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Author Weapon Customization
king of seals
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Joined: 28 Jun 2005
From: Italy
Posted: Sunday, 10 September 2006 08:00AM
I heard that the weapons in ME will be customizable.

I had an unpleasant (realism-wise) experience with Deus Ex Invisible Wars, a game that allowed weapon customization.

In that game, after mounting a silencer on a rifle (I use the silencer as an example) I couldn't remove that silencer without "destroying" it, while in reality I can simply move the same silencer from a rifle to another (of the same model or a compatible one) without any loss of sort.

Will the weapon optionals be "recyclable" in Mass Effect?

How many optionals can be installed (two was the maximum in Invisible Wars) on a weapon?

Edited By king of seals on 09/10/06 08:03

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Virgil Romanus
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Joined: 05 Sep 2006
Posted: Sunday, 10 September 2006 09:02AM
And if we're on the topic, will we have superficial customization added on as well? That is, would we be able to make certain aesthetic changes to our weapons, without attempting to change their function?
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Fyrus Dakren
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Joined: 12 Jul 2006
Posted: Monday, 11 September 2006 10:44AM
I think it will be more like KOTOR where you can exchange upgrades.
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Kelevra

Joined: 12 Sep 2006
Posted: Tuesday, 12 September 2006 06:59PM
i hope it is like KOTOR in that sense it would suck to have to destroy a cool weapon upgrade just because you didnt like the effect it had on a certain weapon.

virgil,
i know this will be a cutting edge game but i doubt you'd be able to do that, although it would be extremely cool. where in a game have you ever seen anything like that?
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Grid System
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Joined: 15 Jul 2006
From: Planet 42-518P-111
Posted: Tuesday, 12 September 2006 07:25PM
The tech to add flashy bits to guns does exist. EA's upcoming co-op game, Army of Two is supposed to allow the players to upgrade their guns with both function and aesthetics in mind. I remember seeing a picture in an issue of EGM that made it look like it's possible to gold-plate guns, for example.

The bigger question is whether or not such a system is worth implementing in Mass Effect. If ME is like many other RPGs where players pick up and discard weapons rather quickly and haphazardly, then visual customization is probably not worth it. If, on the other hand, BioWare eschews the "phat lewtz" RPG model in favour of a more static inventory that can be upgraded easily (and it looks like this might be the case) then visual customization can be worthwhile as it helps add to the feeling that the player can make Shepard's possessions his or her own.
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l_gumdrop
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Posted: Tuesday, 12 September 2006 08:00PM
Hmmm...would it be possible, do you think, to add an enhancement on a weapon that would change the color of your ammo? So, instead of bright white, you could go stealth (dark) or even choose something fun/silly (pink for everyone!).

And those weapons we do see tend to glow even when not being used, so it might be nice to have the option of not-glow for those who seek to go the sneaky route. (I wonder if not-glow would help with any concealment/sniping skills IF there are any such things in the game. Couldn't hurt, I'd think.)
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Grid System
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Joined: 15 Jul 2006
From: Planet 42-518P-111
Posted: Tuesday, 12 September 2006 09:08PM
The glow may be like the glowy bits on Sam Fisher's outfit in Splinter Cell. Obviously the stuff doesn't actually glow; if it did, every terrorist in a mile radius would be able to see Fisher.
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MusicDan
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Joined: 25 Jan 2006
From: LOC, The Garden Of England.
Posted: Wednesday, 13 September 2006 04:30PM
Quote: Posted 09/12/06 19:25:58 (GMT) by Grid System

The bigger question is whether or not such a system is worth implementing in Mass Effect. If ME is like many other RPGs where players pick up and discard weapons rather quickly and haphazardly, then visual customization is probably not worth it. If, on the other hand, BioWare eschews the "phat lewtz" RPG model in favour of a more static inventory that can be upgraded easily (and it looks like this might be the case) then visual customization can be worthwhile as it helps add to the feeling that the player can make Shepard's possessions his or her own.

"GB: BioWare's previous RPGs always contained a huge variety of weapons, armor, and other gear for players to equip their characters with. Do you plan on implementing a large number of items in Mass Effect, as well? If so, what sort of system will weapons and armor use to scale in power? If not, do you feel a lack of equipment might alienate some of your current RPG fans?

Greg: Mass Effect will feature a huge range of weapons, armor and items to keep even the most passionate role playing fan fully engaged. As mentioned above, your character's appearance will change based on the armor being used so you get a combat payoff as well as a visual payoff for your progression in the game." From Click Here .



... But they might do weapons a bit like lightsabres later in the game (not in that there laser swords) but that a type of weapon is/can be upgraded to remain the most powerful in the game (though I'm still hopping they do a Halo and balance every type of weapon against all the others, each type having strengths and drawbacks)?
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Edited By MusicDan on 09/13/06 16:37

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king of seals
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Joined: 28 Jun 2005
From: Italy
Posted: Wednesday, 13 September 2006 05:59PM
Quote: Posted 09/12/06 20:00:40 (GMT) by l_gumdrop

Hmmm...would it be possible, do you think, to add an enhancement on a weapon that would change the color of your ammo? So, instead of bright white, you could go stealth (dark) or even choose something fun/silly (pink for everyone!).

Not only they might change the color, but the very ammo itself.

For instance, in Deus Ex you could have the EMP enhancement to increase damage against robots.
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MassMetal

Joined: 22 Sep 2006
Posted: Saturday, 23 September 2006 08:20PM
or maybe smart bullets?
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RomeoReject
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Joined: 20 Jul 2006
Posted: Sunday, 24 September 2006 04:39AM
Quote: Posted 09/23/06 20:20:33 (GMT) by MassMetal

or maybe smart bullets?
lol, you just can't let it go, can you? Still, it is a damned good idea. But I'd like to see an auto-aim skill for the aiming-impaired, instead of some odd bullet. Besides, apparently there is no bullets in the game. Personally, I would've loved to have seen a projectile weapon to every energy weapon.
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sportforredneck
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Joined: 18 Apr 2005
From: Already Gone
Posted: Sunday, 24 September 2006 05:22AM
Quote: Posted 09/24/06 04:39:20 (GMT) by RomeoReject

Quote: Posted 09/23/06 20:20:33 (GMT) by MassMetal

or maybe smart bullets?
lol, you just can't let it go, can you? Still, it is a damned good idea. But I'd like to see an auto-aim skill for the aiming-impaired, instead of some odd bullet. Besides, apparently there is no bullets in the game. Personally, I would've loved to have seen a projectile weapon to every energy weapon.

I'd also like to see the ability to not have auto-aim. So then there would be a choice for both, just because I enjoy games without auto-aim. Some don't, and we should both be able to get what we want. If it's just auto-aim, I won't mind that much.
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RomeoReject
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Joined: 20 Jul 2006
Posted: Sunday, 24 September 2006 07:02AM
Quote: Posted 09/24/06 05:22:19 (GMT) by sportforredneck

Quote: Posted 09/24/06 04:39:20 (GMT) by RomeoReject

Quote: Posted 09/23/06 20:20:33 (GMT) by MassMetal

or maybe smart bullets?
lol, you just can't let it go, can you? Still, it is a damned good idea. But I'd like to see an auto-aim skill for the aiming-impaired, instead of some odd bullet. Besides, apparently there is no bullets in the game. Personally, I would've loved to have seen a projectile weapon to every energy weapon.

I'd also like to see the ability to not have auto-aim. So then there would be a choice for both, just because I enjoy games without auto-aim. Some don't, and we should both be able to get what we want. If it's just auto-aim, I won't mind that much.
Oh, absolutely, I'm sorry I didn't make that clear. I'd like to see more stat emphasis for things like auto-aim, power attacks, etc. for people that would prefer that, but still manuel "do-it-yourself" un-assisted for those that prefer the precision of manuel firing. =)
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king of seals
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Joined: 28 Jun 2005
From: Italy
Posted: Sunday, 24 September 2006 08:15AM
Quote: Posted 09/24/06 07:02:45 (GMT) by RomeoReject

I'd like to see more stat emphasis for things like auto-aim, power attacks, etc. for people that would prefer that, but still manuel "do-it-yourself" un-assisted for those that prefer the precision of manuel firing. =)

Do NOT worry:

Quote: Jay Watamaniuk: The combat we displayed at E3 was a very minor part of the complex system we are implementing. E3 is just not the place to try and show off anything complicated and layered as our system is. In general, you have a target reticule and magnetic targeting to help zero in on a target however your aim and a variety of other factors are determined by a set of skills. The better your skills the better you are and the more options you have. When you pull your trigger to fire you will fire anywhere in that target reticule so you may in fact miss a lot if you reticule is rather large because you do not have very good skill or that you continually fire which increases the size of the reticule. That is one small part of combat, kind of a foundation of how to fire in the game.

There will be a huge amount of military skills to go along with the Biotic powers that will become available in the game and so you aim will improve you ability to fire in different ways and offer different support of primary fire for your squad.

I can't speak to the specifics in your question at the moment but since my brother (Preston Watamaniuk, Lead Designer) is leading the charge on what the actual game rules are behind the combat I can assure you it is far more complicated then hit and miss. This is a roleplaying game so your stats have to matter or there is no point in having them and improving them.

Also, there's always the Dark Energy...
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Virgil Romanus
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Joined: 05 Sep 2006
Posted: Sunday, 24 September 2006 10:10PM
There was a game for the GBA, called Zone of the Enders: Fist of Mars, which had an interesting approach to RPG combat. While it was ostensibly a tactical RPG, weapon fire was not automated. That is, attacking a unit took the player to a screen where he had to physically aim the targeting reticle over the enemy and fire. Based on the stats, the shape and size of the reticle changed. But with l33t skills, even a player with poor accuracy stats would get criticals like crazy.

I think that's the sort of system that would work: it would really help the FPS fan do his l33t 0wnz0r thing, and let the RPG fan not worry about accuracy...etc.
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