User blog comment:TheUnknown285/Things You Do and Don’t Want from ME4/@comment-25218415-20140724033257


 * Foremost that comes to mind, better squad control. There's "come here", "stand there", and "shoot that", as well as calling weapons and specific abilities, but the AI has been, have there at best.  Sometimes I call for the squad on me, get into a 3 minute firefight only to realize, they are nowhere near me, but in fact still squatting behind cover way back across the area.  The game already has time-stop radial menus, so I think it'd be great if we could get a system in there for more nuanced orders.


 * In addition to that, perhaps some more support class skills would be great. Some skills or a class that specializes in shield recharges, ammo mods, defensive barriers and/or AoE effects for the team.  A tech specialist or a biotic specialist that can do these things.  Maybe that's in the multiplayer, but I never got around to that since my internet connection sucks.


 * Perhaps support calls. One thing I noticed, is that it's not entirely obvious at all times why we don't have more help in certain situations.  I mean, I have one of the most sophisticated and powerful advanced war frigates in orbit over my AO.  With certain constraints, maybe we could call for a bombardment, a drop wave of friendly mechs, a supply pod, or even a ladar/radar sweep for recon.  I get it that it's not feasible all the time, what with orbital AA, or being indoors sometimes, but it would add an interesting layer to the gameplay in a wide number of scenarios.  I'd be so psyched to call up cortez in the shuttle and tell him to strafe some bastards for me, of course he probably won't be in ME:Next though.


 * Bigger squad size was mentioned, but I could understand if they balk at the idea. But here's a fusion idea with my support calls suggestion.  Since the frigate or shuttle isn't always a viable support option, bring a whole second team, we more often than not have the troops for it.  Select a second team with various skills and armament and have them advance along an intersecting path with the main squads.  At various points, they can offer support based on their abilities, and at intersections maybe you can even swap members or gear with them.  Perhaps even have segments where you play as your second squad to reach an objective to help first squad.  This would be interesting, especially if it's a non-critical objective, as in you don't fail the mission if second squad can't pull it off, but first squad will have a harder time.  With these sorts of mission flows, you can even have large battles that include everybody.  Kind of like what happened on the Citadel DLC, but not on rails so much.


 * This one is tough, because I have no idea what the new story will be like, or even if plot will play as big a role in ME:Next, but just like upgrading the Normandy felt good in ME2, and collecting war assets was good in ME3, perhaps "building" a colony in ME:Next could be a fun option as a side plot, or even the basis for a main plot. Having it serve as home base, gathering materials for it, maybe raw credits from time to time, maybe even something like the radial quest system used in Skyrim if it's workable in ME:Next.  The idea being that you watch the place build up and grow from your efforts, and maybe it offers you small bonuses in return.


 * If it's open-worldy, which it might be judging from the trailer, maybe factions to join and all the good stuff that goes along with that.


 * I like ME3s morality system mostly, but a few tweaks couldn't hurt I think. Programming a convincing moral system is by no means easy, especially when dialogue is involved too.  Maybe they should ask EDI for help.


 * I'm a sucker for sandboxes, anything open ended and variable piques my interest. Maybe institute a "battle zone" someplace, that doesn't have a set outcome.  Visit it to attempt missions on behalf of your faction or colony.  This one might be kind of out there, but I had to mention it.

I could probably think of more, but I'm good for now.