First, I'm going to tell a story about how inspiration struck me and I thought of this idea. While playing in the Mass Effect 3 Multiplayer, I was killing reapers and geth (oddly that night i never faced any cerberus.) I was using my Turian Sentinel, named Bob, and utilizing his tech-armor and his warp powers. Right now Bob has Orange as his Primary color, I'll upload a pic of it later (though it's the default picture in the multiplayer character select screen) , and while playing I suddenly got this idea: Orange Team.
Now, you may be wondering, "Orange team? That seems like a limited RP" and you'd be right, if I was just talking about doing on an RP centered around just one team. But I'm not, you mustn't assume such things. Orange Team is what gave me the idea, initially. Orange Team would be one of many "teams", Bob the Turian would be a sentinel in this team, and he'd be joined by two other teammates. Like the amount of people you'd be able to take with you in the campaign. Now, this would be like the basic structure of the Rise of the Warrior Spirit RP, or the RRP as many call it, where squad information is listed and intel is posted between missions etc. However, unlike the RRP I decided that each team will have a specialty.
For Example, I do love giving examples:
Orange Team:
Bob, Turian Sentinel
Powers: Warp, Overload, Tech Armor
Rei, Human Soldier
Powers: Adrenaline Rush, Concussive Shot, Carnage
Phijrq (I have no idea how to pronounce this), Salarian Engineer
Powers: Incinerate, Energy Drain, Decoy
Now, What you may have noticed is that each character only has three abilities. Why? Well, starting this RP off, I want people to start as the new guys, the green troops, so to speak. Like so many stories, it makes for better development to start off weak and then, over time, get stronger, learn new abilities, evolve as a character as time progresses. If you don't like this, well, write a short story that proves me wrong.
Anyway, There's a few things I'd like to point out about Orange Team:
For one, look at their abilities:
Orange Team:
Bob, Turian Sentinel
Powers: Warp, Overload, Tech Armor
Rei, Human Soldier
Powers: Adrenaline Rush, Concussive Shot, Carnage
Phijrq (I have no idea how to pronounce this), Salarian Engineer
Powers: Incinerate, Energy Drain, Decoy
Bob and Phijrq, have two commonalities, the powers: Overload and Energy Drain. These two powers are especially effective against shielded opponents. But that's not all, the Rei and Phijrq have two commonalities as well: Incinerate and Carnage. These two abilities are good for destroying and ripping through armored opponents. So as a team, they'd be pretty well set against just about any enemy they'd come up against.
Now, another thing you might have noticed: Rei doesn't have the Frag Grenade power. "Why cut that out?" you may ask. Here's my answer: Everyone carries grenades, there's nothing really special about them, I ranted about this in one of my videos, but here's the short version: In Mass Effect, the first game in the Trilogy, every class had grenades, and they could be modified to explode anyway you wanted, just about. In Mass Effect the grenades were these discs that you could throw that basically hovered above the ground and would float above the ground before exploding into whatever it was you modified it to explode into. It could be fiery, it could be radiation, it could be a burst of electricity, it could even be nerve gas (like the mission on Feros). That is why I don't have Grenades listed as a power.
However, (you knew this was coming) I'm not saying that you have "maxed out" skill in the grenades' sector. You can't modify the Grenade however you want in the story, you can change it a few times, but when it gets down to it, you simply will not be able to do it. You won't have the time and you won't have the money. (That gets expensive real fast.) It also comes across as really strange from a story-telling point of view.
Now, Back to Orange Team.
This time, we're going to talk about weapons and what you can and cannot have. I'm also going to talk about modifications and ammo upgrades etc.
Orange Team:
Bob, Turian Sentinel
Powers: Warp, Overload, Tech Armor
Weapons: M-96 Mattock, M-11 Wraith
Rei, Human Soldier
Weapons: M-92 Mantis, M-5 Phalanx
Powers: Adrenaline Rush, Concussive Shot, Carnage
Phijrq (I have no idea how to pronounce this), Salarian Engineer
Weapons: M-37 Falcon, Scorpion
Powers: Incinerate, Energy Drain, Decoy
Orange Team has some interesting weapons among it's members. Bob, the Turian, has a medium range semi-automatic rifle and an incredibly powerful shotgun. Rei has a Sniper rifle and a pistol. Phijrq has a grenade launcher and a pistol that shoots sticky grandes (that's not what they are, per se, but they might as well be). This is an odd selection for the team. The Engineer has the exploding weapons, the Soldier has the weapons for long distance, and the Turian has what's need to cover the in-between. Now, each Team Member chooses there own weapons, it doesn't matter what weapons they choose, as long as you don't have a team that only has snipers, or only has shotguns, or is so specialized that they'd be screwed in something outside their little area of expertise. For example: a team of shotguns comes up to an area where they get pinned down by snipers, they have no way of fighting back and would eventually be surrounded and slaughtered. So in regards to weapons, keep it diverse, but cover your bases.
Orange Team seems pretty well set in this regard. They can cover their bases, Close-range, medium range, and long range. You should have also noticed that each team member only has two weapons. "Why only two weapons?" Well, because that'd be an incredibly unwise decision in a combat scenario. You want to be somewhat light on your feet so you can run from cover to cover or objective to objective. You also wouldn't be able to move very far if you had a shotgun, heavy pistol, assault rifle, sniper rifle, and an SMG. Sure, you'd be able to use whatever weapon the situation called for, but you'd be slow and a prime target for snipers, and everyone else on the battlefield. So remember, Two weapon requirement for most classes. There are exceptions to this, but I'll get to them later.
Ammo upgrades, like Warp Ammo, Incendiary rounds, Disruptor rounds, and Ammo piecing rounds can be "equiped" during combat when fighting certain enemies. However, you can only have one ammo upgrade per mission, this doesn't accumulate, you use it or lose it. You can't change these during a mission, and you can't modify them during a mission. Ammo modifications are not one time things, they can be changed mission to mission, but never during a mission.
Modifications to weapons, like the stabilizer or the extended barrel are fine, but you won't have access to them during the the first couple of missions. (however long that takes) But don't be disappointed, this is supposed to be "real" so once you get someones shields down it only takes one shot to the head, or visor, to kill them. and in most cases it wouldn't matter where you shot them. I might change this a bit, but until I do: No modifications to start.
Now, let's talk about Orange Teams' Specializations and what that means.
Orange Team: Technology
Bob, Turian Sentinel
Powers: Warp, Overload, Tech Armor
Weapons: M-96 Mattock, M-11 Wraith
Rei, Human Soldier
Weapons: M-92 Mantis, M-5 Phalanx
Powers: Adrenaline Rush, Concussive Shot, Carnage
Phijrq (I have no idea how to pronounce this), Salarian Engineer
Weapons: M-37 Falcon, Scorpion
Powers: Incinerate, Energy Drain, Decoy
This is the first thing you should have noticed when looking at this, Orange Team: Technology. This means that they specialize in hacking data, retrieval of Data from sources, Sabotage, unlocking locked doors, hacking into networks, and other things that generally regard technology. Which means they'd be the team sent on missions to do the previously listed jobs, and while they did that they'd have their team to cover them. They'd be able to do these jobs under duress (being shot at, explosions going on around them, etc). Now, they could be sent in with other teams if their is a need, like the area is Hot (lot's of enemy troops are their and they know you're coming.) Or they could be sent in with Reconnaissance teams to steal data or sabotage without getting caught. There are various things they could do.
Specializations:
Technology: I already explained this, it's really anything that has to do with technology, whether it be hacking, opening doors, disabling or activating alarms, that's what these guys do best. Or at least, better than others.
Character classes that would fall under this specialization:
Engineer
Sentinel
Infiltrator
Soldier
Combat: This should be somewhat self-explanatory. Teams that are Combat specialized would be teams that defend an area or are sent in to clean out the area of enemies. They could be sent on things like guard duty, escort high-ranking personell, deal with hostage situations, and stuff like that.
Character classes that would fall under this specialization:
Adept
Soldier
Sentinel
Vanguard
Stealth and Reconnaissance: These would be the guys who are good at getting in and out without anyone noticing. They'd be sent in to areas to take out high-ranking personell without being seen, or gathering intel. Their jobs would be: Sabotage, Assassination (Elimination), Setting up ambushes or traps, surveying an area before combatants are sent in, getting data from enemy databases.
Character classes that would fall under this specialization:
Infiltrator
Soldier
Adept
Vanguard
Sentinel
Engineer
Now, these are some Specialties that I came up with, I could always come up with more, but for now this is it.
Now, This idea is pretty far from being absolutely done. So stay tuned and watch for updates on it.