Gonna throw some general concepts in here regarding the topic.
Thumbs up for the devs. if they can model and implement a system to pull this off:
- Create a 'failure' scenario that could evolve into a desirable opportunity. (for ex.: a 'ravaged' landscape is a good place to get X 'resource'...
I liked the Shadow Broker base from Mass Effect 2. It's a base-ship moving always inside a heavily charged storm in the atmosphere. It takes power from the storm and it's also concealed from scans (electromagnetic interference) and doesn't show on visual images (clouds). Guess what happened to...
1) Light frame.
2) Offense oriented (in the form of crowd control and support), avg. mobility ('low' for a light frame), weak defense (unless 'bubbled'... keep reading).
3) Medium reactor.
4)
A - Scramble: lob a special grenade that detonates on impact. Enemies can be stunned or confused...
Yeah. Weather abuse (too common) would make it 'not special anymore' and also stress performance a bit too much and too often if they go overboard on the visual flashiness. It's fine to lose some performance once in a while for the extra fun and visuals but a -30% FPS on a semi-constant basis is...
Extreme winds or low gravity could be a fun way to make navigation (physics) completely different for specific zones (lots of fancy jumping). Not sure if it fits this game's playground though. Gravity variations kind of require an orbital platform scenario or a moon or something.
I'd like to be able to switch ammunition types by reloading a different clip instead of just having your gun(s) 'fixed'. Not for every weapon, so that 'versatility' is a weapon property. This is assuming enemies come in varied flavors so that sacrificing a bit of raw power for versatility could...
That + Couple pedals for movement control. Sounds good.
Now that we're on it, I want to aim the shoulder weapon independently using my sight. With a fancy laser. I like the predators.
I have a less ambitious idea.
Aim your right hand (main) pistol normally. The left hand pistol will shoot at a different target but it must be within a certain degrees arc of fire relative to the main target. This second shot is auto-aimed but it will always miss if you don't hit the main target...
You know, you're right. I'll stop overheating myself thinking everything locked on previous experiences and just see what happens. I'll simply tag along free from imaginary concerns until the Day comes, much less stressing this way. I'll let Kern surprise me and stop pretending this game must...
... is the time to try see what's on the devs' drawing board and project it further. Once they start coding lots of stuff, it will be too late to deal with shortcomings on a foundation level.