Thought experiment: Remaking Mass Effect 1 gameplay
Nov 7, 2020 15:25:33 GMT
capn233, shermos, and 2 more like this
Post by RedCaesar97 on Nov 7, 2020 15:25:33 GMT
Along with the rumors of a Mass Effect Trilogy remaster, was the rumor that the gameplay in Mass Effect 1 could be updated or changed.
Personally, I am skeptical that remaking the combat in ME1 is entirely possible, considering how many of the gameplay systems tie into each other. But that got me thinking: how would I change ME1 gameplay so that you have a clear progession from ME1 to ME2 to ME3?
The idea: Make changes to some of the combat/gameplay and some general systems of ME1 so that the progress of ME1 to ME2 to ME3 seems more natural.
Generally, I used ME2 as a starting point, then reduced or removed various gameplay elements, all while trying to keep some core gameplay elements or ideas that existing in ME2 and ME3. I had to keep some ME1 systems had to remain because of how integrated some of the systems were.
NOTES: It took me about a week on-and-off to come up with most of this stuff. I wanted to post it last week, but I hit a snag trying to figure out how I wanted to handle licenses. Also, way too many (mostly useless) shops and some free items that I had to account for.
Feel free to discuss or post your own ideas. I have some other ideas, so I may revisit this thread later with more or different ideas.
Levels and talents:
Shepard:
- 3 talents
- class passive
- charm passive
- intimidate passive
Squadmates:
- 2 talents
- squadmate passive
5 ranks per talent bar, 1 point each
Shepard and squad level 1 - 15
Shepard: 21 total points (2 points for level 1-5, 1 point for level 6-15, + 1 point for bonus power)
Squadmates: 15 total points (1 point per level)
Allow you to respec Shepard + squadmates by using Omni-gel in Normandy med bay
Charm/Intimdate:
- rank 1 = 1-3 current ME1
- rank 2 = 4-5 current ME1
- rank 3 = 6-7 current ME1
- rank 4 = 8-9 current ME1
- rank 5 = 10-12 current ME1
Soldier talents/powers:
- Adrenaline Rush
- Disruptor Ammo
- Cryo Ammo
Adept talents/powers:
- Singularity
- Pull
- Throw
Engineer talents/powers:
- combat Drone
- Overload
- Cryo Blast
Vanguard talents/powers:
- Biotic Charge
- Cryo Ammo
- Pull
Infiltrator talents/powers:
- Tactical Cloak
- Disruptor Ammo
- Cro Blast
Sentinel talents/powers:
- Tech Armor
- Overload
- Throw
Kaiden talents/powers:
- Overload
- Warp (works like ME1 warp, unlock as bonus power if Kaiden survives Virmire)
Alternate: Overload, Slam
Ashley talents/powers:
- Disruptor Ammo
- Shield Boost (unlock as bonus power if Ashley survives Virmire), restores shields. Also provides some damage protection to shields, or temporary immunity to shield damage after using?
Garrus talents/powers:
- Overload
- Neural Shock (unlock as bonus power after completing the Dr. Heart/Saleon mission)
Alternate: Overload, AP Ammo (bonus damage to health)
Wrex talents/powers:
- Cryo Ammo
- Barrier (unlock as bonus power after giving him his family armor). Overlayed over health and shields, provides damage protection to both health and shields
Tali talents/powers:
- Overload
- AI Hacking (unlock as bonus power after giving her the Geth data)
Alternate: Combat Drone, Energy Drain
Liara talents/powers:
- Singularity
- Stasis (unlock as bonus power after she mind-melds with you for the last time)
Weapons:
Thermal clip mechanics (no overheat). Stick only with the weapons that were modelled in ME1.
Pistols:
- Predator
- Carnifex
Assault rifles:
- Avenger
- Vindicator
- Geth Pulse Rifle
Shotguns:
- Katana
- Scimitar
Sniper Rifles:
- Mantis
- Viper
Soldier: Pistol, Assault Rifle, Shotgun, Sniper Rifle
Infiltrator: Pistol, Sniper Rifle
Vanguard: Pistol, Shotgun
Adept, Engineer, and Sentinel: Pistol
Kaiden: Pistol
Ashley: Assault Rifle
Wrex: Shotgun
Garrus: Sniper Rifle
Tali: Shotgun
Liara: Pistol
Luna VI mission reward:
In current ME1, when you complete the Luna VI mission, you unlock your choice of class specialization.
Not sure how to handle it in a redesigned ME1, especially if I want to allow a respec.
Options:
- No Reward for completing Luna VI. It is just another secondary mission now. Sol system is unlocked immediately; Hackett will give you the mission when you enter the system. This is my preferred option.
- Rank 5 of class-unique power or class passive is locked until you complete the mission.
- Give non-Soldiers a choice of secondary weapon type, give soldiers the Lancer assault rifle (an overheat-style Avenger). NOTE that I do not like this option.
Enemies:
Enemies have only health and shields like in current ME1 (No armor bar). No shield gate. Crowd-control powers (such as lift or freeze) do not acticate on shields, but they can stun; Singularity can hold a shielded enemy in place.
Some enemies still have Immunity: greatly reduced health damage damage. Crowd-control abilities (such as lift or freeze) are either significantly reduced or have no effect, whichever would be better (I have not decided).
Some enemies can use barrier (reduced damage to health and shields), shield boost, or powers of their own like they can in current ME1.
Enemies still use the same weapons they did in current ME1.
Equipment and upgrades:
Equipment:
- Armor
- Weapons
- Omni Tool (Engineer, Infiltrator, Sentinel, Kaiden, Tali, Garrus)
- Biotic Amp (Adept, Vanguard, Sentinel, Kaiden, Liara, Wrex)
- Grenade capacity (Shepard)
- First aid capacity
- Armor mods: melee, damage protection, first aid (health regen), shield and shield recovery
- Grenade mods: damage and radius, Anti-Thorian (acquired on Feros)
Buy equipment only from shops. No more equipment loot from encounters or crates.
All equipment ranks are from I to V (1 to 5).
Must buy a previous rank before you can buy the next rank. For example, must but equipment II before you can buy equipment III.
Buying an upgraded version replaces your current version. For example, buying Predator II replaces Predator I. Buying a weapon buys it for the whole squad.
Starting weapons: Predator I, Avenger I, Mantis I, and Katana I. All weapon upgrades increase damage.
First Aid capacity starts at 0 (1 use of First Aid). All First Aid capacity upgrades add +1 capacity, for a total of 6.
Shepard and squadmates only have one armor option each. (No buying different armors like you can in current ME1.) Armor starts at I. All Armor upgrades increase health and shields.
Shepard armor has 1 mod slot. Squadmate armor does not have a mod slot.
First Aid/Unity: If no squadmate is down (killed/knocked out), uses 1 first aid to restore health and shields of Shepard and squadmates. If at least one squadmate is down, uses 2 first aids to revive fallen squadmates, while restoring health and shields of Shepard and squadmates.
Free equipment:
Cole (Eden Prime): Predator II
Powell (Eden Prime): Grenade Damage and Radius I
Simon (Asteroid X-23, Bring Down the Sky DLC): choice of armor for Liara, Kaiden, Tali, Garrus, Wrex, or Omni Tool upgrade +1 or V if already maxed (requires charm or intimidate)
Vernus (Pinnacle Station): choice of Predator IV, Avenger IV, Mantis IV, or Katana IV
Nassana Dantius: Serrice Council license
Opold/Anoleis: random level I - IV equipment (depends on level and current equipment)
Shops:
Morlan (Citadel):
- Hadne-Kedar license
- Armor
Expat (Citadel):
- Elkoss Combine license
- Armor mods
- Grenade upgrades
Delan (Citadel):
- Serrice Council
- Omni Tool upgrades
- Biotic Amp upgrades
C-Sec requisitions officer (Citadel):
- Elanus Risk Control license
- Weapons
D. Michel (Citadel):
- Sirta Foundation license
- First Aid capacity upgrades I to V
Ledra (Feros):
- random level I - IV equipment
Opold (Noveria):
- random level I - IV equipment
Petozi (Noveria):
- random level I - IV equipment
Rentola (Virmire):
- random level I - IV equipment
Normandy requisitions officer (Normandy):
- Level V of everything (if he has the license)
Shepard's Apartment (Pinnacle Station DLC):
- Level I to V of everything
Licenses:
Licenses unlock level V upgrades in Normandy Requisitions Officer shop:
- Elkoss Combine: armor mods and grenade upgrades
- Hahne-Kedar: armor
- Elanus Risk control: weapons
- Sirta Foundation: First Aid capacity
- Serrice Council: Omni Tool and Biotic Amp upgrades
Personally, I am skeptical that remaking the combat in ME1 is entirely possible, considering how many of the gameplay systems tie into each other. But that got me thinking: how would I change ME1 gameplay so that you have a clear progession from ME1 to ME2 to ME3?
The idea: Make changes to some of the combat/gameplay and some general systems of ME1 so that the progress of ME1 to ME2 to ME3 seems more natural.
Generally, I used ME2 as a starting point, then reduced or removed various gameplay elements, all while trying to keep some core gameplay elements or ideas that existing in ME2 and ME3. I had to keep some ME1 systems had to remain because of how integrated some of the systems were.
NOTES: It took me about a week on-and-off to come up with most of this stuff. I wanted to post it last week, but I hit a snag trying to figure out how I wanted to handle licenses. Also, way too many (mostly useless) shops and some free items that I had to account for.
Feel free to discuss or post your own ideas. I have some other ideas, so I may revisit this thread later with more or different ideas.
Levels and talents:
Shepard:
- 3 talents
- class passive
- charm passive
- intimidate passive
Squadmates:
- 2 talents
- squadmate passive
5 ranks per talent bar, 1 point each
Shepard and squad level 1 - 15
Shepard: 21 total points (2 points for level 1-5, 1 point for level 6-15, + 1 point for bonus power)
Squadmates: 15 total points (1 point per level)
Allow you to respec Shepard + squadmates by using Omni-gel in Normandy med bay
Charm/Intimdate:
- rank 1 = 1-3 current ME1
- rank 2 = 4-5 current ME1
- rank 3 = 6-7 current ME1
- rank 4 = 8-9 current ME1
- rank 5 = 10-12 current ME1
Soldier talents/powers:
- Adrenaline Rush
- Disruptor Ammo
- Cryo Ammo
Adept talents/powers:
- Singularity
- Pull
- Throw
Engineer talents/powers:
- combat Drone
- Overload
- Cryo Blast
Vanguard talents/powers:
- Biotic Charge
- Cryo Ammo
- Pull
Infiltrator talents/powers:
- Tactical Cloak
- Disruptor Ammo
- Cro Blast
Sentinel talents/powers:
- Tech Armor
- Overload
- Throw
Kaiden talents/powers:
- Overload
- Warp (works like ME1 warp, unlock as bonus power if Kaiden survives Virmire)
Alternate: Overload, Slam
Ashley talents/powers:
- Disruptor Ammo
- Shield Boost (unlock as bonus power if Ashley survives Virmire), restores shields. Also provides some damage protection to shields, or temporary immunity to shield damage after using?
Garrus talents/powers:
- Overload
- Neural Shock (unlock as bonus power after completing the Dr. Heart/Saleon mission)
Alternate: Overload, AP Ammo (bonus damage to health)
Wrex talents/powers:
- Cryo Ammo
- Barrier (unlock as bonus power after giving him his family armor). Overlayed over health and shields, provides damage protection to both health and shields
Tali talents/powers:
- Overload
- AI Hacking (unlock as bonus power after giving her the Geth data)
Alternate: Combat Drone, Energy Drain
Liara talents/powers:
- Singularity
- Stasis (unlock as bonus power after she mind-melds with you for the last time)
Weapons:
Thermal clip mechanics (no overheat). Stick only with the weapons that were modelled in ME1.
Pistols:
- Predator
- Carnifex
Assault rifles:
- Avenger
- Vindicator
- Geth Pulse Rifle
Shotguns:
- Katana
- Scimitar
Sniper Rifles:
- Mantis
- Viper
Soldier: Pistol, Assault Rifle, Shotgun, Sniper Rifle
Infiltrator: Pistol, Sniper Rifle
Vanguard: Pistol, Shotgun
Adept, Engineer, and Sentinel: Pistol
Kaiden: Pistol
Ashley: Assault Rifle
Wrex: Shotgun
Garrus: Sniper Rifle
Tali: Shotgun
Liara: Pistol
Luna VI mission reward:
In current ME1, when you complete the Luna VI mission, you unlock your choice of class specialization.
Not sure how to handle it in a redesigned ME1, especially if I want to allow a respec.
Options:
- No Reward for completing Luna VI. It is just another secondary mission now. Sol system is unlocked immediately; Hackett will give you the mission when you enter the system. This is my preferred option.
- Rank 5 of class-unique power or class passive is locked until you complete the mission.
- Give non-Soldiers a choice of secondary weapon type, give soldiers the Lancer assault rifle (an overheat-style Avenger). NOTE that I do not like this option.
Enemies:
Enemies have only health and shields like in current ME1 (No armor bar). No shield gate. Crowd-control powers (such as lift or freeze) do not acticate on shields, but they can stun; Singularity can hold a shielded enemy in place.
Some enemies still have Immunity: greatly reduced health damage damage. Crowd-control abilities (such as lift or freeze) are either significantly reduced or have no effect, whichever would be better (I have not decided).
Some enemies can use barrier (reduced damage to health and shields), shield boost, or powers of their own like they can in current ME1.
Enemies still use the same weapons they did in current ME1.
Equipment and upgrades:
Equipment:
- Armor
- Weapons
- Omni Tool (Engineer, Infiltrator, Sentinel, Kaiden, Tali, Garrus)
- Biotic Amp (Adept, Vanguard, Sentinel, Kaiden, Liara, Wrex)
- Grenade capacity (Shepard)
- First aid capacity
- Armor mods: melee, damage protection, first aid (health regen), shield and shield recovery
- Grenade mods: damage and radius, Anti-Thorian (acquired on Feros)
Buy equipment only from shops. No more equipment loot from encounters or crates.
All equipment ranks are from I to V (1 to 5).
Must buy a previous rank before you can buy the next rank. For example, must but equipment II before you can buy equipment III.
Buying an upgraded version replaces your current version. For example, buying Predator II replaces Predator I. Buying a weapon buys it for the whole squad.
Starting weapons: Predator I, Avenger I, Mantis I, and Katana I. All weapon upgrades increase damage.
First Aid capacity starts at 0 (1 use of First Aid). All First Aid capacity upgrades add +1 capacity, for a total of 6.
Shepard and squadmates only have one armor option each. (No buying different armors like you can in current ME1.) Armor starts at I. All Armor upgrades increase health and shields.
Shepard armor has 1 mod slot. Squadmate armor does not have a mod slot.
First Aid/Unity: If no squadmate is down (killed/knocked out), uses 1 first aid to restore health and shields of Shepard and squadmates. If at least one squadmate is down, uses 2 first aids to revive fallen squadmates, while restoring health and shields of Shepard and squadmates.
Free equipment:
Cole (Eden Prime): Predator II
Powell (Eden Prime): Grenade Damage and Radius I
Simon (Asteroid X-23, Bring Down the Sky DLC): choice of armor for Liara, Kaiden, Tali, Garrus, Wrex, or Omni Tool upgrade +1 or V if already maxed (requires charm or intimidate)
Vernus (Pinnacle Station): choice of Predator IV, Avenger IV, Mantis IV, or Katana IV
Nassana Dantius: Serrice Council license
Opold/Anoleis: random level I - IV equipment (depends on level and current equipment)
Shops:
Morlan (Citadel):
- Hadne-Kedar license
- Armor
Expat (Citadel):
- Elkoss Combine license
- Armor mods
- Grenade upgrades
Delan (Citadel):
- Serrice Council
- Omni Tool upgrades
- Biotic Amp upgrades
C-Sec requisitions officer (Citadel):
- Elanus Risk Control license
- Weapons
D. Michel (Citadel):
- Sirta Foundation license
- First Aid capacity upgrades I to V
Ledra (Feros):
- random level I - IV equipment
Opold (Noveria):
- random level I - IV equipment
Petozi (Noveria):
- random level I - IV equipment
Rentola (Virmire):
- random level I - IV equipment
Normandy requisitions officer (Normandy):
- Level V of everything (if he has the license)
Shepard's Apartment (Pinnacle Station DLC):
- Level I to V of everything
Licenses:
Licenses unlock level V upgrades in Normandy Requisitions Officer shop:
- Elkoss Combine: armor mods and grenade upgrades
- Hahne-Kedar: armor
- Elanus Risk control: weapons
- Sirta Foundation: First Aid capacity
- Serrice Council: Omni Tool and Biotic Amp upgrades