Count me in for non companion equipping, under the caveat that there's a large diversity of equipment that reflects a) their character build and

your interactions with them and narrative choices.
I'm perfectly happy with companion customisation, but in an ideal world, I'd rather have the companions do it themselves.
So I'd have the companion equipment linked to their talent trees (specifically, which ones you level up the most) so the equipment would at least be related to their skillset and party role and then modify those base armors with extra stats or variations depending on key interactions and decisions you have with them.
So, by the end, their equipment (hopefully) won't be useless from a gameplay perspective, but reflects how they've interacted with the player from a narrative perspective.
Basically, you'd have dozens of outfits to "choose from" per companion, but only see a select few based on what happens in the game.
In an ideal world.
But in reality, with an 18 month development time, I highly doubt it. Funnily enough, New Vegas implements a rudimentary version of this, with them upgrading equipment at the end of their personal quest based on the decisions you've made with them. It was a nice touch, to see Raul don a Gunslinger outfit or a Mechanic outfit (or none at all, if you're an indecisive wuss

) based on your conversations with him .
In any case, until that level of customisation - both visual and practical - has been reached, then I'm all for companion customisations, paper doll and everything.
Modifié par mrcrusty, 30 juin 2011 - 02:24 .