Autoclave wrote...
So basically, if I understand you well, you are the old school RPG gamer that only cares about his character skills and thinks that if he has max charm or intimidate should automatically be able to unlock any possible dialog and coerce anyone into doing anything you want. To defend your "realism" argument you bring up the "shep is a multi-dimensional character" so he/she should be able to heal a wounded batarian merc and at the same time side up with some serial killer in a conflict.
Realism is about your past actions having some impact on your abilities to convince people in the future. If you are generally a paragon guy and your team mates notice this (which makes sense because they accompany you everywhere) then it is really next to impossible to threaten them (using a renegade speech) because your will not be able to sound convincing. And now you come on this forum and say that you should be able to do that just because on level up you invested some points in intimidation!
If you noticed, renegade and paragon interrupts don't require any sort of unlocking mechanism. You can do them regardless how renegade or paragon you are. And that makes sense, because it's an action!
But convincing somebody through talk should not be a stupid "i pick the skill charm no I can charm people" system.
There are problems with what you assert.
1. Many if not most Paragon/renegade conversation options are against NPCs who don't really know much if anything about you. So your history means jack, just your skill at talking.
2. Even if a talking point is with a teammate it is more plausible that they buy an angry rant from paragon shepard than they don't. Guess what even good people get pissed off and yell now and then, even generally nice people do. I doubt there isn't a adult in the world who hasn't snapped at someone before no matter how friendly they normally are. And when they snap people don't say, I don't buy it, they say damn he is pissed off.
3. Convincing someone through talk is better explained by skill points than just being an **** in some key points. Though if the overall system was more like elder scrolls where skill use raised its level it would be consistent that persuasion and intimidation choices made in dialogue would help your skill, though story oriented paragade things would not. I'm not recommending that. Though I'd prefer a system where when you talk to people they or others you spoke with earlier give you clues on talking points to manipulate them with, not just this one is blue this one is red=win. Sort of like when you meet morinth, or at least how it is implied to work.
4. Multidimensional characters are flat out more realistic. Just because you help granny across the street doesn't mean when the chips are down you don't play to win. In fact many if not most people in law enforcement or the military ideally are like that. A cop should be nice to people in general but he should be willing to use lethal force at a moments notice if it is called for. Soldiers have to make tough calls that effect the lives of civilians, enemies, and their own units yet when they go home they are nice to their families while at the same time they may be hard ass chain of command types when on duty.
The rest is Not related to this specific quote but for those who have issues with spending combat points on non-combat skills I somewhat agree depending on the system. In ME2 where there is a hard cap of level 30 and that doesn't even cover your combat skills it is an issue. In ME1 where repeated playthroughs would advance you much further in level it is less of an issue. You still have to make tough choices, but if you want to have it all you pretty much can with repeated playthroughs.
People seem to be getting really touchy over this on both sides of the argument. I'm not sure why people seem to get offended because someone else likes a different game style. Yeah, I get people want ME3 to cater to their preferences, but getting angry at others seems a bit odd.