary on the twins.
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Polka Dot
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Post by Polka Dot on Mar 15, 2020 21:44:14 GMT
I voted prefer not, and in fact would like to see less intimate involvement of SAM in Ryder's life. As others have mentioned, I'd like a return of MET's class system. Playing as a particular class lends an authenticity to my role-play and helps me to define and shape who my character is in the world. I find that lacking in a class-less system. I'm also not keen on being limited to having only 3 skills/talents available at any given time, and would welcome the return of the good old power wheel along with the ability to equip and control squadmate power use. Also, ammo types as powers/mods instead of consumables. Seeing those little supply stashes scattered around every combat area lends an arcade feel to the game, as if you're playing in some tournament at Armax Arsenal Arena. I don't see why the solution for being unable roleplay as a certain class should be to remove the classless system from those who enjoy it. I think a far better way of doing it would be to add dialogue options for those wanting to stick at one of the six original classes, so they could define their character by narrative choices and by just not unlocking some skills. There's more to it than that. From the get-go, ME offered a class structure for the PC as well as followers. MEA changed that formula for the PC, but followers are still locked to limited skill sets. Giving every PC access to every.single.skill implemented in the game trivializes them, and expands the distance between Ryder and the followers, putting Ryder way ahead of them in potential. I like choices with consequences in my RPGs, and class choice is among them. How you choose to build your character becomes meaningless when you can acquire every single skill in every single playthrough. The real kicker, though, is that MEA's system does not promote Ryder learning and becoming more experienced and honing skills - it's all SAM. The idea that SAM is manipulating Ryder's physiology to unleash these different "profiles" tends to make the character feel more like SAM's puppet than an independent individual with their own unique talents. I used to be a completionist, but as games have gotten so large, I got over it. I also enjoy multiple playthroughs, making different decisions and seeing the different results - including class/build choices. The other part of my issue was losing control of squadmates' powers and equipment, which we had in MET and lost in MEA. Those features offered players the opportunity to fully control power usage and setting off tech/biotic 'splosions, which in MEA relies more on AI. Yes. Their omnipresence in combat areas remind me of "power-ups" and such in arcade games, and spoil what could be otherwise be a more immersive alien environment imho. I'm familiar with ME lore, and on board with Ryder's need to find and exploit local resources as a Pathfinder. But I'm not keen to have it happening during combat, and in fact I feel like it makes the PC feel like a dolt who fails to plan ahead and organize supplies before they are needed. Much like the thermal clips introduced in ME2, these changes in lore were designed to explain the particular gameplay mechanics they chose to implement. Well - the Ryder twins agreed to the SAM implant and Andromeda trip, though I suppose it's fair to say they weren't counting on the kind of connection Alec activated during... that scene - and weren't even advised of some aspects of it beforehand. That's a great point about Ryder's influence on SAM. It's something that could definitely be developed going forward.
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sandwichtern
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Post by sandwichtern on Mar 16, 2020 16:10:04 GMT
I don't see why the solution for being unable roleplay as a certain class should be to remove the classless system from those who enjoy it. I think a far better way of doing it would be to add dialogue options for those wanting to stick at one of the six original classes, so they could define their character by narrative choices and by just not unlocking some skills. There's more to it than that. From the get-go, ME offered a class structure for the PC as well as followers. MEA changed that formula for the PC, but followers are still locked to limited skill sets. Giving every PC access to every.single.skill implemented in the game trivializes them, and expands the distance between Ryder and the followers, putting Ryder way ahead of them in potential. I like choices with consequences in my RPGs, and class choice is among them. How you choose to build your character becomes meaningless when you can acquire every single skill in every single playthrough. The real kicker, though, is that MEA's system does not promote Ryder learning and becoming more experienced and honing skills - it's all SAM. The idea that SAM is manipulating Ryder's physiology to unleash these different "profiles" tends to make the character feel more like SAM's puppet than an independent individual with their own unique talents. I used to be a completionist, but as games have gotten so large, I got over it. I also enjoy multiple playthroughs, making different decisions and seeing the different results - including class/build choices. The other part of my issue was losing control of squadmates' powers and equipment, which we had in MET and lost in MEA. Those features offered players the opportunity to fully control power usage and setting off tech/biotic 'splosions, which in MEA relies more on AI. Yes. Their omnipresence in combat areas remind me of "power-ups" and such in arcade games, and spoil what could be otherwise be a more immersive alien environment imho. I'm familiar with ME lore, and on board with Ryder's need to find and exploit local resources as a Pathfinder. But I'm not keen to have it happening during combat, and in fact I feel like it makes the PC feel like a dolt who fails to plan ahead and organize supplies before they are needed. Much like the thermal clips introduced in ME2, these changes in lore were designed to explain the particular gameplay mechanics they chose to implement. Well - the Ryder twins agreed to the SAM implant and Andromeda trip, though I suppose it's fair to say they weren't counting on the kind of connection Alec activated during... that scene - and weren't even advised of some aspects of it beforehand. That's a great point about Ryder's influence on SAM. It's something that could definitely be developed going forward. Thanks for taking the time to explain your position in detail, though I still feel that the class system (i.e. the seven profiles) in its current form offers more variety and is better equipped to accommodate different playstyles and tastes than the classes in the old trilogy. Given that doing all the quests available still results in you ending up with a character around level 70 and enough skillpoints to max about half of the 36 skills available, I think there's still plenty of evolutions and skills to try out during following playthroughs. If someone wants to stick to a single class and 6-14 powers/talents, like those that were available to Shepard depending on what ME game one played and what was Shepard's class, they are also able to do so. Things getting too easy? Stop unlocking new skills/levels or raise the difficulty. The skills our squadmates posses don't feel trivial in comparison in any way whatsoever when playing on the hardest difficulty without a new game+. In regard to squad control I do occasionally miss being able to control my team members' powers since the new system often results in me missing the colourful effects of squad members' skills and makes spotting a game of luck, but I don't hate the new system. I also hear what you say about plausibility of ammo pickup during combat, but I profess I prefer the supply crates/thermal clips spread around as on harder difficulties they force versatility and tactics into my gameplay. With heatsinks I had the bad habit of finding reasonably safe spot and staying there. After having said all that I hope you'll excuse me for bowing out of the discussion.
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Cyberstrike
N4
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Post by Cyberstrike on Mar 16, 2020 23:12:17 GMT
There should be some negative aspects with SAM literally tied into Ryder's brain, stuff that could alter the way Ryder does things and interacts with the rest of the crew. As far as SAM as exposition dump someone had to do it and that was the job of SAM so I don't care that the writers gave the technobabble to an AI that made sense. What I didn't like was when SAM was basically told Ryder not to punch an Outcast beating up a civilian on Kadara before you met Sloane and maybe it's just me but I also thought SAM was trying to push Ryder into a romance with Reyes, or maybe SAM had the hots for him.
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dmc1001
N7
Biotic Booty
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Post by dmc1001 on Mar 23, 2020 15:07:20 GMT
I'd like SAM to be downgraded in ability within the Ryder Twins. Make something up that they've discovered it can be long-term damaging to the mental and physical health. Separate SAM so that the Ryders can only use it the same way as every other Pathfinder. This would then let us see what the twins are really capable of and shut up everyone who thinks they were too inexperienced (which they were, which the game in no way pretended was otherwise).
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Post by Vortex13 on Mar 23, 2020 15:46:41 GMT
Ever see the movie "Upgrade"? Yeah THAT's the kind of stuff I dont think the writers consider when writing SAM. Indeed, it would have made for a much more interesting narrative if SAM was more like STEM in that film.
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dmc1001
N7
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Post by dmc1001 on Mar 23, 2020 16:15:49 GMT
Ever see the movie "Upgrade"? Yeah THAT's the kind of stuff I dont think the writers consider when writing SAM. Indeed, it would have made for a much more interesting narrative if SAM was more like STEM in that film.
This reminds me of The Matrix when Neo is somewhat guided in where to go and what to avoid.
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Iakus
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Post by Iakus on Mar 23, 2020 22:16:56 GMT
Indeed, it would have made for a much more interesting narrative if SAM was more like STEM in that film.
This reminds me of The Matrix when Neo is somewhat guided in where to go and what to avoid. The movie takes things to a much darker, more sinister level than what the fight scene shows. And dat ending...
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