Davik Kang wrote...
Ok thanks for actually coming up with some stuff this time. I was a bit harsh with my last post, I just find it frustrating sometimes when people argue with me but don't seem to have actually read anything I said.
no worries, I'm here for discussion, not for flaming

Still, I don't see how this is really any better than what we got. Having Low EMS for some players is having less time to complete the story. Maybe they didn't have ME1 or 2 either. You can give them an early loss if you like but that's almost like Bioware snubbing players that don't have the time or money to invest in the game. I'm not sure that cutting off the ending completely is a good way to treat such players. [To trolls: "in fact this would have been the best ending LOLOLOLOLOLOL" yes very good now find somewhere else to play]
Well, imho either you play the game or you don't play the game. If you like rushing through the game without doing any assignments and don't read the dialog options before clicking, it's your own fault. I'm pretty much tired of casual players whining about games being to hard and/or unfair to them (ever read amazon rating comments on dark/demons souls? big fun...)
Despite that, the current outcome for a non-importer with low EMS is what? Having all (or most) people on earth fried, all portals destroyed and whatnot.. Is this really much better?
In your second point you end every example with activating the missile launcher. So you want your galactic decisions to affect the race of the trooper who presses the same button? Is this really a satisfying alternative to what we get? I'm pretty sure that if these kinds of things were supposed to be the consequences, they'd be subject to just as much ridicule as what we have.
Like I said earlier, consequences don't always have to be huge. And it was just an example considering the boundaries of what we already have. But yes, it would make a difference for me when the gameplay changes and I would actually see my war assets fighting. Holding the line for the weak salarians or using krogans as meat shields is at least a difference, maybe I would even use another squad for one or the other. But again, it's an example within the current boundaries. Change one "fact" and you get new possibilities - for example, what if the beam wasn't the only way into the citadel?

Different paths: fine, but you then come to the problem is was talking about in the Alternatives thread. You'd need to contruct a satisfying, cool-looking and emotioanally exciting final scene for each of these possibilities. And after all that, the player would still find that the only consequence of making galactic choices was which door you open on the Citadel. I don't think I need to explain why these things just don't improve the ending at all. In fact I'd argue they make it worse - really terrible hammy attempts at making player choice matter.
Got a link to that thread?
Anyways, since we're not playing the Sims and our target is pretty clear and simple (stop the reapers) there are limitations for possible dynamic content. Since conventional victory seems not to be an alternative, we will have to use the crucible and we have to attach it to the citadel, unless you want to change the whole plot. The way to achieve this and if we are even capable of achieving it might be dynamic. I doubt this would reduce the game to a 5 minute quickie because of all those different outcomes.
You say endless possibilities, but again, see the Alternatives thread. The more possibilities Bioware realise in game, the smaller the game is for each player playing it.
so be it ! (I love that one, that's why I choose refuse

)
Please don't take everything so literally. Having endless possiblities doesn't mean you have to use them all.
Of course, whether punching conrad or shooting him in his foot shouldn't have a huge impact later on. It's about major choices.