ssanyesz
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Post by ssanyesz on Feb 12, 2017 9:49:37 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. In this interview: PlayStation Blogcast Episode 237: Andromonauts, Aaryn Flynn mentioned that story progresses through colonization, and there are certain colony types: science, military. Different benefits and/or consequences. Don't know if there are only 2 or more types, but only 2 were mentioned.
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BloodOfShiagur
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Post by BloodOfShiagur on Feb 12, 2017 9:58:46 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* Months later, there is still no colony. The colonists stand in place, lacking guidance, without proper bathrooms or purpose in general. "Lazy asses, all damn AI, I knew I should have stayed in the Alliance, but no... journey to discovery, how far will you go, blah, blah...." mutters the Pathfinder as he happens to stroll by securing some remaining problematic aspects of the area
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Post by Deleted on Feb 12, 2017 18:21:13 GMT
I'm guessing that a lot of the resistance here is due to disliked mechanics from other games. The implementation in MEA may be entirely different. I'm not sure why defending a colony would need to be any different from the other various N7 (and other) side missions we saw in ME3.
Just spitballing here...
Maybe colony defense will involve the strike teams that have been mentioned, and provide the transition to MP.
Maybe we'll be able to choose what to do with the resources we gather. Build walls, turrets, GARDIAN towers for colony A so it will no longer need any assistance, or build only walls at colonies A, B, and C that would help them repel only the most minor attacks. That would provide another choice-with-consequence mechanic that a lot of RPGers really enjoy.
I guess we'll see.
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VanSinn
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Post by VanSinn on Feb 12, 2017 20:44:34 GMT
Not sure if this has been mentioned and I don't really have the time to go through 7 pages to check I would like a base/colony building mechanic, but rather than a FO:4 style where you place each piece, etc, you have a variety of pre-fab options for various buildings (barracks, armory, etc) and you either have a top-down grid where you can place the items, or maybe a little more towards FO:4's flexible placement. This would be a (relatively) simple system that gives customization options above and beyond a simple "upgrade til done" system where everything looks the same, but without the overall putzi-ness of the FO:4 system. I'd be OK with a simple upgrade and everything looks the same as everyone elses, mind, but I like having any place I build to be in at least SOME way unique to me and my playthrough. I'm weird like that, sue me. To be perfectly clear, though, FO:4's system is entirely too complex and clunky for the MEverse.
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Atemporal Vanguardian-Debugger
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To find the secrets of the universe: Think in terms of energy, frequency & VIBRATION -Nikola Tesla
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Post by Atemporal Vanguardian-Debugger on Feb 13, 2017 1:51:32 GMT
Not sure if this has been mentioned and I don't really have the time to go through 7 pages to check I would like a base/colony building mechanic, but rather than a FO:4 style where you place each piece, etc, you have a variety of pre-fab options for various buildings (barracks, armory, etc) and you either have a top-down grid where you can place the items, or maybe a little more towards FO:4's flexible placement. This would be a (relatively) simple system that gives customization options above and beyond a simple "upgrade til done" system where everything looks the same, but without the overall putzi-ness of the FO:4 system. I'd be OK with a simple upgrade and everything looks the same as everyone elses, mind, but I like having any place I build to be in at least SOME way unique to me and my playthrough. I'm weird like that, sue me. To be perfectly clear, though, FO:4's system is entirely too complex and clunky for the MEverse.Thread done.
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Post by projectpatdc on Feb 13, 2017 2:20:03 GMT
Not sure if this has been mentioned and I don't really have the time to go through 7 pages to check I would like a base/colony building mechanic, but rather than a FO:4 style where you place each piece, etc, you have a variety of pre-fab options for various buildings (barracks, armory, etc) and you either have a top-down grid where you can place the items, or maybe a little more towards FO:4's flexible placement. This would be a (relatively) simple system that gives customization options above and beyond a simple "upgrade til done" system where everything looks the same, but without the overall putzi-ness of the FO:4 system. I'd be OK with a simple upgrade and everything looks the same as everyone elses, mind, but I like having any place I build to be in at least SOME way unique to me and my playthrough. I'm weird like that, sue me. To be perfectly clear, though, FO:4's system is entirely too complex and clunky for the MEverse.Thread done. Except it's we pretty much know that it won't be anything like Fallout 4's System.
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Atemporal Vanguardian-Debugger
N6
At sunrise there is the sunset.
To find the secrets of the universe: Think in terms of energy, frequency & VIBRATION -Nikola Tesla
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Post by Atemporal Vanguardian-Debugger on Feb 13, 2017 2:23:26 GMT
Except it's we pretty much know that it won't be anything like Fallout 4's System. That is what I was saying.
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Ivory Samoan
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Raising Hell with the Flavor XX
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Post by Ivory Samoan on Feb 13, 2017 2:24:25 GMT
I totally obsessed over my Fallout 4 settlement to the point of madness... I think this is a good thing then...
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Cypher
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Post by Cypher on Feb 13, 2017 2:28:06 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. They could do it as dynamic sidequests, where you're not directly penalized for not rushing in to save the day, but sending a team nets you extra bonuses, and actually going off to tackle the mission yourself gives you an even larger bonus.
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Xerxes52
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Post by Xerxes52 on Feb 13, 2017 2:38:44 GMT
I totally obsessed over my Fallout 4 settlement to the point of madness... I think this is a good thing then... I ended up just making a four story "all-in-one" barracks style building, bristling with automated turrets. It was practically unassailable. Then I just replicated it at all the other sites.
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Post by projectpatdc on Feb 13, 2017 2:48:47 GMT
Except it's we pretty much know that it won't be anything like Fallout 4's System. That is what I was saying. oh gotcha. So you're saying his idea is the best for Mass Effect?
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Atemporal Vanguardian-Debugger
N6
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Post by Atemporal Vanguardian-Debugger on Feb 13, 2017 2:54:50 GMT
That is what I was saying. oh gotcha. So you're saying his idea is the best for Mass Effect? Better than a lot of stuff. I agree with the majority of it. Maybe visual changes with the upgrades. Also agree that the FO4 system is way to clunky for the seemliness of Mass Effect Universe.
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jastall
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Post by jastall on Feb 13, 2017 3:17:47 GMT
To continue on what I said; I'd be OK with this is if we only give a settlement directions.
For example, we show up and say ''hey guys, I'd like an armory installed here''. Or an ammo box. Or a crafting station, ressource-producing outpost, something along those lines. You don't manually start placing tomatoes and guard posts, but rather decide among a range of options what perks you'd like settlement X to give you. I'd be behind that.
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_Wolf Rider_
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Post by _Wolf Rider_ on Feb 13, 2017 3:36:38 GMT
I'm all for this type of option but that's only if it's done right. If there's a visual and not just only a stat change on the colonies I would be even more happy.
When it comes to it Fallout 4's system for this, it was way to much of a chore for me playing so I just never upgraded settlements and just forgot all about them.
- Wolf
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Post by PillarBiter on Feb 13, 2017 10:36:18 GMT
WHat I'm guessing it probably is:
We have to collect resources; These resources can be used for researching weapons, crafting mines, ... but also colony development. Once you 'conquer' a planet, you'll be asked to place a colony there. If you research a colony thing like 'defesne lasers' or 'extra armories', and a strike mpission (link to MP) appears where you have to defend it, you'll have an easier time during the strike mission since you researched the extra defense stuff. Also, if you chhoose not to personally defend it but send a CPU-controlled team, their chances of winning increase with more defense turrets or whatnot.
Anyway, just my 2 cents. Seems exhausting if you continuously need to defend it, so I'm hoping it won't happen too much.
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Post by projectpatdc on Feb 13, 2017 10:53:13 GMT
oh gotcha. So you're saying his idea is the best for Mass Effect? Better than a lot of stuff. I agree with the majority of it. Maybe visual changes with the upgrades. Also agree that the FO4 system is way to clunky for the seemliness of Mass Effect Universe. Let's agree to agree. I agree
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Post by projectpatdc on Feb 13, 2017 11:04:10 GMT
WHat I'm guessing it probably is: We have to collect resources; These resources can be used for researching weapons, crafting mines, ... but also colony development. Once you 'conquer' a planet, you'll be asked to place a colony there. If you research a colony thing like 'defesne lasers' or 'extra armories', and a strike mpission (link to MP) appears where you have to defend it, you'll have an easier time during the strike mission since you researched the extra defense stuff. Also, if you chhoose not to personally defend it but send a CPU-controlled team, their chances of winning increase with more defense turrets or whatnot. Anyway, just my 2 cents. Seems exhausting if you continuously need to defend it, so I'm hoping it won't happen too much. I like the idea of somehow tying multiplayer to this. They did say MP will fit into the narrative/story somehow so this would be a good fit. And it would make the multiplayer combat and defending both optional. Also goes well with diversity in maps and ties nicely to the waves in horde mode. The one counter argument to this idea is that it might lock multiplayer maps which could make match making with with party members a pain. Some people may just to play multiplayer (weird) and not bother with acquiring settlements to have access to all of the maps.
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Post by Sartoz on Feb 13, 2017 11:11:44 GMT
,.-~*´¨¯¨`*·~-.¸-(_MEA_)-,.-~*´¨¯¨`*·~-.¸
My understanding is that there are "four types of settlements" = Mining Outposts to gather resources, Intelligence Outposts for defense, Science Outpost for tech upgrades and planet colonisation. Game wise they are integrated. I'll scream if Bio implemented a DA:I War Room equivalent. What I want to see is some feedback from my choices of setting up these Outposts. A simple Colony screen that summarises the fruit of each one including a notice from the SO about new tech discoveries, the IO alerting me to a Khet incursion... etc. Plus some feedback on the AI strike team training and status levels. Perhaps even assign some upgrades to the Outposts. I'm not looking for a simulation. But if I need to defend the Outposts and colonies, I need information so that I can take the right measures and not in the form of a mission to re-assert "control".... maybe that too if I screwed up.
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Post by projectpatdc on Feb 13, 2017 11:21:27 GMT
,.-~*´¨¯¨`*·~-.¸-(_MEA_)-,.-~*´¨¯¨`*·~-.¸
My understanding is that there are "four types of settlements" = Mining Outposts to gather resources, Intelligence Outposts for defense, Science Outpost for tech upgrades and planet colonisation. Game wise they are integrated. I'll scream if Bio implemented a DA:I War Room equivalent. What I want to see is some feedback from my choices of setting up these Outposts. A simple Colony screen that summarises the fruit of each one including a notice from the SO about new tech discoveries, the IO alerting me to a Khet incursion... etc. Plus some feedback on the AI strike team training and status levels. Perhaps even assign some upgrades to the Outposts. I'm not looking for a simulation. But if I need to defend the Outposts and colonies, I need information so that I can take the right measures and not in the form of a mission to re-assert "control".... maybe that too if I screwed up. Maybe we can control and organize colonies from this command console on the tempest. Similar to the galaxy map where it pulls up the Helios Cluster allowing you to zoom in on planets/colonies and make those choices (possible upgrades) based on alerts. A screen pop up for each colony can give the run down on logistics and statistics of the colony while S.A.M. reads them to you.
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Post by projectpatdc on Feb 13, 2017 11:29:08 GMT
There's Also this screen shot showing that we will be able to seemlessly travel from one planet to another fro our point of view. This same station is also in the captain's quarters so maybe we can pull up the galaxy map at both and manage colonies from there.
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sinkingfish
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Post by sinkingfish on Feb 13, 2017 11:29:49 GMT
I like the idea of building up a colony. I do not like the idea of having to defend it. The amount of times in Far Cry 4 I was half way down the road, after rescuing a village or whatever, only to have to turn around and come back to rescue them again got very annoying.
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Post by Deleted on Feb 13, 2017 11:47:33 GMT
Doesn't interest me .. I didn't even touch settlements in FO4. If the game dev's make it more meaningful and purpose built for the game universe instead of having to run back and forth to settlements as a "filer in" instead of having proper content. It remains to be seen.
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Post by Link"Guess"ski on Feb 13, 2017 12:22:19 GMT
There's Also this screen shot showing that we will be able to seemlessly travel from one planet to another fro our point of view. This same station is also in the captain's quarters so maybe we can pull up the galaxy map at both and manage colonies from there. Note everyone that this is CG and does not represent how the actual game looks when accessing the galaxy map.
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glitch89
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Post by glitch89 on Feb 13, 2017 14:02:56 GMT
Sigh. I really don't want to have to defend colonies. I hope it's done right and it doesn't become monotonous.
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The Elder King
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Post by The Elder King on Feb 13, 2017 15:09:51 GMT
They didn't say anything about defending colonies, though.
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