polytourist97 on 12/4/2010 at 17:41
Quote Posted by heywood
No, in IW there was no distinction between biomod canisters and upgrade canisters. There were two types of canisters, regular and black market, and both types could be used to either install/change a biomod or upgrade it.
My preference is for forced permanent choices, but I don't think it's a big deal either way as long as biomod upgrades are scarce and harder to obtain than in IW.
Ah ok, I stand corrected. I too would prefer forced permanent choices; a more interesting and more meaningful way to experience each playthrough and develop more of an attachment to one's character. However, if one is going to have a "respec" option, make it a real choice with consequences either way. I do remember IW enough to think that at the time of playing it, switching out plasmids (or...biomods, rather) seemed to be a lame idea, so I just didn't do it. However if they were to have made canisters just a little more scarce it could have worked. A similar system would be much more preferable than BioShock's or ME2's "change stations".
ZylonBane on 12/4/2010 at 23:19
Quote Posted by polytourist97
I do remember IW enough to think that at the time of playing it, switching out
plasmids seemed a lame idea
Perhaps you don't remember it as well as you think.
polytourist97 on 13/4/2010 at 00:58
*sighhh
That's what happens when I post about similarly disappointing games while being massively deprived of sleep.
gunsmoke on 13/4/2010 at 11:30
Quote Posted by ZylonBane
It would be interesting if someone came out with an RPG that allowed you to explicitly choose whether each skill upgrade was temporary or permanent, with the permanent upgrades having a greater effect.
That is actually a great idea. Thumbs up from me.
Or, similarly, you could have certain upgrades be permanent by design. Like they are too intrusive/complicated to simply be swapped out for a replacement. (lol, plug-n-play). Stuff like the synthetic heart, aqualung, microfibral muscle seem likely candidates for permanency.
DDL on 13/4/2010 at 15:36
Put like that, pretty much all of DX's nano augs were irreversibly intrusive (maybe an eye swap, maybe)...which I guess actually is an argument in favour of more potential..er..."interchangeability" with mechs: it'd be a lot easier to take a mechanical hand out of its socket and replace it with a machinegun, then replace with the hand again, than it would be to alter/revert an actual flesh and blood (and nanite) hand.
You could then have a choice between various (irreversible) 'core' augmentations, each with their own spectrum of interchangably socketable 'active' augmentations. "Want to equip the superstrong arms? You need the 'heavy spinal support' core architecture, which then prevents you ever wearing normal clothes again".
Or something.
Preferable to IW's tendency to go for "nanites did it! lalalalalalaalaa", at least.
polytourist97 on 13/4/2010 at 15:45
Quote Posted by DDL
You could then have a choice between various (irreversible) 'core' augmentations, each with their own spectrum of interchangably socketable 'active' augmentations. "Want to equip the superstrong arms? You need the 'heavy spinal support' core architecture, which then prevents you ever wearing normal clothes again".
Or something.
Yes! This is exactly the sort of character development path I had in my head and was trying to allude to in an earlier post. The mechanical augmentations angle provides a great opportunity to have the best of both worlds (as far as character-building goes) and is one of the few instances where I could see having the ability to swap between different character development options not only making sense, but (if done right) actually creating a more believable game environment.
ZylonBane on 14/4/2010 at 16:19
Quote Posted by gunsmoke
Or, similarly, you could have certain upgrades be permanent by design. Like they are too intrusive/complicated to simply be swapped out for a replacement. (lol, plug-n-play). Stuff like the synthetic heart, aqualung, microfibral muscle seem likely candidates for permanency.
That would defeat the purpose of the permanent-or-temporary system, which would be to allow players to test-drive an upgrade before committing to it. What you're proposing is what DX and innumerable RPGs already do-- some choices are permament, others aren't (aka "equipped gear").
The IW system of forcing you to discard invested resources if you want to respec is good in theory, but incredibly fragile in practice since it depends on the game's resource economy being balanced just right.
mothra on 15/4/2010 at 09:11
ow. crap. I mean, it's no surprise. I guess the devs got/will get a letter sometime stating they have to cut-out a part of the game or leave room for a unnecessary side-chapter to later be re-inserted into the game, AssassinsCreed2 style. I shiver at the "preorder" boni like "quicker recharging health", "longer emp effect", "special forces sniper attachement" and exclusive "challenge" rooms. They could do it 2k-style and have the content ready on the disc on release day. the possibilities to milk your customer are endless.
DDL on 15/4/2010 at 10:00
Preorder to get BOTH arms augmented...