EatChildren said:
Because there's really no numerical values for damage anymore there's no need for a loot system like the original game.
That's just not true, though. There's still numerical values for rate of fire, damage, armor-penetration, all that shit. Someone even posted the numbers (extracted from the PC version) earlier in this thread. All those +10% damage upgrades you research are adding to these numbers.
A loot system doesn't have to be like ME1's. I hope no one here really thinks numerous semi-identical guns were a great feature in the first game, but it'd be easy to improve on what ME2 has. Start by actually giving weapon selection more value -- instead of two guns, one of which is a pure upgrade over the other, have 5 weapons in each category, all with
listed stats, and make them all sidegrades -- this assault rifle has better penetration, this one has more raw damage but a slower firing rate, etc.
Then add upgrades like the ones from ME1 on top of that, and let people equip their guns with the upgrades of their choice. Make these
upgrades lootable and have them improve over time, then make people choose between a bunch of different options for two slots on each gun -- so you have to pick if you want bigger clips or better accuracy or whatever.
A system like that would preserve the underlying improvements of ME2's combat (i.e. that it uses real shooter mechanics) while also carrying over the best parts of ME1's RPG elements (the ability to select and customize weapons based on what you earn through gameplay.)
Revengeance said:
For the next game, I want your teammates to develop relationships between each other.
Yup. This is a huuuuuuge missed opportunity. Instead of exactly two short fights and a few post-recruitment special scenes, they could've had you come in on interactions between different crew members 7-8 times or even more. Don't need to make them long conversations, don't need to make them all do-or-die, just earn some paragon/renegade and see the different perceptions of your crewmates.