1/10/2024 0 Comments Mass effect 2 ship upgrades![]() That said, since the approach events are very random, I felt it would be good to give the player at least some possibility to reduce the odds against specific squadmates they might particularly care about (which would not be possible with flat probabilities across all events).īut. Let's be aware that such a difference would have absolutely not impact whatsoever, in 4 out of 5 playthroughs.Įven if the approach is more random, I believe that having a significant chance of losing someone there is important, as it provides a bit of a wild card on the team on arrival, and may push the player to react and adapt their strategy (people reported in comments that they ended up in this situation, and found it a very positive thing). Someone told me they would be fine with 40% chance of losing someone during the approach, but won't even try the mod with 60%. Losing more than 1 squadmate is possible but unlikely (this is also an advantage of having only 2/3 upgrades installable: I can tweak the chance of losing 1 person without increasing too much the odds of losing more than one). The chance to lose at least one squadmate is about 60% over the 3 different events, which may seem relatively high on paper. However the ship upgrade system is set up, the approach is indeed the most purely random part of the mission, since Readiness scores do not matter. the approach is still too random and risky? And the next section with upgraded weapon will give a much larger sense of security, but may still create a bad surprise.īut. If the shield is not upgraded, the player will go into that section knowing that there is a very real risk, especially when Joker says stuff like "No time to upgrade now, we're going in!", and can be actually relieved if nobody dies. I believe this is important to make the approach more tense, by combining events with low and high chances of failure, instead of a mid-range flat probability for each event. So it would be just as risky (or a bit more), but spread evenly over 3 events, instead of being more focused on a single one. Notably, the chance of failure would have been 30% when an upgrade is installed. If all 3 upgrades could be purchased, I would definitely have increased the probability of failure. With the current system, there is a 50% of failure when an upgrade is not installed, and 10% for the upgrades that are installed. What the ship upgrades do, and how they are installed, are two aspects that are deeply interconnected, and thus modified in concert. it arbitrarily increases the risk during the approach? In this article, I try to give some answers and explanations to the reasons I've been told why people don't like this particular design choice (when they haven't played with the mod).īut. ![]() But many changed their mind after playing the mod, and getting a better understanding of why I did it this way. Certain people don't like the idea, when reading the mod's description. With this mod, only 2 out of the 3 major ship upgrades can be purchased.
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