Okay, this is rather off-topic, but I thought about a way how ME3 wouldn't have had destroyed the illusion of choice as it is rather often stated that it did:
1. Divide EMS in three different numbers:
- Effective Fleet Strength (EFS)
- Effective Groundforces Strength (EGS)
- Effective Crucible Strength (ECS)
This distribution of EMS was actually already existent in ME3. We had infantry units, tech and scientists, ships and fleets that contributed to different categories, but were all summed up in EMS. This would also render a few interesting points to decisions we make.
Do we save the Quarians, who give mor EFS but crappy EGS and ECS? Or do we go for the Geth that give less EFS but way more EGS and ECS? (this is just an example, mind you!)
2. Interdependence of EFS, EGS and ECS:
EFS may also increase the ECS a little bit, since a stronger fleet can defend the Crucible in the end battle.
EFS may also increase EGS a little bit, since air support is always crucial in groundbattle.
Make this interdepences not totally equal and predictable.
3. Different numbers trigger different events in the last mission:
Low EFS leads to no air support and thus Steve dies, regardless of the amount if interaction he had with Shepard and a evac scene (with a shuttle... not the Normandy plz!) cannot happen.
Low EGS leads to a weak groundforce and this leads to squadmates dying on the beamrun.
ECS triggers the various possibilities regarding the choices at the end.
4. Do not show crude numbers, it destroys the illusion of choice:
Introduce the different concepts (as they were already in the descriptions of the different assets) and give three short text messages that vaguely describe how you are holding up.
What do you guys/gals think about this rather easy concept to implement? I am full aware of the fact that BW is not going to change anything on the EMS system, but it may be an interesting concept for future games.
Modifié par Restrider, 28 novembre 2012 - 12:02 .