BobSmith101 wrote...
Thats kind of the point. It's a situation that requires a reflex response it's not something you can mull over.
The character can't mull it over. The character is under time pressure.
Forcing the player to work under that same pressure risks forcing roleplaying errors. Or physical mistakes. If I want my character to use the interrupts, but I don't successfulyl cklick the icon in time, by character doesn't do the in-character thing that the iterrupt offered. Why not? What in-game reason is there to explain why that didn't happen?
There isn't one. Real-time interrupts are twitch gameplay. Twitch gameplay breaks roleplaying.
BobSmith101 wrote...
Really ? I've always had a fair idea.
You were guessing. That you guessed right doesn't change that you were guessing.
The only good decisions are informed decisions. The player needs certainty.
Furthermore, the interrupts in ME2 relied on the player being aware of the narrative. In your Krogan example, you (the player) know that the fuel tank is relevant to the interrupt because the designers wouldn't have the interrupt right then otherwise. But your character isn't aware of the authored narrative. So the ME2 interrupts only worked if the player broke character to interpret them.
Asking the player ever to break character is unacceptable.