Create an Item! Mass Effect 3
It is hard to think of items to add to your favorite games because when you remember them you tend to only remember the good parts and not what areas needed improvement or even where there were massive holes in the game. This is a problem that really prevented me from coming up with items that fit into games that I haven’t played extremely recently. However, when recalling my experience with Mass Effect 3, I think I’ve come up with a suitable to the game.
That addition would be a detonate-able explosive. Since a lot of the single player and co-op missions take place in a contained arena like environment where you hold off waves of enemies until your objective is complete, it makes plenty of sense in my mind. The explosives could either be remote trigger or proximity trigger (the pros and cons of each I will get to momentarily). These explosives would be picked up much like ammo and grenades, from various drop points within the level. Given that they would fall under the heavy weapons classification, the soldier class would be able to hold more of these traps that the other classes to balance for it not having access to tech or biotic powers.
If the player chooses to use the remote trigger explosives, it would give them a lot more control over chokepoints with particularly difficult pieces of cover. By planting the explosive before the enemies showed up, you could retreat, wait for them to position themselves and then blow them all up from complete safety. Another tactic would be to place them near the explosive containers placed in the level, effectively increasing their power or adding special effects to the blast. A final tactic would be to place them in the path of a particularly tough but slow moving enemy and then detonate them when the enemy reaches them. The downside to these explosives would be that they may overcomplicate combat and could overload the players with too many things to worry about at a given point in combat. The player may miss other very important information or signals if they are too busy worrying about detonating their traps. This version of the trap is more complex but yields rewards for those who can use them properly.
If the player chooses to use the proximity trigger explosives, it would give them a lot less to worry about, just place them in strategic positions and forget about them. It’s a simpler version of the trap that allows players with too much to do in combat already to still enjoy them. These traps would be especially effective at guarding paths to the player’s flank where the would not see enemies coming. Their downside would be the lack of versatility and they won’t always detonate on the enemy you want.
In order to prevent these from breaking gameplay, you would have to place fairly tight restrictions on how many the player can have. Laying down a huge minefield to have a boss die almost immediately upon entering the area seems a little too close to a dominant strategy. This also opens up an opportunity for a new type of enemy that has the ability to disable the traps if they spot one. When they start disabling the trap it would alert the player and they would then have a small window of time to kill the enemy before their trap is removed. The trap would not be able to detonate while it is being disabled.
These traps would have me the holdout sequences in Mass Effect 3 feel much more tactical than just hiding behind cover and mowing down waves of enemies.

















