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Post by projectpatdc on Feb 9, 2017 4:08:33 GMT
This thread originally started as an "idea"/discussion on whether or not people would like to see a settlement system in Mass Effect: Andromeda. Since the thread's conception, we have come to find out that there will be a settlement system in place, but we have very little details at the moment. As of now, we know that we can select the locations and purpose of the settlements while assigning Nexus residents to specific ones. It has been stated that this could be similar the Dragon Age: Inquisition's fort/campsite system.
I, personally, am hoping for some form of upgrade system similar to what is in The Witcher 3: Blood and Wine (Corvo Bianco Vineyard) and Assassin's Creed (Various bases, Manors, Hideouts). You simply have a list of preset upgrades that require funds and resources. (We do not do any designing or building like in Fall Out 4) Some of the features on my list include:
-lounge/bar -market/shops -movie theater with a direct plugin to twitch (to watch ME:A sessions) or watch your own recorded videos -Ryder's estate -an Armory with armor racks and gun displays -Garage/mechanic for the Nomad (and Hopefully additional vehicles acquired through dlc) -firing range -defense posts -Bounties for enemies in the surrounding area
I want the colonists that we assign to have specific buffs to settlements/colonies so we actually have to strategically pick who goes where. I am hoping the settlements have an option of being attacked and present their own list of unique side quests. This can further enhance the replay ability of already discovered planets
Brain storm with me folks on what you would like implemented and how it can further enhance the experience! Or explain why this doesn't appeal to you.
Edit: Confirmed by Play (UK) Magazine interview– You can create settlements. 'Find a suitable planet and on that planet a good spot and you can create your own little communities scattered through the systems.' There is a limit, because there is a limit of people on the Hyperion.
Edit: Leaked Survey from over a year ago suggests that we will be defending settlements from the Kett. More details in my post on page 6 of this thread.
Edit: Foster Addison (on the Nexus) oversees all colonization logistics for the Andromeda Initiative, making sure all settlements are up and running and colonists have a place to live.
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Post by Deleted on Feb 9, 2017 4:21:31 GMT
Anyone who votes the second option will be murdered by kittens at night. Silently.
EDIT: You asked for it.
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Post by colfoley on Feb 9, 2017 4:29:19 GMT
Not sure. In theory this could be a really nice option, but the only game that I have played it...FO 4...I thought stunk on ice and I barely touched it.
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Post by projectpatdc on Feb 9, 2017 5:01:52 GMT
Not sure. In theory this could be a really nice option, but the only game that I have played it...FO 4...I thought stunk on ice and I barely touched it. I don't think the crafting from FO4 could work in this situation. Too many mechanics. I'd rather just have an upgrade system for the colony with the focus more on resource gathering and colony story missions. Basically everyone's colony would look similar in the end after the upgrades, but you can decide where to put your credits/money and resources towards first. Maybe give two or three variations on how to upgrade or add a certain building/layout. Check out the link to Corvo Bianco, the vinyard you get in Witcher 3, and you may get a better idea. witcher.wikia.com/wiki/Corvo_Bianco
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Post by blanks on Feb 9, 2017 5:02:30 GMT
I really hate the Fallout 4 implementation and would not want to see it anywhere near Mass Effect. Something where you can help improve settlements, advise direction, or fund new expansions would be ok. Just keep it more on a macro level than stuff like planting 30 mutfruit and placing mattresses or fucking about with two wall pieces that for some reason don't want to snap together on the same plane.
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Post by colfoley on Feb 9, 2017 5:09:54 GMT
Not sure. In theory this could be a really nice option, but the only game that I have played it...FO 4...I thought stunk on ice and I barely touched it. I don't think the crafting from FO4 could work in this situation. Too many mechanics. I'd rather just have an upgrade system for the colony with the focus more on resource gathering and colony story missions. Basically everyone's colony would look similar in the end after the upgrades, but you can decide where to put your credits/money and resources towards first. Maybe give two or three variations on how to upgrade or add a certain building/layout. Check out the link to Corvo Bianco, the vinyard you get in Witcher 3, and you may get a better idea. witcher.wikia.com/wiki/Corvo_BiancoActually Corvo Bianco would be the perfect idea for this. I just never considered the Vineyard to be like the FO 4 system so I dismissed it. But, that would be really...cool. Especially with the resource gathering aspects of MEA. You can use your colonies to gather resources for you and then dump those resources into further upgrades. Hmmm, also sort of 'Kett containment' might be a really interesting idea. Sor of civilizing the wild lands. That last part coule be iffy but if you have Kett/ some other form of bandits upgrading your outposts could actively make it so the situation becomes more stable and you run into more bad guys in your travels. And more XP.
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Post by Cypher on Feb 9, 2017 5:15:06 GMT
Something like Assassins Creed would be pretty cool, but that would essentially be an expansion of the Skyhold mechanic.
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Post by JayKay on Feb 9, 2017 5:21:00 GMT
Yeah, something like the Blood and Wine vineyard, or, a closer example, a more expanded version of Shepard's apartment in ME3: Citadel would be keen, but Fallout 4 style seems like a bad idea.
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Post by projectpatdc on Feb 9, 2017 5:24:56 GMT
Actually Corvo Bianco would be the perfect idea for this. I just never considered the Vineyard to be like the FO 4 system so I dismissed it. But, that would be really...cool. Especially with the resource gathering aspects of MEA. You can use your colonies to gather resources for you and then dump those resources into further upgrades. Hmmm, also sort of 'Kett containment' might be a really interesting idea. Sor of civilizing the wild lands. That last part coule be iffy but if you have Kett/ some other form of bandits upgrading your outposts could actively make it so the situation becomes more stable and you run into more bad guys in your travels. And more XP. Yeah and I was thinking of this as an optional DLC but with fleshed out stories. You could even come across this earth-like planet with a large open world to explore and have the colony as a mechanic/reason to engage everything. They could even include a new companion (new species) who's tech savy and knows the lay of the land. In my mind, I want them to somehow include a smart ass rocket and groot style character to help you with building the colony:
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Post by mango1smoothie on Feb 9, 2017 7:26:58 GMT
Not sure. In theory this could be a really nice option, but the only game that I have played it...FO 4...I thought stunk on ice and I barely touched it. I don't think the crafting from FO4 could work in this situation. Too many mechanics. I'd rather just have an upgrade system for the colony with the focus more on resource gathering and colony story missions. Basically everyone's colony would look similar in the end after the upgrades, but you can decide where to put your credits/money and resources towards first. Maybe give two or three variations on how to upgrade or add a certain building/layout. Check out the link to Corvo Bianco, the vinyard you get in Witcher 3, and you may get a better idea. witcher.wikia.com/wiki/Corvo_BiancoAgreed, this would most likely be the best course of action for colony building in a mass effect game.
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Post by Kaazmiin on Feb 9, 2017 7:38:22 GMT
I actually enjoyed the settlement building feature in Fallout 4, but it has no place in a Mass Effect game, because it would distract too much from the story. I also thought resource gathering in Inquisition was rather tedious, so I hope they revamped that a bit, giving us multiple items per scan. Something like in The Witcher expansion or Assassin's Creed with a sensible amount of required resources might work well. They tried with Skyhold in Inquisition, which only failed because they gave you the option to plant a garden in the middle of war, without allowing you to clean the rubble blocking the way to the war council... and fix holes in the walls. Since we'd likely build new structures in Andromeda, that shouldn't be an issue.
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Post by sinkingfish on Feb 9, 2017 12:29:27 GMT
Fallout 4 was a great option. For Fallout 4. I think that sort of thing is great in principle but if executed poorly can leave a bitter taste in ones mouth/playing experience.
Inquisition did this semi well, but I always felt like there was more that could have been done. I guess that a giant hole in the sky trumps whether to have purple or green drapes though. I suppose if we're going to be able to upgrade stuff I'd rather have a mini quest to get the supplies or whatever rather than the usual go and get 40 sace wood and make me a coffee table. I think we can all agree that turning this into the sims is a colossally bad idea.
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Post by coldsteelblue on Feb 9, 2017 12:51:25 GMT
I think something like this would be a great idea, different styles of architecture to choose from, say from each alien race, choices of what you want & where you want it, say, you plant it on a grid style from a top down view, change direction things face, that sort of thing & over time npc colonists arrive & flesh the place out.
Just my thoughts.
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Post by sjsharp2010 on Feb 9, 2017 13:16:36 GMT
Depends on how it wporks really as with other crafting I think it needs t obe kept simple but only time will tell really.
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Post by Sartoz on Feb 9, 2017 13:25:26 GMT
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Bio is in the business of writing game simulations. This is akin to what we were asking way back during DA:I development and Mike Laidlaw responded that it would become a simulation and the studio was not in that business.
I like the idea but don't hold your breath. The first DLC is already written and requires more polishing, imo.
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Post by hammerstorm on Feb 9, 2017 13:27:52 GMT
Anyone who votes the second option will be murdered by kittens at night. Silently. EDIT: You asked for it. Bring me the kittens, and I shall triumph!!! On topic: I voted no, but that is more because I don't want it that big. I am happy with the cabin in Tempest and we will probably have the option to customise it a bit (things we find and maybe personal stuff). I would like to have something like the Citadel DLC, where we have a apartment on the Nexus that we can decorate with different options. When it comes to the colonies and settlements I'm more than happy to leave that to the people in charge of that. I'm in charge of finding a place for them to place it (and save everybody while I'm at it ) and they are in charge to make it happen.
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Post by sgtreed24 on Feb 9, 2017 13:35:11 GMT
look, if you're gonna be putting settlement building in... anything short of Fallout 4's system is unacceptable.
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Post by Saboru on Feb 9, 2017 13:49:38 GMT
I can't cope with detailed settlement building in games that want me to follow a story. I get distracted and next thing I'm engaged in major urban redevelopment and to hell with the plot. Yes, Fallout 4, I do mean you.
I can behave responsibly when asked to collect resources to enable me to pick from a short, predetermined list of options which the game then toddles off and sets up, but no more than that.
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Post by Sweet FA on Feb 9, 2017 13:58:36 GMT
I actually enjoyed the settlement building feature in Fallout 4, but it has no place in a Mass Effect game, because it would distract too much from the story. I also thought resource gathering in Inquisition was rather tedious, so I hope they revamped that a bit, giving us multiple items per scan. Something like in The Witcher expansion or Assassin's Creed with a sensible amount of required resources might work well. They tried with Skyhold in Inquisition, which only failed because they gave you the option to plant a garden in the middle of war, without allowing you to clean the rubble blocking the way to the war council... and fix holes in the walls. Since we'd likely build new structures in Andromeda, that shouldn't be an issue. Yeah although enjoyable in Fallout 4 I found it diverted me from the main story. I found myself spending more time building settlements than progressing through the game and lost interest in the protagonists story which is kind of a problem for a so callled RPG. Given that the game did not have a particularly strong storyline or characters to begin with this meant any story game momentum ground to a halt. I did enjoy the feature but it may be problematic in an RPG as it can stall the narrative and character progression as the player can become easily sidetracked. Maybe these game elements would be better implemented as unlockable late game quest related features dependent on significant character/story progression. I also found resource gathering in DAI a bit of a snooze fest.
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Post by Vortex13 on Feb 9, 2017 14:12:10 GMT
I personally wouldn't mind a more abstract version of a colony upgrading mechanic, rather than playing doll house Fallout 4 style.
I've recently been engrossed in the Long War 2 mod for XCOM 2, and what that modification does is add an element of base management without bogging down the gameplay in order to decide what color the walls of your FOB should look like. In essence, you do missions like disrupting enemy supply lines, and rescuing/recruiting various NPCs you can staff at you havens. This, in turn, builds up a defense against further enemy attacks in that particular region, but you have to manage how hard you go after your opponent, as the harder you push, the more the enemy will divert manpower and resources into a given region from adjacent territories making it harder to operate, and could lead to reprisal attacks on your assets.
A system not unlike that would be a nice addition to ME:Andromeda I feel. You have Ryder and Co. going around completing side missions and getting the help of NPCs to run various settlements in the cluster, and the more you sure up your defenses, the less likely someone like the Khett will attack you, or the more likely your colony will be able to hold off such an attack on their own. It would be a really cool feature (though highly unlikely to occur) that the more offensive based activities you personally took part in, both in SP and MP, would directly translate into how often your outposts would fall under attack, and how many enemies you would have to face in a given area.
Maybe I've been playing too much XCOM 2, but if it could be done well, I think that such a gameplay mechanic would be fun, and offer varied replayablity, without the grind of titles like DA:I.
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Post by projectpatdc on Feb 9, 2017 14:28:20 GMT
,.-~*´¨¯¨`*·~-.¸-(_MEA_)-,.-~*´¨¯¨`*·~-.¸
Bio is in the business of writing game simulations. This is akin to what we were asking way back during DA:I development and Mike Laidlaw responded that it would become a simulation and the studio was not in that business.
I like the idea but don't hold your breath. The first DLC is already written and requires more polishing, imo.
I can imagine everything is mostly planned out already. haha To those saying it would take away from the story or be distracting, again, I think it would be better to keep it simple with Andromeda. Since we are able to play the game after the story concludes, I was thinking of this as a way to keep playing after Ryder has hopefully eliminated the threat (They did say this game may not have a direct sequel which makes me think most of everything will come full circle) and can have a home to come back to after conducting his/her pathfinder duties. Also taking away optional immersive rpg elements seen in many other major RPGs so that it doesn't take away from the story is a bad excuse IMO. Just saying for this Genre, ME2 and ME3 were just glorified single player shooters with dialogue choices. We all want a great story and that's what makes a game good. It's the added little details and mechanics in an open world that tend to make it a Masterpiece (Cough, Couch...Witcher 3). It's strange how people have come to accept that companies will only deliver on one or the other. With ME:A going back to actually being an RPG, I hope it does have all the little optional side stuff to do besides just following a story over and over. I want to make my own stories on the side.
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Post by danaduchy on Feb 9, 2017 14:35:56 GMT
I really enjoyed settlements in Fallout, but I'm not sure how it could work in ME franchise.
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Post by projectpatdc on Feb 9, 2017 14:40:23 GMT
I really enjoyed settlements in Fallout, but I'm not sure how it could work in ME franchise. Read above posts. Here's an example: witcher.wikia.com/wiki/Corvo_BiancoBut with more side missions and upgrades requiring resources. So you aren't actually crafting like in fallout
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Post by Vortex13 on Feb 9, 2017 14:45:03 GMT
I really enjoyed settlements in Fallout, but I'm not sure how it could work in ME franchise. Read above posts. Here's an example: witcher.wikia.com/wiki/Corvo_BiancoBut with more side missions and upgrades requiring resources. So you aren't actually crafting like in fallout Seems very similar to the Warden's Keep in DA:A, so BioWare is at least familiar with the concept of an upgradable "home base". Though, if we are looking for something like that in Andromeda, I would say the thing being upgraded would be the Tempest, rather than a static colony or outpost.
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Post by danaduchy on Feb 9, 2017 14:51:40 GMT
Read above posts. Here's an example: witcher.wikia.com/wiki/Corvo_BiancoBut with more side missions and upgrades requiring resources. So you aren't actually crafting like in fallout Corvo Bianco didn't really work for me in Witcher, I got it so late in the game, I've been there only once and never returned. And for now Bioware didin't really do side-content well.
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