David7204 wrote...
You just said it would have relatively small effects. Repairing a nuclear reactor seems like a pretty big damn effect to me.
This is an excellent example. Would I know how to repair a nuclear reactor? Of course not. But do I know enough about fusion and fission power that I could have a discussion about them and for there to be a reasonable chance of me knowing the answer to a question about them? Sure.
Besides, the chances of even of Engineer Shepard knowing how to repair a reactor are practically nil. They aren't going to include classes in advanced nuclear physics and nuclear chemistry unless someone specifically studies them.
The example of the reactor was hyperbole if you didn't realize that.
You write the game so that such things have the same minor effects as the background of Shepard. There, done. Or maybe simmilar effects as the choice between charm and intimidate, ie: next to none if you choose the right chain of dialogue.
But this needed special mention:
"Besides, the chances of even of Engineer Shepard knowing how to repair a
reactor are practically nil. They aren't going to include classes in
advanced nuclear physics and nuclear chemistry unless someone
specifically studies them. "
Uh... yes, yes an engineer Shepard would know how to repair a reactor, and here's why:
- Shepard is an officer in the Alliance Navy
- The Alliance Navy uses Nuclear fusion plants to power their ships
- In the modern navy, it is manditory for submariners or at least officers (I use submarines because they are the closest we have to space vessels), to have training in the principals and mechanics of the nuclear plants which power said submarines.
QED: Engineer Shepard, would know how to repair a nuclear reactor, as would most other shepard builds, at least on a surface level.





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