redBadger14 wrote...
It would have been nice, but too many programming variables for it to actually be possible and/or practical; they need to take into account every squaddie you have, which ones are loyal (to determine if they die there or not), who ends up where, who can be romanced, who is being romanced, etc, etc.
And even if it were somehow possible, the programming would just become a total mess as a result.
It wouldn't. At that point, Shepard has one LI out of three options at the max. It's not more than checking three flags and (team member X is in the squad). I don't know how they do their programming, but I can assure you it shouldn't be more than one line of code, possibly two if you get dogmatic about formatting, plus the dialog itself which isn't part of the programming. As opposed to other scenes, you don't even need to insert additional lines into an existing dialogue, but just add a new one if certain conditions are met.
Belay that, it should be even easier and require no additional programming at all. They already should have mechanisms in place to insert a dialogue, enable a line or an option if certain conditions are met, because that happens all the time. And the conditions "Romanced X" and "X in the squad" already exist. All they needed to to was to set things up correctly in the scene configuration files. That's five minutes. The majority of resources spent would've gone into producing the actual dialogue scene - character animations, camera angles, VA and suchlike.
So, I don't know why they didn't add something like this, but it was probably a matter of resources and priorities. I'm sure someone had the idea, but something else was considered more important and they couldn't do everything.
Modifié par Ieldra2, 26 février 2012 - 07:50 .