Paragon Decisions To Backfire in ME3
#51
Posté 04 février 2011 - 01:35
It's not going to happen that something you did in ME or ME2 is going to make the game unfinishable. Or even give you a bad end.
If you want real consequences for actions I suggest you play Dragon Age. No P/R system in Dragon Age.
#52
Posté 04 février 2011 - 01:40
#53
Posté 04 février 2011 - 01:47
JJ Long wrote...
No choices backfire, they just change how the story is perceived.
Well backfire means turn out not as intended I guess. In the case of Anora it's probably fair to say that even a Paragon would not let her go after hearing the recording you do later in the level.. That' makes letting her go a backfire.
It's more about how you feel having heard the recording and the snarky comments of you crew rather than any great impact on the story.
#54
Posté 04 février 2011 - 01:56
AdmiralCheez wrote...
Name a renegade decision that actually backfired, as in REALLY messed you up.
One could argue that we have seen Paragon and Renegade choices that have backfired, related the suicide mission. Now I don't remember if you actually are awarded points for the following decisions, but in my mind they certainly are renegade vs. paragon choices:
(1) Choosing to go through the Omega 4 relay right away after the crew is kidnapped, or waiting until your team is ready. I would see the latter choice as more of a renegade one, i.e. the mission comes first, even if that means some lives are lost. And that's exactly what happens, if you spend too much time prepping your team before hitting the relay.
(2) During the suicide mission, choosing whether to send an escort back with the crew. Sending an escort back is definitely a Paragon choice - it's about helping individual people, and has no benefit to the mission at hand. If you've gotten enough squadmates killed already, then choosing to send that escort may have a real impact on who lives/dies during the "holding the line" part of the mission. Which in turn may ultimately determine whether your Shep lives or dies.
Like I said, I don't remember if the game actually categorizes these choices as paragon or renegade by awarding you points (I don't think it does for (1), it might for (2)).
Modifié par Marta Rio, 04 février 2011 - 02:01 .
#55
Guest_Brodyaha_*
Posté 04 février 2011 - 02:15
Guest_Brodyaha_*
Thompson family wrote...
Re: OP
Live long enough, you usually get what you deserve. You usually wind up where the path you take leads. Fact of life.
And I'm talking about decisions in a video game, not real life.
Modifié par Brodyaha, 04 février 2011 - 02:16 .
#56
Posté 04 février 2011 - 02:19
Sending people back is actually one of the greatest things you can do to boost your Hold the Line score, by removing a weak-link that would otherwise be holding downn the average.Marta Rio wrote...
AdmiralCheez wrote...
Name a renegade decision that actually backfired, as in REALLY messed you up.
One could argue that we have seen Paragon and Renegade choices that have backfired, related the suicide mission. Now I don't remember if you actually are awarded points for the following decisions, but in my mind they certainly are renegade vs. paragon choices:
(1) Choosing to go through the Omega 4 relay right away after the crew is kidnapped, or waiting until your team is ready. I would see the latter choice as more of a renegade one, i.e. the mission comes first, even if that means some lives are lost. And that's exactly what happens, if you spend too much time prepping your team before hitting the relay.
(2) During the suicide mission, choosing whether to send an escort back with the crew. Sending an escort back is definitely a Paragon choice - it's about helping individual people, and has no benefit to the mission at hand. If you've gotten enough squadmates killed already, then choosing to send that escort may have a real impact on who lives/dies during the "holding the line" part of the mission. Which in turn may ultimately determine whether your Shep lives or dies.
Like I said, I don't remember if the game actually categorizes these choices as paragon or renegade by awarding you points (I don't think it does for (1), it might for (2)).
#57
Posté 04 février 2011 - 02:24
Dean_the_Young wrote...
Sending people back is actually one of the greatest things you can do to boost your Hold the Line score, by removing a weak-link that would otherwise be holding downn the average.
The same action can be P/R depending on motivation.
P - I have to keep XX safe
R- XX will only get in the way.
#58
Posté 04 février 2011 - 02:28
Brodyaha wrote...
Thompson family wrote...
Re: OP
Live long enough, you usually get what you deserve. You usually wind up where the path you take leads. Fact of life.
And I'm talking about decisions in a video game, not real life.
Good games, like art, reflect life.
#59
Guest_Brodyaha_*
Posté 04 février 2011 - 02:47
Guest_Brodyaha_*
Thompson family wrote...
Brodyaha wrote...
Thompson family wrote...
Re: OP
Live long enough, you usually get what you deserve. You usually wind up where the path you take leads. Fact of life.
And I'm talking about decisions in a video game, not real life.
Good games, like art, reflect life.
Mass Effect doesn't reflect real life, unless humans start getting attacked by space Cthulhu, we discover FTL travel, and we meet aliens. Although I can see Earth becoming a whole sprawling megatropolis, like it is in ME.
But if we're going with the notion that people get their just desserts by their decisions in life, I would argue no, not necessarily. That's because life isn't fair. We can hope and perhaps anticipate to a degree that the decisions we make are good, but life throws monkey wrenches out there.
So, if Shepard makes a decision that s/he hopes is good, but then it backfires, then wouldn't that be reflecting real life more than the notion that, "paragon decisions = good, renegade decisions = bad?"
Modifié par Brodyaha, 04 février 2011 - 02:48 .
#60
Posté 04 février 2011 - 02:54
#61
Posté 04 février 2011 - 03:09
oldag07 makes a good point, too.
#62
Posté 04 février 2011 - 03:37
#63
Posté 04 février 2011 - 04:03
Marta Rio wrote...
AdmiralCheez wrote...
Name a renegade decision that actually backfired, as in REALLY messed you up.
One could argue that we have seen Paragon and Renegade choices that have backfired, related the suicide mission. Now I don't remember if you actually are awarded points for the following decisions, but in my mind they certainly are renegade vs. paragon choices:
(1) Choosing to go through the Omega 4 relay right away after the crew is kidnapped, or waiting until your team is ready. I would see the latter choice as more of a renegade one, i.e. the mission comes first, even if that means some lives are lost. And that's exactly what happens, if you spend too much time prepping your team before hitting the relay.
(2) During the suicide mission, choosing whether to send an escort back with the crew. Sending an escort back is definitely a Paragon choice - it's about helping individual people, and has no benefit to the mission at hand. If you've gotten enough squadmates killed already, then choosing to send that escort may have a real impact on who lives/dies during the "holding the line" part of the mission. Which in turn may ultimately determine whether your Shep lives or dies.
Like I said, I don't remember if the game actually categorizes these choices as paragon or renegade by awarding you points (I don't think it does for (1), it might for (2)).
I disagree sending one of your fighters back with the crew increases the chance that they will get there, establishes a exit path for yourself or the hold team, increases man power available for fixing the ship and gives you a third option to call in that squad mate or the fire power of normandy itself.
Pretty much all planning says have a back up plan so whats my backup plan if the peeps holding the line fail? with a inactive ship and nobody to call there isnt one, with a active, armed warship available you would.
See this much more as the smart choice than a paragon/renegade one
#64
Posté 04 février 2011 - 04:21
#65
Posté 04 février 2011 - 10:44
#66
Posté 04 février 2011 - 10:53
#67
Posté 04 février 2011 - 11:01
Sorry for the rant, but you get my point. The collector base though, that choice will probably have the biggest ramnifications for ME3. I also think that people who were mostly renegades bar a couples of major choices will probably come out at the end the most well off, so to speak.
#68
Posté 04 février 2011 - 11:12
Yes because what kind of misguide fool destroys a base that produces a machine that is known for mind raping people into serving it.
What kind of misguided fool saves the government and attacks the Geth fleet at his her back.
Seriously all this renegades are smart paragons are dumb bs needs to go die in a fire.
#69
Posté 04 février 2011 - 11:17
Ryzaki wrote...
/facepalms
Yes because what kind of misguide fool destroys a base that produces a machine that is known for mind raping people into serving it.
What kind of misguided fool saves the government and attacks the Geth fleet at his her back.
Seriously all this renegades are smart paragons are dumb bs needs to go die in a fire.
Renegades are smart, paragons are dumb! Haha...TSSS..... AAAHHH!
Seriously though, a sense of honor often proves to be more of a limitation than a benefit. For instance, the world is ruled by shameless cutthroat narcissists, not honorable people.
Modifié par Volus Warlord, 04 février 2011 - 11:28 .
#70
Posté 04 février 2011 - 11:24
Zeke01231 wrote...
It will even out..Selling legion Overlord choice will probably give you "control" over the Geth vs them fighting with you willingly..Keeping the Base will give you a Tech advantage (obviously) and Im not really sure saving the Rachni queen (I did) is going to END well even if it means a boost in the fight against the reapers.
No. Lair of the Shadow Broker shows us that when Legion is reactivated, he kills all of the Cerberus scientists that are trying to study him. http://masseffect.wi...ance_Transcript
Modifié par oldag07, 04 février 2011 - 11:25 .
#71
Posté 04 février 2011 - 11:27
jbblue05 wrote...
The Rachni attacked on their own free will they are not innocent victims. Bioware wants you to think they are super nice paragons that were wronged
The quarians are idiots if they let a human's opinion determine whether they go to war or not..
And regardless of whether they were culpable or victims, they paid for it with nigh extinction. They are sentient and have no reason to believe they wouldn't just lose again.
Moreover, Council ships invaded Rachni space and refused to answer Rachni hails. The fact that they used completely different means of communications doesn't change the fact that an armed ship entered their space and didn't seem willing to talk.
And by the way, Bioware are the writers. They can have it turn out any way they want regardless of what you or I say. Their job is to enterain us with whatever they do, and both scenarios can be entertaining.
#72
Posté 04 février 2011 - 11:40
I would actually like a few things to backfire for the paragons, not because I believe paragon players need to be “punished” as such but because it would make for a better story IMO because I don’t like it when everything turns out swimmingly. Personal taste I guess, at the moment I resort to self nerfing (ignoring charm and intimidate options) in order to do that with a paragon.
They do need to have a few renegade choices that actually add rather than remove content tho to balance things about a bit.
Modifié par Manic Sheep, 04 février 2011 - 11:43 .
#73
Posté 04 février 2011 - 11:49
My guess is that paragons who keep the base will find themselves with a heavy conscience, but both choices will work out.
#74
Posté 05 février 2011 - 12:17
#75
Posté 05 février 2011 - 12:50
Brodyaha wrote...
What if the council doesn't take action on earth, and the Alliance has to defend earth alone without the support of the alien races?
The Alliance wouldn't be alone. Every military force on earth, be it legitimate or mercenary, would be bent on defeating the reapers.
Modifié par Wereparrot, 05 février 2011 - 12:52 .





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