The system I proposed is mainly to permit people who want to play Paragades and not take a penalty to their ability to persuade. If necessary, the Paragade will be limited to using the Paragon persuade if Paragon is currently higher or Renegade persuade if Renegade is currently higher on some dialogue wheel choices.
I appreciate what you're trying to do, but I think the real issue lies deeper than what can be resolved with any of the currently proposed fixes.
That is to say, the idea that there are tough situations that force you to choose between two things, but then if your points are high enough you get the best of both worlds. Not being able to charm/intimidate people wouldn't be a problem, except that charm/intimidate magically make your problems up and disappear. I think Tali's loyalty mission was the worst, where you can just shout the admiralty board into submission or make an empassioned speech and get everybody onside with you.
The sollutions to these problems should be more like the Wrex family armor out than the other uses. Where you have to personally gain the trust and loyalty of people, or have something that you went out of your way to get, to solve the issues. You get an extra option based on your actions or a relationship you have with characters.
But if they have to keep doing it the way they're doing, I'd simply prefer it like I said - single persuation meter, skillpoint investments. The way you propose is a step up from the current situation, but it's a bit complicated (as in, some people will have trouble understanding it unless it's transparently explained in the game), and it seems more like sticking a band-aid on a problem that needs surgery to fix.





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