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Choices Matter- 4 New Endings & A "Suicide Mission"-esque Mechanic for the Final Mission


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#1
FlyinElk212

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CHOICES MATTER

The purpose of this thread is to present to Bioware a gameplay mechanic for the Final Mission that follows the Suicide Mission mechanic from ME2. This thread will also present 4 new endings that will be easy to create, because it keeps the current endings in place...to a certain degree.

The problem with most "final mission changes" & "alternate ending" ideas is that it throws out everything that Bioware currently has in ME3. It's difficult to implement suggestions that completely change Bioware's ending because there's nothing from the old ending material that they can use to support the proposed ideas. Bioware would essentially have to create new material, AS WELL AS go back into the old material and change everything. It's double the work.

Therefore, this proposal will create 4 alternate endings ("Total Annihilation", "Refusal & Loss", "Refusal & Victory", and "Refusal & Total Victory"), as well as develop a new mechanic in the Final Mission to Retake Earth in an attempt to make our choices matter.

WARNING: Wall of Text Incoming!

UPDATE: See the "Refusal Ending Youtube Video" in this thread!

INTRODUCTION

We just spent 30+ hours developing an army the likes of which this galaxy has never seen. We, as Commander Shepard, have united the galaxy under 1 unified banner. It was mostly his/her/our doing; without his/her/our help, this army would never see the light of day.

And when the head honchos finally strategize on the Battle of Earth, Shepard has NO imput on battle strategy whatsoever???

C'mon, Bioware. Here was the prime opportunity to show just how important your choices were throughout the series, as well as implement & improve the highly regarded "Suicide Mission mechanics" into ME3...just on a galactic level.

To summarize, the Choices Matter ending proposal creates 1 new Briefing Scene before Hackett's Epic Speech while boarding the Normandy, 1 new "Nominate your Assets" section that implements Suicide Mission-esque mechanics, 7 choices for the final mission that will lead to a "success scene" or "failure scene" of your chosen asset per each choice, and 4 new endings to go with our current 3 based on how many correct choices & Total War Assets you have.

Imagine you, as Shepard, in a huge debriefing room on an Alliance Frigate with Hackett, Anderson (hologram), Victus, Wrex/Wreav, The Dalatrass, Aria (assuming Retake Omega gets her off the Citadel), Liara, Admiral Raan, and EVERY other major character you've encountered in the series (Kirrahe, Miranda, Jacob, Kaylee Sanders, etc.). Through a discussion led by Hackett, you plan your attack to retake the Citadel & ward the Reapers off Earth.

ALLIANCE FRIGATE DEBRIEFING ROOM, INT.

HACKETT
The Reapers are in full force both down on ground level and orbiting Earth. Penetrating both layers will be critical in retaking the Citadel.

ANDERSON
The key to our plan is to secure safe transport for several warships down to ground level on London.

SHEPARD
London? Why aren't we hitting the Citadel directly?

A hologram of the Citadel over Earth appears. The station begins to close.

ANDERSON
As you can see, the station's closed itself ever since it appeared over Earth.

LIARA
Damnit. We have to get those arms open to dock the Crucible. The Citadel's useless to us as it is now.

SHEPARD
So, how do we get warships groundside?

A new hologram pops up showing Earth, the Crucible, and the Galactic Fleet, splitting into 3 groups.

HACKETT
We split our forces into 3 groups- some will be dedicated to attacking the Reapers surrounding Earth; that's the Sword Fleet. They'll keep the enemies engaged, which'll give this team...

HACKETT points to the fleets entering Earth's atmosphere.

HACKETT
(cont.)
...enough time to get into London. That's the Hammer Fleet. They'll be responsible for groundside actions. Meanwhile, the Shield Fleet...

HACKETT points to the fleets heading towards the Crucible.

HACKETT
(cont.)
...will be in charge of guarding the Crucible at all costs.

VICTUS
I doubt the Reapers will provide a friendly landing party.

ANDERSON
You're right-- the Reapers have set up Hades cannons surrounding London. Hammer transports can't land in full force while they're active.

The hologram changes to a map of London. 4 areas of Hades cannons are shown guarding the North, South, East, and West perimeter.

WREX/WREAV
Your men can't take down those cannons while you're down there?

ANDERSON
We don't have enough troops to spare! We're barely alive just keeping the Reapers at bay!

SHEPARD
What if we lead a squad of smaller shuttles down to Earth first? We could infiltrate with a ground team at each cannon cluster and shut them down before the brunt of the Hammer Fleet arrives.

HACKETT
That could work. If your teams can take those cannons offline we can land ground forces near Anderson's troops safely and set up a Forward Operations Base from there.

ARIA
Maybe I'm missing something, but how exactly are we supposed to get into the Citadel from London?

ANDERSON
A transport beam.

A new hologram pops up, similar to the one used in-game.

ANDERSON
The Reapers use this beam to transport humans, dead and alive, to the Citadel. From the FOB, Hammer Fleet could launch an all-out assault on the Citadel beam...but...

SHEPARD
Another obstacle?

ANDERSON
The Citadel beam seems to use an IFF code similar to the one the Omega 4 Relay has. The signal of the beam's code is coming from here...

Another hologram, once again of a map of London. A map marker is placed somewhere inbetween the FOB & Citadel Beam.

ANDERSON
We've accumulated a lot of Reaper tech during our fight down here on Earth, but we can't seem to decipher anything useful from them. Another unit from Hammer Fleet needs to get to where the IFF signal is coming from and see if they can disable or repurpose it.

HACKETT
Shepard, I want you to lead both the Cannon Teams and Signal Teams. They're critical to this fight, and without them no one gets into the Citadel.

SHEPARD
I won't let you down, sir.

ANDERSON
Once the signal's been dealt with, all remaining ground forces can charge to the beam. Anyone who makes it that far can then locate and activate the Citadel arm controls.

LIARA
And once the arms open, we can send Shield Fleet to escort the Crucible into the Citadel.

HACKETT
But timing will be critical. We don't have enough firepower to keep the Crucible safe for long.

SHEPARD
And I thought uniting every species in the galaxy was a challenge.

DALATRASS
It's desperate. I don't even want to guess at our odds.

HACKETT
But...this is the only plan we have. If we wait, the Reapers bleed us slowly. Conventionally...we can't beat the Reapers without the Crucible.

SHEPARD
So it's settled then. We split the armada into 3 fleets: Sword Fleet, Shield Fleet, and Hammer Fleet. From there we split the Hammer Fleet into 4 Cannon Teams and 1 Signal Team.

HACKETT
We'll need some time to determine which of our forces go where, Shepard. But you put this fleet together. You know each race's strengths and weaknesses better than anyone. Your imput will be valuable to our final decision.

==================
======

The screen then fades to black. When it comes back up again, you are in control of Shepard, and 3 sets of Holograms appears in front of you, each of which are interactive: the leftmost hologram set is for Sword Fleet, the middle is for Hammer Fleet, and the rightmost is for Shield Fleet. When you interact with each hologram fleet, you can "nominate" certain races/characters to fill certain roles within the respective fleet. Each race/character is given an informative blurb similar to the blurbs given in ME2 when choosing roles in the Suicide Mission.

"Nominating" the races and characters will effectively have the game "choose" them to fulfill the role assigned. Correct choices will lead to a "Higher Success Score", which gives you more choices within the Starchild's final choice, as well as the ability for Shepard to survive the ending, and the ability to have Shepard refuse the Starchild's final choice altogether. The roles you can assign, and the power rankings & effectiveness of each choice in role, are as follows:

SWORD FLEET:

1. Nominate 3 Fleets to Fight Spaceborn Reapers:
Behind-the-scenes numbers: The 3 fleets you choose MUST have an average of at least 2 points in order to be considered "successful". Strength of the fleets are determined via [War Asset Total Received Per Fleet] / [Total War Asset Available Per Fleet]:

1. Geth Armada (3 points; will be replaced w/ "Synthetic Ships" if sided w/ Quarians- 0 points)
2. Quarian Flotilla (2-3 points; will be replaced w/ "Quarian Ships" if sided w/ Geth- 0 points)
3. Turian Fleet (2-3 points)
4. Alliance Fleet (1-2 points; 2-3 if you sacrificed the Council)
5. Asari Frigate (1-2 points)
6. Krogan Army (1-2 points)
7. Ex-Cerberus Battleships (0-1 points)
8. Salarian Fleet (0-1 points; 1-2 points if sabotaged the Genophage Cure)
9. Other Alien Fleet (0-2 points)

SHIELD FLEET:

2. Nominate 3 Fleets to Protect Crucible:
Behind-the-scenes numbers: The 3 fleets you choose MUST have an average of at least 2 points in order to be considered "successful". Strength of the fleets are determined via [War Asset Total Received Per Fleet] / [Total War Asset Available Per Fleet]:

1. Quarian Flotilla (3 points; will be replaced w/ "Quarian Ships" if sided w/ Geth- 0 points)
2. Geth Armada (2-3 points; will be replaced w/ "Synthetic Ships" if sided w/ Quarians- 0 points)
3. Alliance Fleet (2-3 points)
4. Turian Fleet (1-2 points)
5. Asari Frigate (1-2 points; 2-3 if you saved the council/Destiny Ascension)
6. Ex-Cerberus Battleships (1-2 points)
7. Salarian Fleet (0-1 points; 1-2 points if sabotaged the Genophage Cure)
8. Krogan Army (0-1 points)
9. Other Alien Fleet (0-2 points)

HAMMER FLEET:

3. Nominate 3 Fleets to Fight Groundside:
Behind-the-scenes numbers: The 3 fleets you choose MUST have an average of at least 2 points in order to be considered "successful". Strength of the fleets are determined via [War Asset Total Received Per Fleet] / [Total War Asset Available Per Fleet]:

1. Krogan Army (3 points; 2 points if sabotaged the Genophage Cure)
2. Turian Fleet (1-3 points)
3. Alliance Fleet (1-3 points)
4. Geth Armada (1-3 points; will be replaced w/ "Synthetic Ships" if sided w/ Quarians- 0 points)
5. Asari Frigate (1-3 points)
6. Ex-Cerberus Battleships (1-2 points)
7. Quarian Flotilla (1-2 points; will be replaced w/ "Quarian Ships" if sided w/ Geth- 0 points)
8. Salarian Fleet (0-1 points; 1-2 points if sabotaged the Genophage Cure)
9. Other Alien Fleet (0-2 points)

***EACH FLEET CAN ONLY BE ASSIGNED 1 FLEET EACH; THEREFORE, YOU CANNOT SELECT THE TURIAN FLEET TO BE A PART OF BOTH THE SWORD FLEET & HAMMER FLEET. YOU MUST DELEGATE YOUR 9 FLEETS ACCORDINGLY.

The next 2 sections use assets other than your 9 major fleets. Like the "major fleets" section, each choice can only take 1 role. Therefore, Jack cannot lead Cannon Team South & Signal Team. This section will be ranked from least effective to most effective***

4. Nominate 3 Teams & 3 Team Leaders for the Cannon Teams:
Behind-the-scenes numbers: Shepard will operate 1 cannon group and take on the northern-most cannon cluster. For each other cannon cluster (east, west, south) you must nominate a Team, as well as a Team Leader. The Team and Team Leader you choose MUST have an average of at least 2 points in order to be considered "successful". Strength is determined via story choices and War Asset Total Received/War Asset Total Available.

TEAMS:

Grissom Academy (0 points; 1 point if told to go on front lines; Will always be successful if paired w/ Jack)
Quarian Footsoldiers (0 points; 1 point if Kal'Reegar was saved)
Salarian STG (0-1 points)
Ex-Cerberus Operatives (0-1 points; 2 points if Collector Base was saved)
Mercenaries / Aria's Army* (0-1 points / 1-2 points)
Alliance Servicemen (0-2 points)
Turian Footsoldiers (0-2 points)
Synthetic Soldiers / Geth** (0 points / 0-2 points)
Shadow Broker Teams (1 point)
Rachni (1 point; 3 points if saved twice)
Asari Commandos / Justicars*** (1 point/ 2 points)
Krogan Soldiers / Aralakh Company**** (1-2 points)

*Aria's Army is an upgrade from Mercenaries & will not be an option if Aria's sidequest was never completed.
**Geth is an upgrade from Synthetic Soldiers & will not be an option if sided w/ Quarians.
***Justicars is an upgrade from Asari Commandos & will not be an option if Samara was not saved.
****Aralakh Company is an upgrade from Krogan Soldiers & will not be an option if the company was never saved.

TEAM LEADERS:

Feron (0 points; 3 points if paired w/ Shadow Broker Teams)
Tali (0 points; 3 points if paired w/ Quarian Footsoldiers or Geth)
Kahlee Sanders (0 points; 3 points if paired w/ Grissom Academy or Geth)
EDI (0 points; 1 point if relationship w/ Joker successful; 3 points if paired w/ Geth or Ex-Cerberus Operatives)
Liara (1 point; 3 points if paired w/ Shadow Broker Teams or Justicars)
Javik (1 point; 3 points if paired w/Rachni or Asari Commandos)
James (1 point; 3 points if paired w/ Alliance Servicemen)
Mordin (1 point; will always be successful when paired w/ Salarian STG)
Grunt (1 point; 3 points if paired w/ Aralakh Company or Rachni)
Aria (1 point; 3 points if paired w/ Aria's Army or Asari Commandos)
Jacob (1 point; 3 points if paired w/ Ex-Cerberus Operatives or Alliance Servicemen)
Jack (1 point; will always be successful when paired w/ Grissom Academy)
Zaeed (1 point; 2 points if Paragon option chosen in ME2 loyalty mission; 3 points if paired w/ Mercenaries)
Miranda (2 points; 3 points if paired w/ Ex-Cerberus Operatives)
Samara (2 point; 3 points if paired w/ Justicars)
Garrus (2 points; 3 points if paired w/ Turian Footsoldiers; 0 if paired w/ Mercenaries unless Sidonis was spared)
Ashley/Kaidan (2 points; 3 points if paired w/ Alliance Servicemen)
Kirrahe (3 points; will always be successful when paired w/ Salarian STG)

*If any leader has died at any point in the series before the Battle for Earth Debriefing, they will not become options. Kahlee Sanders, EDI, Liara, James, & Aria will always be options.

5. Nominate 1 Team and 1 Team Leader for the Signal Team:
Behind-the-scenes numbers: Shepard will operate a distraction team to provide the Signal Team ample time to decipher the IFF signal, as well as either shut it off or repurpose it. The Team and Team Leader you choose MUST have an average of at least 2 points in order to be considered "successful". Strength is determined via story choices and War Asset Total Received/War Asset Total Available.

TEAMS:

Krogan Soldiers / Aralakh Company (0 points; 1 point if paired w/ Mordin)
Rachni (0 points; 1 point if Rachni were saved twice)
Grissom Academy (0 points; 1 point if told to support; Will always be successful w/ Jack)
Mercenaries / Aria's Army (0 points; 1 point if paired w/ Zaeed / 1 point)
Alliance Servicemen (0-1 points)
Turian Footsoldiers (0-1 points)
Shadow Broker Teams (1 point; 2 points if ME2 Shadow Broker DLC completed)
Asari Commandos / Justicars (1 point / 2 points)
Ex-Cerberus Operatives (1-2 points; 3 points if Miranda was saved)
Synthetic Soldiers / Geth (0 points / 1-2 points; 3 points if Quarians were wiped out)
Quarian Footsoldiers (1-2 points; 3 if Geth were wiped out)
Salarian STG (2 points; 3 if Mordin was saved & Genophage was sabotaged)

TEAM LEADERS:

Aria (0 points; 3 points if paired w/ Aria's Army)
Jacob (0 points; 3 points if paired w/ Ex-Cerberus Operatives)
Jack (0 points; 3 points if paired w/ Grissom Academy)
Zaeed (0 points; 1 point if Renegade option chosen in ME2 loyalty mission; 3 points if paired w/ Mercenaries)
Grunt (1 point; 3 points if paired w/ Aralakh Company or Rachni)
Samara (1 point; 3 points if paired w/ Justicars)
Garrus (1 points; 3 points if paired w/ Turian Footsoldiers; 0 if paired w/ Mercenaries unless Sidonis was spared)
Ashley/Kaidan (1 points; 3 points if paired w/ Alliance Servicemen)
Kirrahe (1 points; will always be successful when paired w/ Salarian STG)
Javik (1 point; 3 points if paired w/Rachni or Asari Commandos)
James (1 point; 3 points if paired w/ Alliance Servicemen)
Feron (2 points; 3 points if paired w/ Shadow Broker Teams)
Tali (2 points; 3 points if paired w/ Quarian Footsoldiers)
Miranda (2 points; 3 points if paired w/ Ex-Cerberus Operatives)
Liara (2 point; 3 points if paired w/ Shadow Broker Teams or Justicars)
Kahlee Sanders (2 points; 3 points if paired w/ Grissom Academy or Geth)
EDI (3 points)
Mordin (3 points)

===============================================
====================

SO, WHAT DOES THAT ALL MEAN?

You will either be considered "successful" or "unsuccessful" based on the aforementioned criteria. There are 7 categories as to which you decide ("nominate") the outcomes:

1. Sword Fleet
2. Shield Fleet
3. Hammer Fleet
4. Cannon Team East
5. Cannon Team West
6. Cannon Team South
7. Signal Team

If you accomplish......

0 Successful Choices- Total Annihilation. Shepard limps alone to the Transport Beam and is shot down by Harbinger. Liara deploys her time capsule for the next cycle as a last resort.
1-2 Successful Choices- You are only given "Destroy" as a final option. Shepard Dies.
3-4 Successful Choices- You are given "Destroy" and "Control" as final options. Shepard Dies.
5-6 Successful Choices- You are given "Destroy", "Control", and "Synthesis" as final options. Shepard Dies.
7 Successful Choices- You are given "Destroy", "Control", and "Synthesis", and "Refuse". Shepard lives ala Breath-cut-to-black in all 3 original choices, and MAY live in Refuse.

REFUSE ENDING DETAILS HERE

====================================================
====================

SPECIAL THANKS TO:

Arkis' Alternate Ending
Grimez7
RyuGuitarfreak
Asuka Bianchini
Nuchy
AxeloftheKey
FlyingCow371
Whizzper134
Joccaren

What are your thoughts, BSN? Let Bioware know if you'd like something like this!

Modifié par FlyinElk212, 08 mai 2012 - 02:29 .


#2
CronoDragoon

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Would be awesome.

#3
Iwillbeback

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But somehow you still kept the same stupid ending.

#4
FlyinElk212

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Iwillbeback wrote...

But somehow you still kept the same stupid ending.


If i changed too much, it'd become fanfiction, and not constructive commentary for Bioware to possibly implement something awesome like this in the future.

#5
Ultra Prism

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Probably Bioware had the idea, but may be it proven difficult to implement thats my guess

#6
Rage735

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Thanks, I liked that!

#7
Druss99

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It certainly would have made the ending feel less abrupt and empty. There really should have been something like this implemented, at the minute galaxy at war feels like a pointless gimmick to push MP.

#8
FlyinElk212

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Ultra Prism wrote...

Probably Bioware had the idea, but may be it proven difficult to implement thats my guess


Possibly--this method would leave for a BUTTLOAD of a lot of variables.

However, given the complexity of ME2's Suicide Mission (in which they already accomplished), I'd expect them to improve upon the already worked-on system in ME3. While the models would be numerous, they'd all be rigged to do the same thing.

So, in essence, 14 different cutscenes would need to be created- 1 success and failure for the 7 criteria listed.

#9
SoraStrife

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I dont know where it went, but last week there was a really awesome flow chart that had a similar idea as well.

#10
FabricatedWookie

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+1

#11
sargon1986

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Awesome, well done OP.

#12
FlyinElk212

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SoraStrife wrote...

I dont know where it went, but last week there was a really awesome flow chart that had a similar idea as well.


I saw that one!! That one was cool too.

I guess the major problem with that flowchart was that it essentially changed the flow & endings of the game. What this final mission mechanic suggestion does is leave the current storyline & flow in place, and simply enhance the final mission to a level neverbefore seen.

If Bioware were to change the ending, this mechanic could compensate for it, by simply creating new "How Many Successes did you achieve?" parameters.

#13
JohnLena

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Too much math

#14
Fingertrip

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Setting that all up would take way to much time and way to much thinking/strateging for your average gamer. It's a nice thought tho, but very unpractical.

Let-alone, Kal'reegar dies in ME3 if saved him. You get a mail regarding his death and what happend. Also, Garrus is not really an ideal-leader, and he's burden of getting his team killed doesn't really go off. He's a soldier.

#15
Shaknbac0n

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 Amazing idea, but a bit too much math for my liking. Just a suggestion, simplify the team leader mechanic a bit for the "cannon" teams to include them in their respective units?

CANNON TEAM:

Turian Marines (Pass)
Alliance Marines (Fail/Pass if Biotic students set to support role or Ashley/Kaidan are a war asset)
Geth Infantry (Fail/Pass only if Geth Prime Platoon war asset acquired)
Krogan Soldiers (Fail/Pass if Wrex and/or Grunt is alive)
Mercenaries (Fail/Pass if Zaeed is alive)
Asari Commandos/Justicars (Fail/Pass if Samara is alive)
Salarian STG (Fail)
Spectre Unit (Fail) 
Shadow Broker Teams (Fail)

SIGNAL TEAM:
Spectre Unit (Pass, only if Jondum Bau is saved) 
Salarian STG (Fail/Pass if Kirrahe is alive)
Shadow Broker Teams (Fail/Pass if Feron is alive)
Krogan Soldiers (Fail)
Alliance Marines (Fail)
Mercenaries (Fail)
Asari Commandos (Fail)
Turian Marines (Fail)

Modifié par Shaknbac0n, 28 mars 2012 - 03:35 .


#16
CronoDragoon

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Wait, endings are preserved in this, so I change my categorical "awesome" to "would be awesome when combined with better choices."

#17
Carnage752

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That's a damn good list of variables.

I still think they should change the endings themselves as well, but if Bioware were to do this...

Nope, would still be pissed. But would be alot LESS pissed.

Question:
How would the success points and EMS interact?

#18
FlyinElk212

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Shaknbac0n wrote...

 Amazing idea, but a bit too much math for my liking. Just a suggestion, simplify the team leader mechanic a bit for the "cannon" teams to include them in their respective units?

CANNON TEAM:

Turian Marines (Pass)
Alliance Marines (Fail/Pass if Biotic students set to support role or Ashley/Kaidan are a war asset)
Geth Infantry (Fail/Pass only if Geth Prime Platoon war asset acquired)
Krogan Soldiers (Fail/Pass if Wrex and/or Grunt is alive)
Mercenaries (Fail/Pass if Zaeed is alive)
Asari Commandos/Justicars (Fail/Pass if Samara is alive)
Salarian STG (Fail)
Spectre Unit (Fail) 
Shadow Broker Teams (Fail)

SIGNAL TEAM:
Spectre Unit (Pass, only if Jondum Bau is saved) 
Salarian STG (Fail/Pass if Kirrahe is alive)
Shadow Broker Teams (Fail/Pass if Feron is alive)
Krogan Soldiers (Fail)
Alliance Marines (Fail)
Mercenaries (Fail)
Asari Commandos (Fail)
Turian Marines (Fail)


Oh absolutely, whatever simplifies it for the Bioware Team, the better. I like these ^^^ variables because it would certainly take Bioware a lot less time to figure out the math.

I don't think I made myself quite clear in my OP--WE WOULDN'T KNOW HOW TO ACHIEVE SUCCESS, we'd simply be given the choices. In other words, the "must have an average of 2 points" rule wouldn't be presented to us, simply the choices would.

Does anyone remember the Suicide Mission's final leg, the Hold the Line segment? In it, you had to get "an average of 2 points" between all your remaining squaddies in order for everyone to survive. The same concept applies in this mechanic, onnly taken to a grand scale--in fact, the rule is EXACTLY the same, just there are plenty more variables to consider.

#19
FlyinElk212

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Carnage752 wrote...
That's a damn good list of variables.

I still think they should change the endings themselves as well, but if Bioware were to do this...

Nope, would still be pissed. But would be alot LESS pissed.

Question:
How would the success points and EMS interact?

Haha, I feel you. The problems with the ending need a LOT more than this to be corrected, but I'd still like to see something like this implemented should the ending be changed.

In fact, this mechanic STILL works in conjunction with Indoctrination theory...sort of. You'd just have to play your balls off to get the "real" ending after Shepard wakes up. Which, if it means changing the ending, would never be a bad thing.

ANSWER:
The success points per each choice with a range (ex. SWORD FLEET- Asari Fleet (1-2 points) ) would be determined based on the percentage of Total War Assets you achieved in game over Total War Assets available, per fleet.

Therefore, if in ME3, the maximum amount of Asari assets you can possibly receive is 500, and you received 400, you'd have 80%. Since Asari Fleet within the sword fleet can have either 1 or 2 points, and you're in the upper percentile (above 50%), your Asari Fleet's strength is 2 points. Someone who received only 200 Asari Assets (40%) would only have an Asari Fleet strength of 1 point, because it's in the bottom percentile (below 50%).

Again though, this wouldn't be shown to the players; this is just coding knowledge for Bioware. We would be presented the OVERALL ASSETS WE RECEIVED of each fleet, but not really a percentile, or the Success Points associated with each fleet/team/team leader.

Modifié par FlyinElk212, 28 mars 2012 - 03:03 .


#20
Cerrydd

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Where is the like button. I need a like button.

LIKE LIKE LIKE

This is pretty much what I wanted, and also a little bit what I expected. All those war assets... While reading their descriptions, I was already thinking about what I'd do in the last mission. Turns out it's just Shep + 2 squaddies taking care of pretty much everything and your war assets are just a number in the background.

So yeah. Like. :)

#21
BDelacroix

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What? Expand on ME2 ending process? That's just crazy enough it might have workd. Too bad we took choice D. D) Just finish it already and move on.

#22
FlyinElk212

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Cerrydd wrote...

Where is the like button. I need a like button.

LIKE LIKE LIKE

This is pretty much what I wanted, and also a little bit what I expected. All those war assets... While reading their descriptions, I was already thinking about what I'd do in the last mission. Turns out it's just Shep + 2 squaddies taking care of pretty much everything and your war assets are just a number in the background.

So yeah. Like. :)


Haha, thank you, and thank you for everyone else who's supported this.

That bolded part I made is really the crux of the problem with the final mission. EVERYTHING, literally EVERYTHING is taken care of due to Shepard and his two squaddies. Seriously, why even the need for the army? Even if the story explains the importance of the army and why it needs to be there, I would've loved more visual evidence of it.

Seeing cooperation and cohesion through the army that you've spent an entire game creating is a really crucial component missing within the final game.

#23
FlyinElk212

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I'm attempting to re-balance some choices to make more sense/allow for more story variables.

#24
Drenick18

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Bioware: "hey let's do the suicide mission mechanics again! but with the player's war assets!"
EA probably said "uhhh.. No. will take too long. finish it all ASAP so we can release March".

#25
VerdantSF

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Something along these lines would've been glorious and worthy of a sequel.  You know... when you take a wildly popular element from a previous title and improve upon it.

Modifié par VerdantSF, 01 avril 2012 - 04:27 .