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Save/Destroy Collector Base: Your thoughts


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#676
Dean_the_Young

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Smeelia wrote...

Zulu_DFA wrote...

That'd be just a case of bad writing, and keeping the Base would remain the right choice regardelss. Because only the info available (to Shepard, in-game) at the moment of the choice matters. And at the moment of the C-Base decision, no info is available that would make blowing it up a remotely reasonable choice.


That's not really true, Shepard has seen evidence of the dangers of messing about with Reaper tech and the way that Reapers have a tendency not to just leave perfectly safe things behind,

How did the Reapers 'just leave' the Collector Base behind?

You claim it on the same grounds you claim the Collector Particle beam, EDI, and the Thannix: you killed them and took it against their will, robbing their graves (and corpses) for your own advantage.


as well as experience of Cerberus' reckless research techniques that rarely produce worthwhile results and certainly at a needlessly high cost (a dead scientist produces no more results, a living one can keep working on their next project).

You've seen evidence of, like, what: eight known operations? Overlord, Teltin, Lazarus, Derilect Reaper, Akuze, Super Soldier, and Rachni? That's not a large sample at all: that's like looking at Shepard's crew for a measurement of the galaxy.


And of those projects, Overlord only ultimately fails if Shepard chooses so, even rogue Teltin produced Jack and biotic advancement research, the Derilect Reaper team did find the darn thing and extracted the IFF for later pickup, the Super Soldier project only blew up if Shepard chose to blow it up, the Rachni failed for reasons that couldn't be confirmed beforehand, and nothing suggests Akuze was a failure from the Alliance's perspective. And all costs total, Lazarus still cheated death and stopped the Collectors and outweighed all other costs combined, none of which produced galactic disasters of any appreciable sort.


A dead scientists produces no more results, but the results he/she produced before dying can easily offset the difference. That's a evaluation decision, not an inherency: slow and safe is not always better, and especially not in a time-limited crisis.

There are plenty of practical reasons that blowing up the base could be a reasonable decision, it just depends on which aspects you prefer to focus on.

Risks of Cerberus failure and abuse somehow equaling risks of Reaper victory... still not balanced.

Modifié par Dean_the_Young, 08 mars 2011 - 05:24 .


#677
Zulu_DFA

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Honestly, I do think that keeping the Base is potentially going to turn out a bad choice, and it's a lot more likely than the Old Council demise turning out bad. BioWare can easily pass TIM another Idiot Ball and write it so keeping the Base does backfire, TIM get's indoctrinated, goes batsh*t crazy or something. That is a possibility.

But this is 100% meta-gaming, and therefore invalid reasoning for role-playing as Commander Shepard.

Modifié par Zulu_DFA, 08 mars 2011 - 05:45 .


#678
Ieldra

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Almostfaceman wrote...
Now you can talk all you want about the merits of discussing immersing yourself totally and not taking into consideration any of the gamer aspects of what you're doing - but that's not very realistic.  Most people playing will know in the back of their mind they can pretty much safely play either Paragon or Renegade and still overall succeed at the game.  It HAS to be designed that way or they'll ****** off everyone who played Renegade or ****** off everyone who played Paragon - and Bioware isn't in the business of pissing people off.

So you can't totally separate the two aspects imho.

Otherwise you get in these pointless debates that no one can ever prove they're right on - because the Mass Effect future doesn't really exist.  And that's all this thread has been is a dogmatic back and forth with no end ever.  And no one will win, no matter what happens in Mass Effect 3, because one side or the other will say "yeah but in REALITY... This would happen."  And then the pointless debate would start all over again.

So, I say that blowing up the base in the game universe helps more than hinders Shepard in fighting the Reapers.  When Mass Effect 3 comes out, that claim can be put to the test and debated citing actual game data.  What a concept.


I say you can - and should - separate the two aspects. It's called roleplaying. You project yourself into the situation. I don't say keeping the base should be designed to be the better decision. It won't be for all the reasons you mention. But I do say that from what you know of the situation at the end of ME2, arguments for destroying the base and intentionally relinquishing any possible help it can give seem to be a very long shot. And yes, I also say that decisions shouldn't be driven mostly by the fact you're horrified by what happened there but by strategic reasoning. 

So, if it looks that way from this side of ME3, they'll have to pull a pretty convincing setup out of their hat to make the decisions balanced. I hoipe they'll be able to do it. Most of all, they must not let the Paragons have their cake and eat it and getting off without bad consequences along with being successful in their gamble, and they must not leave the Renegades with the brunt of bad consequences along with having taken the hard choices. If a pragmatic decision isn't actually pragmatic, it becomes unbelievable.

#679
Almostfaceman

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Zulu_DFA wrote...

Honestly, I do think that keeping the Base is potentially going to turn out a bad choice, and it's a lot more likely than the Old Council demise turning out bad. BioWare can easily pass TIM another Idiot Ball and write it so keeping the Base does backfire, TIM get's indoctrinated, goes batsh*t crazy or something. That is a possibility.

But this is 100% meta-gaming, and therefore invalid resoning for role-playing as Commander Shepard.


So, you guys (whoever's mentioning this "meta-gaming") just choose a particular moment in a game and then hop out of it and pretend it's reality and at that moment you are Shepard and it's not a game at all?  Well then why start (or stop) with this particular moment where you're holding a switch to destroy this base or hand it to Cerberus?

Why can't I rewind to a moment, say when I get Tali on the ship?  I'll role-play my Shepard and have Tali disable all the monitoring devices and re-write EDI so I can take the ship and bring it to Anderson.

Orrrr, why not pick the moment where I find out the organization that brought me back is Cerberus.  If he's an Akuze survivor, (my current one is) he'd then take that opportunity to shoot every Cerberus agent he finds (like he did the scientist in ME1) and then he'd join back up with the council and continue to work as a Spectre and hunt down TiM.

See, it gets ridiculous - you can do whatever you want once you take yourself out of the game parameters and start adding your own fan-fic.  So in discussing a role playing computer game, you have to keep in mind your decisions are limited and influenced by writers who are trying to tell a story.  It's that simple.  I can't not "meta-game" this because if I really role-play this thing totally free-form I'd never be in that Cerberus situation in the first place.  Once that game forced me to work with Cerberus, my role-playing options were limited by game expectations and I had to role-play like that going forward.

#680
Fiery Phoenix

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Dean, refresh my memory, but what is the Super Soldier project you're referring to?

Modifié par Fiery Phoenix, 08 mars 2011 - 05:52 .


#681
Zulu_DFA

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Fiery Phoenix wrote...

Dean, refresh my memory, but what is the Super Soldier project you're referring to?

It's assumed to have been the focus of the cell Kahoku ran into, according to his claim.

#682
Dean_the_Young

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Fiery Phoenix wrote...

Dean, refresh my memory, but what is the Super Soldier project you're referring to?

The Super Soldier project was the project Kohaku uncovered with the Shadow Broker's help: it was Cerberus attempts to study the 'mindless drone' enemies of ME1 and create mass-producable super-soldier shock troops. There are three Cerberus bunkers Shepard can wipe out, containing Rachni and Thorian creepers (and I want to say husks as well).

This is a part of UNC: Cerberus. 

#683
Almostfaceman

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Ieldra2 wrote...

Almostfaceman wrote...
Now you can talk all you want about the merits of discussing immersing yourself totally and not taking into consideration any of the gamer aspects of what you're doing - but that's not very realistic.  Most people playing will know in the back of their mind they can pretty much safely play either Paragon or Renegade and still overall succeed at the game.  It HAS to be designed that way or they'll ****** off everyone who played Renegade or ****** off everyone who played Paragon - and Bioware isn't in the business of pissing people off.

So you can't totally separate the two aspects imho.

Otherwise you get in these pointless debates that no one can ever prove they're right on - because the Mass Effect future doesn't really exist.  And that's all this thread has been is a dogmatic back and forth with no end ever.  And no one will win, no matter what happens in Mass Effect 3, because one side or the other will say "yeah but in REALITY... This would happen."  And then the pointless debate would start all over again.

So, I say that blowing up the base in the game universe helps more than hinders Shepard in fighting the Reapers.  When Mass Effect 3 comes out, that claim can be put to the test and debated citing actual game data.  What a concept.


I say you can - and should - separate the two aspects. It's called roleplaying. You project yourself into the situation. I don't say keeping the base should be designed to be the better decision. It won't be for all the reasons you mention. But I do say that from what you know of the situation at the end of ME2, arguments for destroying the base and intentionally relinquishing any possible help it can give seem to be a very long shot. And yes, I also say that decisions shouldn't be driven mostly by the fact you're horrified by what happened there but by strategic reasoning. 

So, if it looks that way from this side of ME3, they'll have to pull a pretty convincing setup out of their hat to make the decisions balanced. I hoipe they'll be able to do it. Most of all, they must not let the Paragons have their cake and eat it and getting off without bad consequences along with being successful in their gamble, and they must not leave the Renegades with the brunt of bad consequences along with having taken the hard choices. If a pragmatic decision isn't actually pragmatic, it becomes unbelievable.



Well it isn't very pragmatic to hand over super advanced technology to someone you don't even know.  I'd hand it to Anderson, who I do know.  Or I don't hand it over to anyone at all.  It's totally believable and logical to assess other assets (like the Citadel) and weigh their use versus handing over something to a ruthless unknown.  I don't consider it a hard choice at all.  I blow the base and take the scientific findings my salarian friend found on the keepers (and that EDI procured from our brief Collector Base tour) and go to the Council and the press with it.   TiM said it himself - I'm a symbol - time to use that for something besides a store discount. And this is why I scanned the keepers in the first place, because I saw them as the major plot point they had the potential to be.

I don't see why anyone would trust TiM.  Just because he brings you back to life doesn't mean he's a nice guy, and everything you've learned about him or his organization in the past indicates he's ruthless.  So there's a reason he's brought me back and as the game goes along it becomes more and more apparent it's so he can get his hands on the Collector base.

#684
Smeelia

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Zulu_DFA wrote...

The myth about Cerberus' ineptitude is defeated by the sheer fact that they've had you reach the point of making the C-Base choice.


Cerberus doesn't have to be entirely inept or entirely brilliant.  They've had great success in espionage/sabotage and they manage to build things reasonably well but their research techniques are pretty terrible from what we're shown.  Getting to the base relied mostly on Shepard and his (mostly non-Cerberus, certainly not standard Cerberus) team along with Cerberus provided intel (an area that they're much better at).  You could argue that they had some success with the Lazarus project (although it almost failed at the end and still lost all but two members of the team) but that's an exception and it was mostly developing new tech or expanding on existing tech while many of their failures were when they tried to analyse alien technology (which is what they'd be doing with the Collector Base).

Dean_the_Young wrote...

How did the Reapers 'just leave' the Collector Base behind?

You claim it on the same grounds you claim the Collector Particle beam, EDI, and the Thannix: you killed them and took it against their will, robbing their graves (and corpses) for your own advantage.


You're able to blow it up without bringing any explosives, what's stopping them from destroying it (while still holding the control centre no less)?  That could be a plot hole, an oddity/oversight in design or it could be deliberate if the Reapers have other ideas or simply feel that leaving the base to you is safe enough (in fairness, they are a little arrogant at times).

The Derelict Reaper wasn't "just" left behind either and it didn't exactly prove to be entirely safe.

Dean_the_Young wrote...

You've seen evidence of, like, what: eight known operations? Overlord, Teltin, Lazarus, Derilect Reaper, Akuze, Super Soldier, and Rachni? That's not a large sample at all: that's like looking at Shepard's crew for a measurement of the galaxy.


And of those projects, Overlord only ultimately fails if Shepard chooses so, even rogue Teltin produced Jack and biotic advancement research, the Derilect Reaper team did find the darn thing and extracted the IFF for later pickup, the Super Soldier project only blew up if Shepard chose to blow it up, the Rachni failed for reasons that couldn't be confirmed beforehand, and nothing suggests Akuze was a failure from the Alliance's perspective. And all costs total, Lazarus still cheated death and stopped the Collectors and outweighed all other costs combined, none of which produced galactic disasters of any appreciable sort.


It's a little unreasonable to expect Shepard to just assume that everything else they did worked out perfectly and that they did infact have a lot of success producing excellent results.  Cerberus hasn't produced anything else to help us take on the Reapers, there's really no evidence that the failures Shepard has seen aren't indicative of their usual efforts (and we know that Cerberus doesn't take on too many projects at once so it's reasonable to think that 8 projects would make a good sample).

Shepard stopping the Collectors wasn't exactly a research project, bringing Shepard back was the only research part of the Lazarus Project and it ended with Shepard having to personally fight their way out of a dangerous situation.

The IFF was pure luck (they didn't know about it before they'd been been turned to Husks), as was Jack's re-emergence and contribution to the team.  The Teltin project killed numerous Biotics that could have been useful in fighting later and the research upgrade was only found when Shepard visited the site (probably there more for gameplay purposes but if you assume it's genuinely there in story terms then it shows Cerberus missed worthwhile results of a project for years after it's conclusion).  A project failing shouldn't automatically result in the death of most/all of the staff working on it but this seems to be the case in most Cerberus projects, they just don't seem to take enough safety precautions (even if you set aside their dangerous and unethical practices in the first place).

Fair enough if you think the Collector Base project would go similarly to other projects but, as you say, nothing there has produced galaxy saving results so why should the Collector Base be any different?  If they use their usual reckless research techniques they'll likely get as far as scratching the surface of what could be found in the Collector Base before Shepard has to come along and blow things up.  If the Collector Base is capable of producing more beneficial results with successful research then what is to say it's not also capable of producing more disastrous results if things go wrong?

Dean_the_Young wrote...

A dead scientists produces no more results, but the results he/she produced before dying can easily offset the difference. That's a evaluation decision, not an inherency: slow and safe is not always better, and especially not in a time-limited crisis.


The best results we've had from studying Reaper technology have come from "slow" and careful research (EDI, the Thanix Cannon), reckless techniques have given minimal results and usually end up with losing the potential technology or major setbacks in research anyway.  The reckless techniques used by Cerberus are by no means guaranteed to give better results, nor are they guaranteed to give faster results.

Dean_the_Young wrote...

Risks of Cerberus failure and abuse somehow equaling risks of Reaper victory... still not balanced.


If the Reapers manage to take control of the Collector Base or otherwise use it to derail our plans then it could also contribute to their victory.  We know the Reapers can be destroyed in conventional warfare, we have other sources of technology that don't rely on a group that has proven to be dangerous and reckless and we have options other than the Collector Base (which isn't guaranteed to give anything beneficial either way).  You're looking at the choice as "win" or "lose" and frankly, both options could give either outcome based on what we know (or more likely will only be part of the equation).

#685
Fiery Phoenix

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Dean_the_Young wrote...

Fiery Phoenix wrote...

Dean, refresh my memory, but what is the Super Soldier project you're referring to?

The Super Soldier project was the project Kohaku uncovered with the Shadow Broker's help: it was Cerberus attempts to study the 'mindless drone' enemies of ME1 and create mass-producable super-soldier shock troops. There are three Cerberus bunkers Shepard can wipe out, containing Rachni and Thorian creepers (and I want to say husks as well).

This is a part of UNC: Cerberus.

Right. That one.

#686
Moiaussi

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Zulu_DFA wrote...

The myth about Cerberus' ineptitude is defeated by the sheer fact that they've had you reach the point of making the C-Base choice.


Arguably as much in spite of them as because of them though. There is nothing that they needed Shepard for other than (maybe) capturing the base. They wouldn't have needed him at all to destroy it or the collector cruiser, and meanwhile the amount of information they have withheld has put everyone at greater risk.

It is a judgement call of course, but I think there is enough information in ME2 to mistrust TIM, even setting ME1 aside.

#687
Zulu_DFA

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Almostfaceman wrote...

Zulu_DFA wrote...

Honestly, I do think that keeping the Base is potentially going to turn out a bad choice, and it's a lot more likely than the Old Council demise turning out bad. BioWare can easily pass TIM another Idiot Ball and write it so keeping the Base does backfire, TIM get's indoctrinated, goes batsh*t crazy or something. That is a possibility.

But this is 100% meta-gaming, and therefore invalid resoning for role-playing as Commander Shepard.


So, you guys (whoever's mentioning this "meta-gaming") just choose a particular moment in a game and then hop out of it and pretend it's reality and at that moment you are Shepard and it's not a game at all?  Well then why start (or stop) with this particular moment where you're holding a switch to destroy this base or hand it to Cerberus?

Not just this particular moment. That's kinda the point of the whole game - put Commander Shepard's shoes on.


Almostfaceman wrote...

Why can't I rewind to a moment, say when I get Tali on the ship?  I'll role-play my Shepard and have Tali disable all the monitoring devices and re-write EDI so I can take the ship and bring it to Anderson.

This option is so moronic that BioWare felt that even a most stupid Commnader Shepard wouldn't deliberately cut himself from the most reliable source of information. It's Cerberus that leads you by the nose in you quest to stop the Collectors, while Anderson has no clue whatsoever to what's happening in the Galaxy.

There is no saving the Galaxy without Cerberus this time. Sorry, Shepard.


Almostfaceman wrote...

Orrrr, why not pick the moment where I find out the organization that brought me back is Cerberus.  If he's an Akuze survivor, (my current one is) he'd then take that opportunity to shoot every Cerberus agent he finds (like he did the scientist in ME1) and then he'd join back up with the council and continue to work as a Spectre and hunt down TiM.

Again, no saving the Galaxy here.

You can make a spin-off game "Mass Effect: Shepard's Vendetta", where the Reapers win in the end.


Almostfaceman wrote...

See, it gets ridiculous - you can do whatever you want once you take yourself out of the game parameters and start adding your own fan-fic.

How is the choice to keep the C-Base a fan-fic?


Almostfaceman wrote...

So in discussing a role playing computer game, you have to keep in mind your decisions are limited and influenced by writers who are trying to tell a story.  It's that simple.  I can't not "meta-game" this because if I really role-play this thing totally free-form I'd never be in that Cerberus situation in the first place.

But you are, so you have to deal with it, and role-play through the choices you are presented with. If you use information that's not available to your character in-game, when making the decision, it's not role-playing. it's meta-gaming.


Almostfaceman wrote...

Once that game forced me to work with Cerberus, my role-playing options were limited by game expectations and I had to role-play like that going forward.

Look, if you are completely detached from your character, and don't want to experience the ME3 content associated with clicking on the "Keep the Base" option, that's fine. But that's not what is being discussed here.

What is being discussed here is how the in-universe character called Commander Shepard (who has canonically agreed to work for Cerberus, and followed TIM's instructions so far in all players' games) can choose to blow up the Base.

Modifié par Zulu_DFA, 08 mars 2011 - 06:10 .


#688
Badpanzer

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This is my first post here... this is an interesting and devisive question and its drawn me out of my lurking. :)

I always blow the base with no regrets...basically I feel that reaper tech is just to dangerous and to advanced to research with any degree of safety..particularly in large amounts.
The fact that many died there and  that saving the base means giving it to cerberus actually dont influence my choice at all.
In the end Im just far to wary of reaper tech especially as I know its a trap set by the reapers.

Basically Im with Legion..we need to make our future ourselves without contamination from the reapers.

#689
Almostfaceman

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"But you are, so you have to deal with it, and role-play through the choices you are presented with. If you use information that's not available to your character in-game, when making the decision, it's not role-playing. it's meta-gaming."

It's not role playing if you're forced to do things you wouldn't do in the role. You're imagining a distinction that does not exist.

#690
Zulu_DFA

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Smeelia wrote...

Zulu_DFA wrote...

The myth about Cerberus' ineptitude is defeated by the sheer fact that they've had you reach the point of making the C-Base choice.

Cerberus doesn't have to be entirely inept or entirely brilliant.

And if they are not entirely inept, you have to give them the Base, because even if they are not entirely brilliant, there is a chance that they may find something that might tilt the scales in our (all sapient lifeforms) favor, come the Reaper invasion. And that chance is bigger than nothing, which is what you get from the blown up Base.

Modifié par Zulu_DFA, 08 mars 2011 - 06:16 .


#691
Almostfaceman

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"Look, if you are completely detached from your character, and don't want to experience the ME3 content associated with clicking on the "Keep the Base" option, that's fine. But that's not what is being discussed here."

This discussion has gone into all kinds of non-canonical territory where you have justified your decision to keep the base, hence my reference to fan-fiction.

#692
Almostfaceman

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"Again, no saving the Galaxy here.

You can make a spin-off game "Mass Effect: Shepard's Vendetta", where the Reapers win in the end."

You obviously don't remember your Mass Effect experiences, where Shepard goes off on all kinds of "vandetta's" while simultaneously saving the galaxy (Nasana's sister and Hostile Takeover spring to mind). I didn't think I had to spell that out for you.

#693
Ieldra

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Almostfaceman wrote...
See, it gets ridiculous - you can do whatever you want once you take yourself out of the game parameters and start adding your own fan-fic.  So in discussing a role playing computer game, you have to keep in mind your decisions are limited and influenced by writers who are trying to tell a story.  It's that simple.  I can't not "meta-game" this because if I really role-play this thing totally free-form I'd never be in that Cerberus situation in the first place.  Once that game forced me to work with Cerberus, my role-playing options were limited by game expectations and I had to role-play like that going forward.


That is a problem, yes. If I roleplay in a game with limited decision-making, I must be able to come up with reasonable rationalizations for Shepard taking decisions the game forces me to, or to restrict my decisions to those the game gives me. In a free-form game, I'd keep the Reaper IFF and give access only to people I trust more than TIM. But the game's flaw is not limiting the decisions as such, it is that it gives no convincing reasons why we can't have the third alternative, or a fourth etc.. The same with working for Cerberus. The setup is OK from where I'm standing - if no one else is willing to work with you, working with Cerberus is preferable to doing nothing against the Collectors. TIM even admits that he let it slip that you're working with them, so the Council reacting with suspicion doesn't come as a surprise. The thing is: we should have found out about that before agreeing to work with Cerberus. Then it would have been OK - a reasonable rationalization for a decision the game forces us to make.

So, as long as I can find those reasonable rationalizations for myself, I can roleplay, even if the game doesn't give them to me. And thus, I find myself in the position of not having to metagame.  Leading to this debate we're having, which has been pretty interesting at times, if not necessarily now where we debate the merit of having it in the first place.

#694
Zulu_DFA

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Almostfaceman wrote...

"But you are, so you have to deal with it, and role-play through the choices you are presented with. If you use information that's not available to your character in-game, when making the decision, it's not role-playing. it's meta-gaming."It's not role playing if you're forced to do things you wouldn't do in the role. You're imagining a distinction that does not exist.

It is role-playing to role-play through the role-playing options you're provided by the devs. It is clearly distinct from "it's just a game" approach to the existing role-playing options you seem to be advocating.

For example, in a discussion "Whom whould Jim Raynor side with, Tosh or Nova?" I'd never advocate that Jimmy would side with Nova, even though I always side with her. But SC2 doesn't pretend to be an RPG.


Almostfaceman wrote...

You obviously don't remember your Mass Effect experiences, where Shepard goes off on all kinds of "vandetta's" while simultaneously saving the galaxy (Nasana's sister and Hostile Takeover spring to mind). I didn't think I had to spell that out for you.

I remember my ME1 experiences quite well. My Alliance-supremacist Shepard had to work for the alien Council, that treated him like trash, and the Salarian special forces. He was not very pleased, but never got any ideas about shooting them or doing anything as stupid. In the end he even came to sort of respecting the STG.

Modifié par Zulu_DFA, 08 mars 2011 - 06:39 .


#695
Almostfaceman

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"It's Cerberus that leads you by the nose in you quest to stop the Collectors, while Anderson has no clue whatsoever to what's happening in the Galaxy."

This is a prime example of YOUR fan-fic. You have no clue as to what Anderson does or does not know

#696
Almostfaceman

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"It is role-playing to role-play through the role-playing options you're provided by the devs. It is clearly distinct from "it's just a game" approach to the existing role-playing options you seem to be advocating."

I'm not advocating anything, I'm saying the game itself with its limitations takes you out of true role-playing and makes you consider "game" options. You play a game to succeed at it. To succeed at a game you learn its rules. It's not the end of the world that these limitations exist, but I'm saying you cannot realistically achieve this "role play" vs. "meta-game" distinction you propose.

#697
Zulu_DFA

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Almostfaceman wrote...

You have no clue as to what Anderson does or does not know

That's true, but even if he does, he doesn't let it on. So there is no option to run to him, even when you're in the same room. In fact, he admits he doesn't trust you much, so you're stuck with the guys who are willing to employ you.

#698
Almostfaceman

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"I remenber my ME1 experiences quite well. My Alliance-supremacist Shepard had to work for the alien Council, that treated him like trash, and the Salarian special forces. He was not very pleased, but never got any ideas about shooting them or doing anything as stupid. In the end he even came to sort of respecting the STG."

Well then you must admit your "Vendetta" remark you made earlier was uncalled for as I have now successfully pointed out that Shepard can (as previouslyshown) do two things at once - go after TiM and save the galaxy.

#699
Zulu_DFA

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Almostfaceman wrote...


Well then you must admit your "Vendetta" remark you made earlier was uncalled for as I have now successfully pointed out that Shepard can (as previouslyshown) do two things at once - go after TiM and save the galaxy.

What?

Where did I say that I was thinking I could have shot Kirrahe in the face and still saved the Galaxy?

I never even shut off the comm to the Council on my canon playthrough.

Also, to make a proper quotation, you just have to type [quоte] before the body of the text you're willing to quote, and [/quоte] in the end.

Modifié par Zulu_DFA, 08 mars 2011 - 06:41 .


#700
ubermensch007

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Doctor Solus wrote: "Keeping/destroying the Collector Base, is sort of the equivalent to saving/killing the Council, it won't matter!"

Again, i state..."The decisions you make in Mass Effect 2 will have dire reapercussions in Mass Effect 3."

I'm not a writer for ME3, but i wouldn't be at all surprised if BioWare did this... For example: While watching the ME3 Teaser Trailer, i couldn't help but think to myself, "I don't think Shepard Commander, is going to find anyone to come to the people of planet Earth's aid, after Earthian forces refused to come to the aid of the Destiny Ascension, during the Battle of the Citadel..." Many alien races will undoubtedly have a,"It serves them right!" 'attitude' towards humanities misfortune. One should not overlook how bad inter-species relations have gotten, in the Renegade Ending of ME1. Listening to the C-Sec Officer ( i forget his name) and Avina, get me up to speed with how the galaxy has been faring, in the last two years. Was at once, horrifying to me and quite sobering.During my 1st playthrough of ME2, I sought to do all within my power to better relations, and keep ****** sapiens from getting to powerful... You could almost say that i had "Human Guilt" Lol... But in spite of this, for some reason i still decided to keep the Collector Base...

The reason why i did this, didn't have all that much to do with the Reaper War. I was more on the same page with The Illusive Man's reasoning.Except in my case i had a different concern... and it was this, I felt like,"If there is so much hatred, resentment and hostility being directed towards humans.Than we have to be able to defend ourselves if need be and this Reaper/Collector Tech, will give us a fighting chance! If a 'Race War' is inevitable..." As the saying goes, "If worse comes to worse.Me and my people come first!"

I have no desire for humanity to become a 'master race' in the Mass Effect Universe, but i won't have us be victims of 'hate crimes' either...