It'd be more interesting if players occasionally had to deal with backlash from both sides of the spectrum--making enemies as a Renegade, making mistakes as a Paragon. Fine-tuning the persuasion system to allow more shades-of-gray character choices would be helpful as well. My idea for that:
- Return "Charm" or "Intimidate" skills for level-up. Low-level and mid-level charm/intimidate skills are acquirable regardless of Paragon/Renegade totals, simply providing the player more opportunities to bolster one or the other. High-level and max-level Paragon/Renegade skills require 25% and 50% Paragon/Renegade scores (including Passive class skill boosts), as well as more Squad Points than the lower levels, making it difficult (although not impossible) to max out both persuasion schools in a single playthrough.
- A pair of additional class-specific powers or bonuses can be implemented that develops as the Paragon/Renegade scores go up--a Paragon Soldier, for example, would receive a bonus to Shield Strength, while a Renegade Soldier would receive a bonus to weapon damage. You could either go full-on one or the other, maxing out both bonuses, or dither at some level of middle-ground and pick up a partial bonus on both sides.
These mechanics combined with the "Paragons make mistakes/Renegades make enemies" morality would remove most of the problems with the current system without actually killing the point of the points.
In theory, that is.
Modifié par Nathan Redgrave, 14 avril 2011 - 02:51 .





Retour en haut






