Indy_S wrote...
ohaithere wrote...
I liked my talks with Thane, and reuniting him with his estranged son; I don't personally care if all the characters are relevant to the plot.
Oh, I agree he was a good character. Tying the narrative together and making each character's skills relevant wouldn't have been too difficult, though.
I agree. BW did some things pretty well regarding world building though. If I think of Thane's loyalty mission I really liked the political aspect of plot which contributed to world building and I think that's what writer of that mission was perhaps aiming for, I also felt mission design to be very welcomed change to corridor shooting. So not the destination (Daddy issue) but the journey has to be interesting.
What comes to Suicide mission design, there are actually specific roles for characters. Only Kasumi, Legion or Tali can survive the vent section and even then only if Garrus, Jacob or Miranda is leading the second fireteam.
During Long Walk section, Jack, Samara (or Morinth) has to be biotic specialist or you lose a squaddie.
What comes to Hold the Line part, who is leading the second fireteam decides how much, if any, losses fireteam takes.
Mission design flowchart:
img203.imageshack.us/img203/3025/suisidemissionfinal8.jpgBioware released some information they gathered from built in feedback feature and according to those
statistics.
- Only 50% of players have fully upgraded the <Ship> by the end of the game
- 14% of squad members die in the end-game, on average
So even lot of people may feel that player need to be an idiot not to get everyone survives scenario, on average players didn't get that scenario. I would speculate that amount of Planetary Mining needed for all upgrades contributes to that a lot though, so perhaps actual mission design could have been even bit more complex.
Perhaps assassin team to take out enemy units on higher ground... Thane and optionally, if player have required DLC, Kasumi, or what were you thinking?