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Anonymous's avatar
Anonymous
9 years ago

COMBAT SKILLS | Suggestions on how to make them

Phew, finally. :eahigh_file:

Here, I have explained a view I would like to share regarding how profiles would exist in game: not only combat based. But taking what we currently have for now, combat-based skills resume Ryder's life as we know (which means I'm mainly talking about Single Player here). They are classified by ACTIVE and PASSIVE, spread among 3 natures: combat, biotic and tech.

The premise for our current options revolve from the fact that everything we have is already known, coming from MW. However, there's the potential of developing new skills in their new reality. This is little explored, although not entirely ignored. There's 1 skill in your TECH TREE that unlocks due your new reality. But I believe there's space for more and I would also suggest it even for a patch or DLC, depending on the mechanics involved.

I'll transcribe things based on my taste and point of view, although anyone is free and welcome to share and comment on your own views and expose your own suggestions, of course.

But first, let's have a list of known skills that didn't make it to Andromeda, the way they were:

  • ADRENALINE RUSH – now a Profile bonus
  • AI HACKING | SABOTAGE
  • <ATTRIBUTE> AMMO – now consumables
  • BIOTIC PROTECTOR – seems to be the base for Backlash concept
  • DOMINATE
  • CARNAGE
  • COMBAT | DEFENSE DRONE – now a Profile bonus
  • DARK CHANNEL – feels like it was the base for the Invasion idea
  • DECOY
  • DEFENSE MATRIX
  • FIRST AID | UNITY
  • FLARE
  • FLASHBANG GRENADE
  • FORTIFICATION
  • GETH SHIELD BOOST – understandably why
  • INFERNO GRENADE | FRAG GRENADE | CLUSTER GRENADE - now a part of the Omni Grenade effect
  • LASH
  • LIFT GRENADE
  • NEURAL SHOCK
  • SHADOW STRIKE – Jaal got that now
  • SLAM
  • STASIS
  • TECH ARMOR
  • WARP – had the weakening property used by other skills

I'll basically suggest the starting point of these trees and then the new skills added after you acquire new experiences, technologies and data from your new reality.

COMBAT TREE | physical, strategy, weaponry, military

<<STARTING SKILLS>>

POWERS

  • CARNAGE: instant non-homing projectile (view to shoot), greater damage against organics, scalating accordingly to body mass, which considers 1 single big fiend or grouped organics. It's less effective against small and medium-sized solitary targets.
  • CONCUSSIVE SHOT: homing projectile, mild damage with knocking back effect and can cause critical damage on armor. Can target ground.
  • FLAK CANNON
  • GRENADE

STRATEGY | SUPPORT

  • BARRICADE
  • TURBO CHARGE

WEAPONRY

  •  ASSAULT RIFLE
  • HANDGUN
  • SHOTGUN
  • SNIPER RIFLE

PASSIVE

  • FITNESS
  • TOOLS

<<ANDROMEDA SKILLS>>

POWERS

  • RUSH => Ryder learns this as he plays with Drack on his side more often than not, and adapts his own version of a Krogan rush. Effects: rampages from one point to another, inflicting mild damage and pushing light targets aside in Ryder's path. The momentum doesn't allow Ryder to make sudden turns while rushing, not suddenly stop, making him rather vulnerable when Rush is cancelled. The speed is 20% the regular running speed, and other powers can be activated while in motion, or even melee strikes can be performed on passing targets. Heavy damage, large enemies or great obstacle will stop Ryder on his tracks.
  • TRAP: sets a buried trap that will entangle and immobilize a foe, depending on its strength, for a little while. Traps can be augmented by consumables.

SUPPORT

  • TACTICAL FORMATION => Ryder is not initially a leader. Battle experience and social behavior slowly makes him reliable, enough for his crew mates allow him to direct orders upon their actions, more directly than just sending them around. Effects: allows Ryder to give direct orders of limited power usage to his squadmates. It takes 1-2 seconds of animation of 'sending orders' (a hand gesture, a nod or a short bark "Do it!"), by then Ryder's squad will execute given orders. One power from each companion is set with this skill to be used.
  • SMOKE SCREEN => after fighting enough times enemies such as the Kett Destined, this tecnology is researched to help you as well. Effects: detonates a screen of smoke that will make it hard to target properly through it (both ways). The smoke screen can be ignited, though, so it can also be used as an offensive ability.

WEAPONRY

  • AUGMENTED GRENADE: allows the use of consumables on your grenades, applying additional effect from the consumables on grenades.

PASSIVE

  • FORTIFICATION: makes Ryder sturdier, less prone to interruptions, ignoring minor damage, also absorbing damage taken and distributing all over the body, making shields last longer and maintaining better functions when using other abilities.
  • BLADE DANCE: allows melee attacks connecting in succession, building momentum for stronger finishers or imbuing primers for following detonations. Each melee weapon has a different 'dance'.
  • ADAPTATION => triggers in conjunction with Lexi's knowledge of your routine and human physical capabilities, if your character visits her much and reports your experiences and hardship. Effects: improves Ryder raw HP, storm speed and melee power.
  • MODCRAFTING => triggers after Ryder comes across many sets of mods and starts researching your own, and when there's a greater knowledge of many different weapons (including experience at using them), and Vetra also improve the quality with her own knowledge of black market stuff. Effects: allows crafting and researching your own mods, sometimes combining effects or/and refining consumables when used.

*BACKSTAB: a conditional power, if Ryder gets behind a target at close range without being noticed, it prompts a backstab. Let's presume these conditional powers would trigger the Action event similar to those we have in conversations.

BIOTIC TREE | combos, kinetic, physical and movement

It was only late in M2 and M3 that I really started understanding and enjoying playing with biotics. Harnessing biotics and making combos with it is a must and part of the fun, when it enhances your physical prowess with energy alone. That's the tad magician we hope for the game, disguised by a high-tech vibe; and I'm ok with that.

<<STARTING SKILLS>>

BIOTIC POWERS

  • CHARGE
  • NOVA
  • DOMINATE => it concentrates pull, throw and slam into one skill, by tweaking timing or pressing the action button, completely dominating and manipulating a target. Effects: can either push a target, makes it levitate or pulls towards Ryder. If Ryder jumps on a levitating target, he'll will slam the target down detonating current combos AND priming for a next attack.
  • SHOCKWAVE
  • SINGULARITY

SUPPORT

  • BACKLASH
  • ANNIHILATION

WEAPONRY

  • WARP COATING: augments ammo and melee weapon with a biotic charge. Constant hitting a target will build an increasing weakening effect, increasing damage from all sources. Non armored or shielded targets can be primed by constant hits from warped ammo.

PASSIVE

  • CONTAINMENT
  • OFFENSIVE BIOTICS

<<ANDROMEDA SKILLS>>

BIOTIC POWERS

  • LANCE

SUPPORT

  • STASIS: sets a small area, completely freezing targets in place, or heavily slowly them and any projectile on that area.
  • TETHER: tethers Ryder and a target, which can maintain the link if not too far apart. When linked to a friendly target, it'll boost both of their speed and movement prowess. They'll also share a unique shield channeled between them protecting the one that's being shot in prior the other that's not being targeted. It can remotely revive a fallen ally. If tethered to an enemy, enemy will be locked to Ryder, will be slowed, primed, weakened. Any biotic power used by Ryder on a tethered enemy have increased effects.

WEAPONRY

----

PASSIVE

  • BIOTIC LAYERING: layer priming biotics one over the other, multiplying destructive and collapsing potential of detonation combos.
  • ANGARA LIFE SUPPORT: by studying Angara's structures, an improved life support is created, recovering more base health and even under attack a very slow and constant recovery is always under effect.

* FLARE: this power would be a conditional skill, only when there's a target too much primed with energy (layered), only needing a critical trigger to set the strongest and deadliest biotic detonation. Visually, when a target was primed for a Flare Detonation, you would have an indicator.

TECH TREE | strategic, tech, gadget, stealth and combat

<<STARTING SKILLS>>

TECH POWERS

  • CRYO BEAM
  • ENERGY DRAIN
  • INCINERATE => would have Flamethrower adjusted as a secondary effect, just by holding the button, instead of considering it a completely different skill.
  • OVERLOAD

SUPPORT

  • ASSAULT TURRET
  • SABOTAGE => make invasion and sabotage work similarly. Effects: disrupts enemy techs and weapons, making them unable to use their weapons properly and weakening their life support. It doesn't work on wild fiends or targets who are not dependable on tech.
  • TACTICAL CLOAK

WEAPONRY

-----

PASSIVE

  • OFFENSIVE TECH
  • TEAM SUPPORT

<<ANDROMEDA SKILLS>>

TECH POWERS

  • REMNANT VI => the way it works now, and from where I got the feeling that there was so much potential upon Skills adaptation from your actual experience before the unknown as you get to learn your way into this new reality.
  • NEURAL SHOCK => as you get to scan and know which enemies you have, an efficient neural affecting skill can be designed and used in field. Effects: renders organic lifeforms unable to act, move and react properly due excruciating pain and confusion. The more data you have of your targets, the stronger the effects will be.

SUPPORT

  • SURVEY DRONE: creates a small drone that can scout ahead an area and give an overall chart, and it can also open simple locks and chests. It cannot go too far from Ryder, for it needs a constant feeding connecting from his omnitool. It scoops up to 2 materials (only salvage), before having to get back to Ryder.
  • AI HACKING => as you understand more and more the technologies around you, you can start hacking and taking control over them remotely. Effects: upon remnants and kett towers, they'll turn against their counterparts for a little while, until their controls are overridden.

WEAPONRY

-----

PASSIVE | OTHER

  • TECH ARMOR => differently from the other games, Tech Armor would be tinkering with mods for armor, giving it a small set of utilities when equipped. Effects: allows crafting and researching mods for armor to be equipped: 1 helmet, 2 chest (shoulder and chest), 1 arm, 1 legs. For example, helmet mods would allow different interface, radar, heat signature etc. Shoulder mods would enhanced homing capabilities, better illumination.
  • DEFENSE MATRIX => when having allied drones and autobots around, positioning Ryder amidst them grants constant rescaling and energizing of their shields, and their remote maintenance. Effects: maintain shields and improve overal output damage from all Ryder's controlled bots nearby his position. Synergy between Ryder and his drones allow them to transfer their shield to him if his shield is depleted when and his drones are not under attack.

*KAMIKAZE: conditional skill, making drones destroy themselves against targets when they run too low on health and cannot retreat to recover or replenish its shields.

ULTIMATE SKILLS

Don't really fancy the blase feeling the name "ultimate" has, but that's only to illustrate the idea. These Ultimate Skills are not entirely classified by any of the three skill trees alone. They are a combined effect of those, plainly  designed and they grow in strength based on the synergy from other skills, passives and profiles. They are unlocked after you have  accomplished, scanned, killed, experienced some unique settings throughout the cluster and evolved certain skills that fit a further  development. The idea behind this feature is allowing some skills to be cast simultaneously when they seem fit, helping with the issue of only being able to set 3 powers active per time. I'll list two, but there could be more, as much as creativity goes.

ASCENDANT ANNIHILATION (AA)

Requirements:
- Scan at least 2 Ascendants
- Scan an Ascendant's Orb for a total of 5 seconds
- Be affected by Ascendant's projectiles 5 times
- Be affected by Ascendant's shield for 2 seconds
- Find N data by investigating Kett facilities
- Maxed out Annihilation
- Maxed out Backlash
- Maxed out Tech Drone
- Maxed out Barrier
- Maxed out Barricade
- Maxed out Containment
- Maxed out Auxiliary Systems
- Maxed out Sentinel and Engineer profiles (one of these must be active to make AA available)
Effects:
Reproduces a similar Ascendant Biotic Shield around Ryder, maintained by his Tech Drone, which must be destroyed to take the Shield Down. However, the shield blocks completely only biotic-plasma-energy-based projectiles, and partially diminishes physical projectile destructive power. The shield damages and slows anything that comes in contact with it, similar to annihilation, and instantly primes the target. The energy field can be charged and released against a target after it has soaked some energic damage, and it will be deactivated while the drone channels energy to form a new one. When the shield soaks too much energy from damage taken and it's not released against a target, it'll detonate like a barrier/tech armor, damaging nearby targets.
Enhances:
- Nova: depletes the shield, making the effect of Nova go twice as long and with twice the damage and power. It primes targets for detonation combos.
- Charge: upon impact, the shield is released and becomes a huge projectile that will keep going its path, pushing away and damaging targets in its path, slowing them and weaking them for a little while after.
- Overload: transfers soaked energy as damage upon Overload effects.
- etc.

P.S.: AA could be, intead of a skill, a craftable drone, after your got means to make its blueprint in a similar required list such as the one described above. It would upgrade the drone you have when the Engineer profile is activated.

DECOY

Requirements:
- Scan lifeforms/enemies/friendlies to be used as decoys
- 50% of Ryder's shields for the duration to maintain it, which corresponds its lifespan
- Uses a consumable life support
- Maxed out Tactical Cloak
- Maxed out Offensive Tech
- Maxed out Containment
- Maxed out Team Support
- Maxed out Barricade
- Maxed out Combat Tools
- Maxed out Engineer profile
- At least Lv 4 Infiltrator and Soldier profiles
Effects:
Draws fire from enemies as long as your character remains unseen or isn't directly attacking. It mimicks the Ryder's current power settings, meaning it can dodge, feign using powers, charge, jump, setting a priority not to be hit, while keeping itself in a distance that's seen as a threat. Can be primed with consumables or powers, adding a detonation capability to affect surrounding targets. If detroyed before setting a detonation, it will not detonate. It can also feign being an ally to the enemies.

SINGULAR INSTABILITY

Requirements:
- Scan the Black Hole
- Learn more by digging information upon harnessing biotics
- Uses Eezo
- Maxed out Singularity
- Maxed out Containment
- Maxed out Barrier
- Maxed out Warp Ammo
- Maxed out Stasis
- Maxed out Offensive Biotics
- Maxed out Adept profile
- At least Lv 4 Vanguard and Sentinel profiles
Effects:
Sets a singularity that emanates a feedback depending on what it absorbs. It requires time to be set and it can damage and kill Ryder if he doesn't clear out from it, after setting it loose. The unstable singularity will drift randomly around the area it was set, and any element that gets to its event horizon is consumed, transformed into deadly beams of energy and redirected to nearby targets, randomly. Only one of these singularities can be set per time and their duration is also randomic, because of its unstability. Depending on environment conditions, it can collapse itself and set random detonations on a large area. Another area out of its event  horizon lenses and bends space time. Projectiles which crosses this area will have their trajetory slightly changed; deactivates any homing properties.

_______________________

These are just examples, there could be more or less, refined skills added to the set. I see no need to make all three branches having the exact same number of skills either, because they are different branches. Given you can learn any of those you want, it's not a matter of creating your prefered character or not giving attentiont to your mage: all of them makes Ryder, so they don't need balancing their own numbers, but rather complementing and proposing interesting variables and combinations.

This pretty much sums up some of the ideas I have in mind. Tried to resume and failed miserably. 🤓

8 Replies

  • Anonymous's avatar
    Anonymous
    9 years ago

    Awesome.

    I would stop there but I'm sure that would have broken some kind of rules.  This list is amazing and I like the possibilities it opens up and you're right that there was a bit of a missed opportunity to learn things due to growing experience with a new race and in a new galaxy.

    There needs to be at least one thing scourge based in my opinion though.

    And I'd also like to see abilities/skills that don't work the same way as typical ones/  You appear to touch on that a bit.

    For example, with the Remnant VI you can get by doing Peebee's missions.  I feel that shouldn't have taken a power slot or should be something that once you activate it, it will automatically be called when it can until it is disabled.

    Any upgrading should require skill points but instead require Peebee and can be based on how much remtech she is given and or other conditions.  (and bit of a sidenote, there should be dialogue at the very least from Peebee pertaining to using the remnant vi)

    Seeing other abilities be similar would be fascinating to me as well.

    But I'd say great list but would like to see scourge make it into this somehow as well as the hostile nature of some of these environments.  Acidic from Kadara. Cold from Voeld.  That sort of thing.

    But even if only what you've described so far was done (and it all sounds doable) that would improve the game tremendously in my opinion.

    Well done.

  • Anonymous's avatar
    Anonymous
    9 years ago

    @PretzleMe wrote:

    There needs to be at least one thing scourge based in my opinion though.

    And I'd also like to see abilities/skills that don't work the same way as typical ones/  You appear to touch on that a bit.

    For example, with the Remnant VI you can get by doing Peebee's missions.  I feel that shouldn't have taken a power slot or should be something that once you activate it, it will automatically be called when it can until it is disabled.

    Any upgrading should require skill points but instead require Peebee and can be based on how much remtech she is given and or other conditions.  (and bit of a sidenote, there should be dialogue at the very least from Peebee pertaining to using the remnant vi)

    Seeing other abilities be similar would be fascinating to me as well.

    But I'd say great list but would like to see scourge make it into this somehow as well as the hostile nature of some of these environments.  Acidic from Kadara. Cold from Voeld.  That sort of thing.

    But even if only what you've described so far was done (and it all sounds doable) that would improve the game tremendously in my opinion.

    Well done.


    Thanks again for taking your time to read, ponder and reply.

    Regarding the Scourge, I know what you mean. However, it's difficult thinking on creating anything from something you quite don't know what it is. What I can think around, is that later in the game, Ryder figures out that remnant energy attracts the Scourge.Some places, we have those Scourge stuff on planetary surface. Perhaps we could trigger the Scourge radiation upon foes by targeting them with a 'remnant focused energy'. All in all, it would require a bit of tinkering with the idea, especially because the Scourge is something offensive, and it's tricky thinking on something less obvious around it, to use its properties.

    And your idea regarding Peebee is quite neat. I think you should learn skills by living and fighting alongside your crew members. The more you talk about them, the more you learn. You have plenty of talking time with Drack, to learn how to fight Kett. That's an interesting concept, but it's not explored further.

    I was writing one skill that would seal away an area and amplify a planetary hazard upon it. By my point of view, it would require some biotics, techs and rem knowledge, given the planetary hazards are basically caused by vaults malfunctioning. Radiation, Cold, Heat, Poison, Lightning.

    There are also other skills we could consider out of combat, but I didn't want to derail too much to something that wouldn't be even plausible for the current state of the game. ^^ But surely, one might ponder for the next game.

  • Anonymous's avatar
    Anonymous
    9 years ago

    For that skill where you can seal an area off and hit it with a planetary hazard, perhaps obtaining that one would need you unlocking vaults since the vaults have an affect on those conditions.

    You make a good point about us not ever truly understanding the scourge (at least not in this game) but I thought with us scanning it on planets as well as in space one might be able to justify using it as a weapon somehow even if it was unstable and potentially dangerous to us as well.  Especially if it gave us Andromeda's version of the M-920 Cain.  And yes, I'm drooling.  Don't judge.

    But not being able to use the scourge in this game makes more logical sense admittedly.

    I would like to see some non-combat components but to me, these only become more interesting when you have more than one way to complete objectives and or perhaps it allows you to have other dialogue options.

    But I have no ideas on that even though it is something I'd be interested in seeing.

    Regarding the thig you said about conversations with Drack, that is something that would be great if it were expanded on.  In fact, it would be nice to see that expanded to everyone since they all bring different experiences to the table.

    This would be true even in a non-combat sense like conversations and doing things with Vetra (so you'll hear more of her banter) might help you trade better or gain a special merchant or something.

  • Anonymous's avatar
    Anonymous
    9 years ago

    @PretzleMe wrote:

    You make a good point about us not ever truly understanding the scourge (at least not in this game) but I thought with us scanning it on planets as well as in space one might be able to justify using it as a weapon somehow even if it was unstable and potentially dangerous to us as well.  Especially if it gave us Andromeda's version of the M-920 Cain.  And yes, I'm drooling.  Don't judge.

    I would like to see some non-combat components but to me, these only become more interesting when you have more than one way to complete objectives and or perhaps it allows you to have other dialogue options.

    But I have no ideas on that even though it is something I'd be interested in seeing.


    Not judging. 😇 I find your point acceptable. It would be a risk, but an acceptable risk. As you pointed out, using M-920 Cain wasn't a stroll in the park. It was a hazardous weaponry. Our "Scourge Beam" would work only nearby places with those anomalies and would require a time connected to the point you're targeting to the Scourge growth there, but it could follow you as well. I also would think that these appendages going to where you targeted could linger for a long while at those places. Or we could use Scourge to make coffee.

    Scourge, since it feeds on Remtech, could also be harnessed into a sort of radar device, pulling or helping you towards remtech, hidden stash, if not really willing to make Scourge another uncontrollable weapon. But using such radar in a completely Remnant surrounded area could overload it and return some bizarre, mysterious, readings, which could come up as puzzles themselves (not the Sudoku kind).

    _________

    Some expertise could come along your profiles, sometimes you could identify triggers of conversation or timed-actions that would, otherwise, lead to the ordinary context.

    For example: profiled as a Soldier, you are wandering the Nexus, next to where Kandros is stationed. Then you listen to something on the comms (which happened in the trilogy, you get missions by listening to the news in the elevator, or a conversation from passers-by) that’s related to an ongoing mission. Given that the profile is a sudden enhancement of some dormant ability, as a soldier, you could identify chunks of that conversation or news that require attention, and then, you could have an OPTIONAL way to deal with that mission henceforth.

    Sometimes the reporter would come and ask you some questions, to direct to a mob which is her audience. You would set a certain profile you have, acquire some additional answers, and deal with information differently.

  • Anonymous's avatar
    Anonymous
    9 years ago

    Lol, I meant don't judge me for drooling at the mere mention of the weapon known as Cain.  Can a weapon be a romance option? 

    Anywhooo...

    What you said sounds pretty solid... but I am hoping you could attempt to explain more/be more specific in your example regarding the reporter and being interviewed and using different profiles in that situation.

  • Anonymous's avatar
    Anonymous
    9 years ago

    Ah, yes, fetiches are ... that way! *points vaguely at the far distance* ^_^

    The reporter idea would gravitate in a way similar to that we had in ME 3. Small asset fluctuations would happen depending on how she deal with the news from the Normandy.

    For this Nexus setting, we would need supplementary information and background tasks to allow our performance to work. The game would feel ... layered, actually. It would require a lot of work. Each profile would prompt and flare out different interests to your point of view. Although a good amount of the content would be clear and noticed by all profile altogether. Just a sort of refining, filtered things would stand out depending on your profile.

    Example: Reporter, or even Thann, Addison, Kesh; someone comes to Ryder and reports that supplies to Eos have been slowly lately. It would be just a comment.

    Profiled as a soldier would make Ryder alert to security things around the Nexus. Ryger would pass by a certain place, where folk was chatting and Ryder wouldn't listen anything interesting. However, if he had passed that place as an Engineer, bits of interest on their conversation would arise, and then Ryder would have noticed they where talking about lost of tracking coordinates when fixing panels, etc. That information would then be explained to the person who commented about the supply problem, triggering bits of interactive conversation. It would not be a direct interference, but just the knowledge Ryder has would help them solve the issue.

    The reporter could come to Ryder saying biotic people were asking about harnessing the Scourge in a similar way. Ryder would have to have some experience, as a biotic profile, at touching the Scourge or something like that, to give her his heads up. Depending on the answer, some research or special blueprint could be provided to Ryder later, or improve something on the arks, the list goes on.

    Is this what you wanted to know?

    P.S.: These things would be related to the idea discussed around other profiles in the other thread.

  • Anonymous's avatar
    Anonymous
    9 years ago

    Where's the reply I had here? Vanished, deleted? Oh, boy.

    Ehhh... again, it was deleted.

    Let me try again:

    The game would be layered. Each profile would provide you details of its own layer of awareness. Of course, the game would have many information and interactivity shared through all profiles. However, as you impersonated this and that profile, you would see and hear things based on your expertise and enhanced senses for that profile.

    Sometimes it would reveal hidden information in conversations, sometimes you would spot and see something different, and these small detais would open and trigger other chained events, one of which could be when talking to the reporter about something specific, that only one of your profiles could identify and help someone indirectly.

  • Anonymous's avatar
    Anonymous
    9 years ago

    @PretzleMe wrote:

    What you said sounds pretty solid... but I am hoping you could attempt to explain more/be more specific in your example regarding the reporter and being interviewed and using different profiles in that situation.


    I had a lenghty reply here. Dunno what happened.

    Anyway, I'll try being a bit less lenghty now, because I hate redoing things.

    The game would be layered. By 'layered', I mean that all your profiles would have a common view around things, whilst each of them would 'see' and 'hear' something else, because each of them are meant for specific chores.

    Sometimes, you would come across a bunch of people talking, but just when your profile would be of a specific kind, you would listen and understand what they are saying. Sometimes, the contents of these conversations would help with your tasks, or even accomplish something else entirely: e.g.: Addison comes to you and just comments something is happening somewhere. If you had a proper profile that would had identified her problem, new conversations would trigger and evolve that situation into something else.

    Or you listen somewhere that people were wondering if Scourge could be harnessed like biotics. Then, when you were using a biotic profile, by getting damaged or interacting with Scourge in gameplay, you could get back to those people and lay your experience. Later in game, they would tell you they found out something interesting and deploy a research blueprint for you, or that they were able to help the Nexus somewhere else.

    These tasks and situations which would arise due layered and hidden things based on your profile expertise and enhanced senses/understanding.

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