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Post by javeart on Feb 11, 2017 12:58:13 GMT
I wish it was just clean a spot, press a key to build a settlement, choose type and that's all, I want my hype back the fact that this was explained while talking about resources managment though makes me wary... could it be that the resource managed here is just the peope itself and the use you give them? I think it was mentioned there because it's still management. He did separate it from the resource gathering for weapons and armours. ok, if the management part is only about how you use your "human resources" picking one type or another of settlement, sounds accpetable. Not something really interesting for me, but at least not a chore in case I'm forced to do it
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Post by projectpatdc on Feb 11, 2017 16:25:28 GMT
But you see, the thing is that the OT was already incredible for me and I don't need to spend hours and hours crafting my gear, managing a settlement or driving from point A to point B to care more about the setting. In fact, I don't see how any of that can possibly make me care more about the world, while a good story and interesting characters to bring that world alive, are sure going to make me super invested in it. I loved the MW and I'm always going to resent the ME3 endings for breaking it and it wasn't because of the time spent there doing any of that. All this kind of features can do for me is just break the pace of the narrative, which is why I can enjoy them in games like Skyrim and the like, where there's no narrative at all to break, and why I definitely don't need them in a BW game... It might turn out that I love them, but for now I can only hope that they're completely optional Of course, I understand that we all want different things, and there's a lot of people who want something like this,what can I say, I wish I could just be happier for all of you but I don't care about longer pts per se at all, and when I'm not super hyped and optimistic I'm afraid that I'm going to be super not interested in 80% of what the game has to offer and, what it's worse, that I might have to go through at least a 20% of that to get to the 20% I really enjoy Anyway, we'll see, I guess Your concerns have weight and are shared by many. I honestly think the development team stepped back and really thought about this one. They know story and character development is the biggest appeal to their games. When looking at their game going forward, I think, at the drawing board, they said, "ok, how do we deliver a fresh new story that's just as rich as the OT while incorporating more open world elements?" They went to other games for inspiration such as Witcher to make sure their side quests all have meaningful stories that incorporate back into the overall story somehow....or at least the main plot for that planet. They stated that each planet will have a main story in itself that ties back to Ryder's purpose and overarching character development. All that being said, I think when it comes to the settlement/colonies, it will fit appropriately in the narrative and act more so as a plot piece for decision making and exploration (space exploration and discovery being the big themes for this game). So ultimately, I think you'll see the story branch off multiple times incorporating open world/rpg elements but unlike many other open world/rpg games in the past, each path will connect back meaningfully to the main story. I guess we'll see! Hopefully the best of both worlds win
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Post by projectpatdc on Feb 11, 2017 16:33:38 GMT
It depends as it stands now I'm opposed to the idea but only because of my personal experience in Fallout4 which literally made the damn thing a chore. The issue here is how in-depth the thing is going to be. I do not and let me repeat it again, I do NOT want to micromanage these settlements and babysit their development and defence. If our involvement in their development is only focused on a macro-level, allocation of resources and decision on what focus these colonies should have, then I'm not hostile to it. HOWEVER if instead we are expected to directly build these settlements, babysit them in their maintenance and defence in a continuous and never-ending struggle for their survival then NO, I don't want it, I do not want FO4 all over again. I want to focus on exploration, side-questing and main-questing. I want to find the suitable place, rid it of enemies and tell them to colonize it and which focus they should have. Past that I don't want anything to do with their day to day needs. I suspect the defence of these places will be the MP part which hopefully an AI team dispatched by the player can do on its own. The FO4 settlements were completely optional besides the initial tutorial anyways so why would you not want something in a game that many other people enjoy? Just don't do it (pertaining to FO4 only) EDit: And I agree with you to not make it like FO4. Leave that to Fallout and Elder Scrolls. I would like a little customization though as I'm hoping it's not the same copy and past settlement
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Post by projectpatdc on Feb 11, 2017 16:42:41 GMT
Most of my fallout 4 quests are dominated by me trying to find as many bits of oil, crystal and fibre optics as possible, and weighing up whether a telephone is more valuable to carry than a typewriter. And then if I want to fast travel away and then back again to restock as I progress. That is not what I want in a mass effect game. And as noted before, if Cora tells me about a colony being under attack every 5 minutes then it's the airlock for her. Three words to the answer for your FO4 problem. Purified Water Farming
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Post by vonuber on Feb 11, 2017 17:27:32 GMT
Three words to the answer for your FO4 problem. Purified Water Farming Oh aye I know how to make the money to buy the stuff; it's more the compulsion whilst exploring.
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Post by BloodOfShiagur on Feb 11, 2017 17:46:14 GMT
Naaaah, had enough of this in Falllout 4. It's not bad in itself... but Mass Effect could do without it. It should do without it, really. Correct me if I missed something but the Pathfinders are soldiers/scientists/guides/whatever. That seems like an awful lot of obligations even without having to play space architects and build everyone a shack every few hours.
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Post by Deleted on Feb 11, 2017 18:10:05 GMT
Your concerns have weight and are shared by many. I honestly think the development team stepped back and really thought about this one. They know story and character development is the biggest appeal to their games. When looking at their game going forward, I think, at the drawing board, they said, "ok, how do we deliver a fresh new story that's just as rich as the OT while incorporating more open world elements?" They went to other games for inspiration such as Witcher to make sure their side quests all have meaningful stories that incorporate back into the overall story somehow....or at least the main plot for that planet. They stated that each planet will have a main story in itself that ties back to Ryder's purpose and overarching character development. All that being said, I think when it comes to the settlement/colonies, it will fit appropriately in the narrative and act more so as a plot piece for decision making and exploration (space exploration and discovery being the big themes for this game). So ultimately, I think you'll see the story branch off multiple times incorporating open world/rpg elements but unlike many other open world/rpg games in the past, each path will connect back meaningfully to the main story. I guess we'll see! Hopefully the best of both worlds win I sometimes find myself wondering exactly what people mean when they talk about "story" (or narrative) in any way that does not include all of the PC's activities. It's as if the story or narrative components include only cutscenes, dialogue, and combat - but I've always felt that my character's story (and the narrative created by my playthrough) includes all of their activities. A friend of mine (who is a budding writer) has written 100+ page journals of some of her plays of Skyrim and Fallout games. They may or may not include the main questlines, or any quests, really. Those game series are pretty supportive of basic survival stories, after all. Learning how to survive, how to prosper, building a life, acquiring a home, etc. are all great story fodder. For her, it's great writing practice. So I welcome the opportunity to find resources, establish colonies, and support and defend them until they can support and defend themselves. Establish trade, build an economy, etc. - these things are all fertile ground for building the narrative that will be a given playthrough of MEA. I would agree that too much of that could eventually start to feel like farming or grinding, but I think that at least some of it is needed to support the overall mission and goal of the Ai. Otherwise, it's just another war story.
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Post by Sartoz on Feb 11, 2017 18:39:13 GMT
I think it was mentioned there because it's still management. He did separate it from the resource gathering for weapons and armours. ok, if the management part is only about how you use your "human resources" picking one type or another of settlement, sounds accpetable. Not something really interesting for me, but at least not a chore in case I'm forced to do it ,.-~*´¨¯¨`*·~-.¸-(_MEA_)-,.-~*´¨¯¨`*·~-.¸
I get the impression it's a core part of the game. Human settlements are a must to have.
If you recall some of the early info, choosing your colony world(s) has an impact on the game later on. With limited colonists at hand and three types of Outposts (science, intelligence, mining) finding and choosing a resource rich world(s) is the better choice for colonisation. However, resources are sparse in the cluster so choice becomes a strategic element when colonising, in the sense of:
1- explore and colonise as you find a suitable world resources be damned or 2- explore and wait to find a rich world then colonise and 3- explore and send out AI units (also upgrade them to do a better job) to create Outposts (mining, science, gather intelligence) So, yes, in a sense you are forced to to it. Item three is probably done from the conference table in the Tempest.
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Post by The Elder King on Feb 11, 2017 18:40:23 GMT
Naaaah, had enough of this in Falllout 4. It's not bad in itself... but Mass Effect could do without it. It should do without it, really. Correct me if I missed something but the Pathfinders are soldiers/scientists/guides/whatever. That seems like an awful lot of obligations even without having to play space architects and build everyone a shack every few hours. Our jobs is literally to find a new home for humanity. It makes sense we find planets were humanity can settle down. You, as well as others, are assuming the system will require us to grind for materials to build up settlements. While it's a possibly, the system from what was said on choosing between different types like science or military settlements is close to how originally the keep system worked in DAI, and that system didn't require us grinding material to build them.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by The Elder King on Feb 11, 2017 18:41:27 GMT
ok, if the management part is only about how you use your "human resources" picking one type or another of settlement, sounds accpetable. Not something really interesting for me, but at least not a chore in case I'm forced to do it ,.-~*´¨¯¨`*·~-.¸-(_MEA_)-,.-~*´¨¯¨`*·~-.¸
I get the impression it's a core part of the game. Human settlements are a must to have.
If you recall some of the early info, choosing your colony world(s) has an impact on the game later on. With limited colonists at hand and three types of Outposts (science, intelligence, mining) finding and choosing a resource rich world(s) is the better choice for colonisation. However, resources are sparse in the cluster so choice becomes a strategic element when colonising, in the sense of:
1- explore and colonise as you find a suitable world resources be damned or 2- explore and wait to find a rich world then colonise and 3- explore and send out AI units (also upgrade them to do a better job) to create Outposts (mining, science, gather intelligence) So, yes, in a sense you are forced to to it. Item three is probably done from the conference table in the Tempest.
Where did you get intelligence and mining? The podcast recap mentioned science and military.
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Post by ssanyesz on Feb 11, 2017 18:49:13 GMT
So I welcome the opportunity to find resources, establish colonies, and support and defend them until they can support and defend themselves. Establish trade, build an economy, etc. - these things are all fertile ground for building the narrative that will be a given playthrough of MEA. I would agree that too much of that could eventually start to feel like farming or grinding, but I think that at least some of it is needed to support the overall mission and goal of the Ai. Otherwise, it's just another war story. Agree, me too, it is like Saints Row 2 defending our territories against enemy gangs which was a nice touch.
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Post by Ahriman on Feb 11, 2017 19:24:12 GMT
If I could watch a single big settlement with proper NPCs and quests grow through the game - that would be interesting. If it's generic outpost placing like F4 - meh. Still I thought there would be new human world at the time of MEA2, wonder how it goes with optional colonization. First "tutorial" settlement? Simply another cluster where none of it matters?
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Post by projectpatdc on Feb 11, 2017 19:56:42 GMT
I sometimes find myself wondering exactly what people mean when they talk about "story" (or narrative) in any way that does not include all of the PC's activities. It's as if the story or narrative components include only cutscenes, dialogue, and combat - but I've always felt that my character's story (and the narrative created by my playthrough) includes all of their activities. A friend of mine (who is a budding writer) has written 100+ page journals of some of her plays of Skyrim and Fallout games. They may or may not include the main questlines, or any quests, really. Those game series are pretty supportive of basic survival stories, after all. Learning how to survive, how to prosper, building a life, acquiring a home, etc. are all great story fodder. For her, it's great writing practice. So I welcome the opportunity to find resources, establish colonies, and support and defend them until they can support and defend themselves. Establish trade, build an economy, etc. - these things are all fertile ground for building the narrative that will be a given playthrough of MEA. I would agree that too much of that could eventually start to feel like farming or grinding, but I think that at least some of it is needed to support the overall mission and goal of the Ai. Otherwise, it's just another war story. If only Bioware could create a separate game set in the same Mass Effect Universe similar to Ark: Survival, Minecraft, or Rust and basically make a much better multiplayer No Man's Sky set in a finite amount of worlds throughout a cluster.
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Post by projectpatdc on Feb 11, 2017 20:09:29 GMT
Naaaah, had enough of this in Falllout 4. It's not bad in itself... but Mass Effect could do without it. It should do without it, really. Correct me if I missed something but the Pathfinders are soldiers/scientists/guides/whatever. That seems like an awful lot of obligations even without having to play space architects and build everyone a shack every few hours. Our jobs is literally to find a new home for humanity. It makes sense we find planets were humanity can settle down. You, as well as others, are assuming the system will require us to grind for materials to build up settlements. While it's a possibly, the system from what was said on choosing between different types like science or military settlements is close to how originally the keep system worked in DAI, and that system didn't require us grinding material to build them. I think we'll get the best of both worlds. Combat is supposed to be leaps and bounds better, and shit hits the fan pretty early on to make sure the main story is intriguing for fans of the old games. People just need to realize this game is based more on being a Pathfinder, the Louis and Clark of Andromeda, so it'll have it's conflicts and action but exploration is a big theme here. You can see that desire to make a space exploration game in Mass Effect 1 and they presented as best they could given the technology at the time. The game wouldn't have any purpose if we just travel to a planet, and go "Hey, this place looks nice. Let's kill everything that's here! Ok, time to gather resources for no reason but to upgrade my weapons and paint my rover. Let's fly to the next planet and kill off the next group of random aliens". Colonies give us purpose->purpose conflicts with other purpose->colonies/settlements give us reason to fightI would also welcome a patch later for the new game+ where I have the option to play on a survival mode. You have to gather resources to survive and actually have enough fuel to travel in either the tempest or Nomad. They could make more requirements for settlements, add crafting for food, medical supplies, etc
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Post by Iakus on Feb 11, 2017 20:23:38 GMT
Naaaah, had enough of this in Falllout 4. It's not bad in itself... but Mass Effect could do without it. It should do without it, really. Correct me if I missed something but the Pathfinders are soldiers/scientists/guides/whatever. That seems like an awful lot of obligations even without having to play space architects and build everyone a shack every few hours. "Pathfinder, another colony needs our help"
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Dragon Queen in Disguise
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Post by BloodOfShiagur on Feb 11, 2017 20:41:01 GMT
Naaaah, had enough of this in Falllout 4. It's not bad in itself... but Mass Effect could do without it. It should do without it, really. Correct me if I missed something but the Pathfinders are soldiers/scientists/guides/whatever. That seems like an awful lot of obligations even without having to play space architects and build everyone a shack every few hours. "Pathfinder, another colony needs our help" "Sure, It's not like I had anything to do right now" "Oh, thank you, pathfinder, we are forever in your..." "It's fine, really, nothing like a repelling a little bandit raid every now and then..." "A bandit raid?? No, pathfinder, you misunderstand, Billy here got his hand bitten off by one of them seemingly docile gas bags from the swamp nearby, and, you know.. he was the only one who knew how to use a hammer... and make walls and that kind of thing..." "Wait, what?" "and while you're at it, you could also fix the hole in the roof over here, build an Andromeda cow pen over there.. aaand, I heard those new colonists who came from who knows where needed a bathroom, so if you..." "Well, that's not what I..." "Pathfinder, we really need the help!! You are responsible for this mission... and leadership, and cooperation and.. stuff!!!" "......" *beaten, takes the hammer* Ok, I get it. Humanity needs a new home, and it needs it by any means necessary (just saying I would rather... kill, jduge and condemn, I guess. and perhaps do a little crafting on the sides). But if it is more like what has been in the previous BW games, it's fine, then.
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At sunrise there is the sunset.
To find the secrets of the universe: Think in terms of energy, frequency & VIBRATION -Nikola Tesla
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Shattered Steel, Jade Empire, Mass Effect Andromeda, SWTOR
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Post by Atemporal Vanguardian-Debugger on Feb 12, 2017 1:12:44 GMT
"Pathfinder, another colony needs our help" "Sure, It's not like I had anything to do right now" "Oh, thank you, pathfinder, we are forever in your..." "It's fine, really, nothing like a repelling a little bandit raid every now and then..." "A bandit raid?? No, pathfinder, you misunderstand, Billy here got his hand bitten off by one of them seemingly docile gas bags from the swamp nearby, and, you know.. he was the only one who knew how to use a hammer... and make walls and that kind of thing..." "Wait, what?" "and while you're at it, you could also fix the hole in the roof over here, build an Andromeda cow pen over there.. aaand, I heard those new colonists who came from who knows where needed a bathroom, so if you..." "Well, that's not what I..." "Pathfinder, we really need the help!! You are responsible for this mission... and leadership, and cooperation and.. stuff!!!" "......" *beaten, takes the hammer* Ok, I get it. Humanity needs a new home, and it needs it by any means necessary (just saying I would rather... kill, jduge and condemn, I guess. and perhaps do a little crafting on the sides). But if it is more like what has been in the previous BW games, it's fine, then. *Ryder turns and walks away toward the sunset* "Hey! Pathfinder didn't you hear me?" *Ryder responds without turning around* "Yes. I heard you. I am responsible for finding you a new home in this galaxy. I have done that. Now if you need a roof, bathroom or medical aid. I suggest you call the Nexus for I am sure there are far more qualified individuals out there than me." *Ryder walks off out of sight across the horizon as colonists hang mouths open*
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Post by hammerstorm on Feb 12, 2017 1:27:55 GMT
*Ryder turns and walks away toward the sunset* "Hey! Pathfinder didn't you hear me?" *Ryder responds without turning around* "Yes. I heard you. I am responsible for finding you a new home in this galaxy. I have done that. Now if you need a roof, bathroom or medical aid. I suggest you call the Nexus for I am sure there are far more qualified individuals out there than me." *Ryder walks off out of sight across the horizon as colonists hang mouths open* This. I see the point of the Pathfinders are to find planets that we believe are suitable for humans to settle. Then we send a report to Nexus where we tell them what we have found (resources, native flora, if there are any weird weather phenomenon, can they use agriculture there and so on) and what we believe is the correct action do (use it as a normal settlement, science station, military outpost or whatever). Then it is up to them to decide what to do and fix the infrastructure and buildings. I don't see why we are going to be responsible for their day to day problems. Now, I can think that we may take missions that is a bit over the normal people. But there should still be a option to say "you have security people, use them". And that could mean that instead of us going in, they send in 20 people and a % people may die (there should be a chance of 0-100% people die) and that may result in other things. Hopefully this made sense. Sorry for the ramble otherwise.
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Post by projectpatdc on Feb 12, 2017 8:28:21 GMT
www.giantbomb.com/mass-effect-andromeda/3030-46631/forums/why-bioware-might-wanna-check-themselves-before-th-1775818/Found this post from 1.5 years ago so don't take it as concrete evidence. The post discusses the leaked survey from over a year ago stating: "From the survey it appears that humanity and whoever else from the Milky Way is accompanying them will 'search solar systems for rare habitable planets to establish a settlement.' This is not uninhabited space though: 'as [the player explores] this sprawling series of solar systems..., collecting resources and building colonies, [they] will encounter the savagery of untamed lands in the form of cut-throat outlaws and warring alien races'....The survey also mentions an activity for players will be defending their settlements from Khet attacks...Finally: 'allies will reward [the player] with praise and increased narrative options as you fight to remove the Khet presence from the region.'" So it is very possible that we will be defending the outposts/settlements after we pick the spot and decide its purpose. The author of the post also mentions their desire of the possibility of eliminating Kett outposts similar to mechanics of the Far Cry games.
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Post by midnightwolf on Feb 12, 2017 8:42:51 GMT
www.giantbomb.com/mass-effect-andromeda/3030-46631/forums/why-bioware-might-wanna-check-themselves-before-th-1775818/Found this post from 1.5 years ago so don't take it as concrete evidence. The post discusses the leaked survey from over a year ago stating: "From the survey it appears that humanity and whoever else from the Milky Way is accompanying them will 'search solar systems for rare habitable planets to establish a settlement.' This is not uninhabited space though: 'as [the player explores] this sprawling series of solar systems..., collecting resources and building colonies, [they] will encounter the savagery of untamed lands in the form of cut-throat outlaws and warring alien races'....The survey also mentions an activity for players will be defending their settlements from Khet attacks...Finally: 'allies will reward [the player] with praise and increased narrative options as you fight to remove the Khet presence from the region.'" So it is very possible that we will be defending the outposts/settlements after we pick the spot and decide its purpose. The author of the post also mentions their desire of the possibility of eliminating Kett outposts similar to mechanics of the Far Cry games. That actually sounds rather good. Something similar was supposed be in DA:I involving the Keeps, but it unfortunately got cut. So I wouldn't mind this one bit in ME:A. Plus, I highly doubt it would be as tidious as FO4's settlement managment. Where, even in my settlements with only three people, four Deathclaws and 200 defence, the idiots still get Kidnapped. I'm looking forward to learning more about these settlemt/colonies now. So thanks.
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Post by Adhin on Feb 12, 2017 8:55:52 GMT
Ohh man that title is kinda misleading. I was expecting information about what it meant instead of vague you set up a settlement. That we've already heard but it always seemed like it was more like the keeps in DAI (similar to the outposts being camps from DAI). You find location, you decide 'yeah ill spend the resources to put a settlement here' and it just kinda pops into existence (or gets started, maybe come back later or something).
There any actual information beyond that in the article? Or is it just one of those misleading quotes that get people thinking it's more then it is? Personally can't see it being FO4 like even if they wanted to go down that route to some extent. Mass Effect universe is all about prefab buildings, crap that's pre-made that just gets dropped/set down for immediately living quarters.
Just wouldn't make sense to do floor/walls and all that non-sense. Premade stuff we just 'activate' to exist makes more sense in general. Knowing me I'd end up building settlements even if it is all more detailed then I expect.
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Post by projectpatdc on Feb 12, 2017 9:02:58 GMT
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Post by projectpatdc on Feb 12, 2017 9:11:09 GMT
Ohh man that title is kinda misleading. I was expecting information about what it meant instead of vague you set up a settlement. That we've already heard but it always seemed like it was more like the keeps in DAI (similar to the outposts being camps from DAI). You find location, you decide 'yeah ill spend the resources to put a settlement here' and it just kinda pops into existence (or gets started, maybe come back later or something). There any actual information beyond that in the article? Or is it just one of those misleading quotes that get people thinking it's more then it is? Personally can't see it being FO4 like even if they wanted to go down that route to some extent. Mass Effect universe is all about prefab buildings, crap that's pre-made that just gets dropped/set down for immediately living quarters. Just wouldn't make sense to do floor/walls and all that non-sense. Premade stuff we just 'activate' to exist makes more sense in general. Knowing me I'd end up building settlements even if it is all more detailed then I expect. Started out as a creative thinking/what if idea thread, but as information has been discovered, I have been adding to the original post and additional posts throughout. Once I get video footage of the concept or a more in depth interview, I'll update the op to be more informative with concrete evidence.
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Post by Spooch on Feb 12, 2017 9:17:53 GMT
I really hope they ditch the defense part. Nothing screams "fun" to me like having to ditch what I'm doing to go fight some generic enemies or else the game punishes me.
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Post by mugwump v1 on Feb 12, 2017 9:22:44 GMT
Given that colonisation will be a focus for the game, I'm positive about the possible introduction of new mechanics that extend the scope of gameplay options beyond what we saw in the original trilogy. Interested to see how things play out.
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