Why is Liara being forced on me again? (Citadel DLC)
#401
Posté 18 mai 2013 - 06:30
#402
Posté 18 mai 2013 - 06:31
AlanC9 wrote...
I would have preferred taking back Earth to have not been foreshadowed.
I don't mind it so much but they went extra with it.
(Least in ME2 most of the browbeating of the SM was reduced to loading screens).
#403
Posté 18 mai 2013 - 06:33
#404
Posté 18 mai 2013 - 06:38
^^
Here is a good video to watch (Video Games and Moral Choices):
#405
Posté 18 mai 2013 - 08:01
Mr.House wrote...
Nope. It was to save Liara or VS. However it was changed because when it was leaked, VS fans where very upset because of that and the fact that VS was in fact helping Cerberus indirectly and still didn't beleive Shepard broke ties with Cerberus even after MArs. Also with Javik being made into dlc and the coup being cut to what we have now in the base game(base game coup is a sliver of what was ment to be), Thessia was also cut down alot. It was not because Liara could die. It was changed for many many reasons.Hazegurl wrote...
Wasn't the Thessia mission supposed to have Shep choose between the two teammate he brings with him? One dies and that was why he was really upset? If so, then I wonder why that was changed.
Ah. That sucks. I would have loved saving Kaidan again so they can have a nice romantic moment or let Vega go down in flames.
#408
Posté 18 mai 2013 - 08:27
I wish you could have a choice at the end run where both squadmates are injured, so you have to choose which one to save (via a simultaneous paragon/renegade prompt). Not picking either in time results in both of their deaths.
#409
Posté 18 mai 2013 - 08:31
David7204 wrote...
Well, their needs to be some sort of goal. Some sort of concrete objective for the fleets to eventually accomplish, and it needs to be made clear to the player early. If not Earth, then what?
The concrete goal. Earth is one, but it's not enough of one. Spend all ships retaking one planet. You win. Then what. You still have a whole galaxy to liberate.
How about defend the Crucible upon deployment? I think that was the plan in the first place.
How about hit targets of opportunity. Elaborate traps involving nukes and gas giants and black holes. How about having dreadnoughts focus fire on one Reaper at a time, reload while the VI makes gets another target and do the same. Arm fighters with nukes and use them as nuclear kamikazes to be detonated near a Reaper. Couple it with the tactics provided in the game that are shown to work.
Use your excess population to lure the Reapers to a planet or a city, then when in range, set off a low yield device. That's all you need.
Mind you none of these strategies are the magic bullet, but combined, they'll be a lot more dead Reapers. Less to fight in the Crucible Deployment.
Modifié par MassivelyEffective0730, 18 mai 2013 - 08:37 .
#410
Posté 18 mai 2013 - 08:35
MassivelyEffective0730 wrote...
I wish you could have a choice at the end run where both squadmates are injured, so you have to choose which one to save (via a simultaneous paragon/renegade prompt). Not picking either in time results in both of their deaths.
I wouldn't care for that. A high-stakes scenario where it's most beneficial to take characters you dislike/distrust and leave behind your faithful, capable allies?
#411
Posté 18 mai 2013 - 08:38
Ymladdych wrote...
Just like Ryzaki, this is all I've been saying.David7204 wrote...
Well, you should have said so. That's a reasonable request.
That being said, I frown on 'friendship levels.' They aren't very reliable. I'm friendly to every crewmember, so there's no way for the game to tell which one I actually like the most.
I have no problem with mandatory recruitments or unkillable squaddies. I think Bioware fans have lost out on some really fantastic character experiences because the devs were forced to work around those variables.
*sheds a tear for DA:O friends and the ME2 squad*
I even agree that the PC's behavior needs to make sense within the context of the story. My complaint with Liara isn't that I can't act hatefully towards her; in fact, like Hazegurl, I roleplay with warm respect in mind...sprinkled with a few moments of blunt terseness. (Nothing personal, just a byproduct of she and my Shep being very different personalities.)
My problem with Liara is that "warm respect" doesn't seem to be enough for the game; it keeps forcing this romantically-charged, deep, mystical connection with her, which *is* very jarring. That's where it falls apart. That's where my, "Meh, I don't care for her but I can deal with it" sentiment flames into something uglier. I RP a hetero male, but I suspect the disconnect would be even higher for players who RP as a gay male or a hetero female.
All this pretty much sums up how I feel! I didn't hate Liara nor did I love her, like you it was a simple case of having two different personalities, In Me1 she was just like any other crew member that I talked to but she came across as very desperate especially compared to someone like Ashley. And before long I was completely avoiding Liara. Mainly for metagaming reasons more than hate for the character.
But I can't help but see Liara as the face of what is wrong with ME companions overall. This forced friendship thing limits the role play options. My Shep is a renegade who had to rely on himself for a very long time, why can't he be a douchebag to these characters? Why is my Shep hugging a woman he doesn't really have a connection with? Why is he acting like there is a connection with her when he avoids her? Why is she claiming they can be friends who share secrets with each other? Never mind the fact that whenever she came to my Shep's room after his dreams he refused to tell her about them. And why is she just walking in my room uninvited?
But still I tried to be warm to Liara after I destoryed the reapers and got a neat apartment to hang out in (My headcanon for the Citadel dlc +MEHEM
#412
Posté 18 mai 2013 - 08:39
dreamgazer wrote...
MassivelyEffective0730 wrote...
I wish you could have a choice at the end run where both squadmates are injured, so you have to choose which one to save (via a simultaneous paragon/renegade prompt). Not picking either in time results in both of their deaths.
I wouldn't care for that. A high-stakes scenario where it's most beneficial to take characters you dislike/distrust and leave behind your faithful, capable allies?
I agree, that would just make it an excuse to kill off characters you don't like.
#413
Posté 18 mai 2013 - 08:39
MassivelyEffective0730 wrote...
Eh, your pictures are nice, but my favorite involves her getting vaporized by Harbinger. Same with Ashley.
I wish you could have a choice at the end run where both squadmates are injured, so you have to choose which one to save (via a simultaneous paragon/renegade prompt). Not picking either in time results in both of their deaths.
Shepard has an option to save a squadmate but chooses not to?
Sounds like awful writing. Good thing it wasn't implemented. While I'm entirely in favor of there being some casualties on the team and would have liked to have seen a Virmire type dilemma in ME3, Shepard intentionally choosing to kill a character for the lulz would be massively OOC. Such a Shepard would in fact, be incompetent and entirely unsuited for military command.
Its one thing to have Shepard lose squadmates just because casualties are a cruel reality of war, and quite another to have Shepard lose squadmates just because the player decided that Shepard doesn't like that person.
Modifié par Han Shot First, 18 mai 2013 - 08:41 .
#414
Posté 18 mai 2013 - 08:40
#415
Posté 18 mai 2013 - 08:40
dreamgazer wrote...
MassivelyEffective0730 wrote...
I wish you could have a choice at the end run where both squadmates are injured, so you have to choose which one to save (via a simultaneous paragon/renegade prompt). Not picking either in time results in both of their deaths.
I wouldn't care for that. A high-stakes scenario where it's most beneficial to take characters you dislike/distrust and leave behind your faithful, capable allies?
Well, I know that, but Shepard sure doesn't.
I don't mind a death or two from the main squad. It's kind of like the Virmire choice, though with a time limit.
#416
Posté 18 mai 2013 - 08:44
Its interesting in the game you see no effort made to attack a reaper from behind.MassivelyEffective0730 wrote...
David7204 wrote...
Well, their needs to be some sort of goal. Some sort of concrete objective for the fleets to eventually accomplish, and it needs to be made clear to the player early. If not Earth, then what?
The concrete goal. Earth is one, but it's not enough of one. Spend all ships retaking one planet. You win. Then what. You still have a whole galaxy to liberate.
How about defend the Crucible upon deployment? I think that was the plan in the first place.
How about hit targets of opportunity. Elaborate traps involving nukes and gas giants and black holes. How about having dreadnoughts focus fire on one Reaper at a time, reload while the VI makes gets another target and do the same. Arm fighters with nukes and use them as nuclear kamikazes to be detonated near a Reaper. Couple it with the tactics provided in the game that are shown to work.
Use your excess population to lure the Reapers to a planet or a city, then when in range, set off a low yield device. That's all you need.
Mind you none of these strategies are the magic bullet, but combined, they'll be a lot more dead Reapers. Less to fight in the Crucible Deployment.
The only one that had any sense is Kalros.
#417
Posté 18 mai 2013 - 08:44
MassivelyEffective0730 wrote...
dreamgazer wrote...
MassivelyEffective0730 wrote...
I wish you could have a choice at the end run where both squadmates are injured, so you have to choose which one to save (via a simultaneous paragon/renegade prompt). Not picking either in time results in both of their deaths.
I wouldn't care for that. A high-stakes scenario where it's most beneficial to take characters you dislike/distrust and leave behind your faithful, capable allies?
Well, I know that, but Shepard sure doesn't.
I don't mind a death or two from the main squad. It's kind of like the Virmire choice, though with a time limit.
Well you already can kill off two squadmates in the game
#418
Posté 18 mai 2013 - 08:45
Han Shot First wrote...
MassivelyEffective0730 wrote...
Eh, your pictures are nice, but my favorite involves her getting vaporized by Harbinger. Same with Ashley.
I wish you could have a choice at the end run where both squadmates are injured, so you have to choose which one to save (via a simultaneous paragon/renegade prompt). Not picking either in time results in both of their deaths.
Shepard has an option to save a squadmate but chooses not to?
Sounds like awful writing. Good thing it wasn't implemented. While I'm entirely in favor of there being some casualties on the team and would have liked to have seen a Virmire type dilemma in ME3, Shepard intentionally choosing to kill a character for the lulz would be massively OOC. Such a Shepard would in fact, be incompetent and entirely unsuited for military command.
The prompt would last for about a second or two. It's literally a choose it as soon as it appears or watch them die option. If you make the split second choice, one lives, the other dies (and vice versa).
And once again, Shepard doesn't know what's going on in the story. That lies entirely with the player.
I intentionally and willfully kill Ashley everytime that option appears. Sometimes I intentionally kill her at Virmire.
It's not intentional on Shepard's part. It basically is the Virmire decision, with a time limit of about a second.
Modifié par MassivelyEffective0730, 18 mai 2013 - 08:46 .
#419
Posté 18 mai 2013 - 08:45
#420
Posté 18 mai 2013 - 08:52
Imagine Shepard is running to the beam. An explosion from behind separates him from his squadmates (who are also thrown apart from each other). As Shepard recovers his wits quickly he turns to see both squadmates are injured.
He has to go to one of the squadmates first. There's two of them and one of him. This is when the prompt appears. Shepard has to choose which squadmate he runs to and drags/carries to cover. As he turns to get the other to safety, a blast from Harbinger kills the second squadmate.
Or if you don't choose immediately, Shepard tries to run to one squadmate, only for them to be killed by Harbinger, and upon reaching the second, they're already dead from bleeding out or whatever.
In game Shepard doesn't know that this is about to happen.
#421
Posté 18 mai 2013 - 08:58
themikefest wrote...
Its interesting in the game you see no effort made to attack a reaper from behind.
The only one that had any sense is Kalros.
Especially when you read the codex about the Reapers that turn around sharply. They have to greatly reduce their mass and put all energy into the eezo core, thus temporarily putting their barriers at minimum strength (and far more susceptible to fire from a single dreadnought).
It's even said that a few Admirals exploited this tactic to destroy a few Capital Ships.
As I said, it's not going to be a magic bullet, but it's going to buy time. I'd use multiple ships for this. Like a swarm of cruisers or frigates.
One ship jumps out behind the Reaper and fires. As it turns, it lowers its mass and barriers, taking damage. The ship attacking jumps away right as another ship jumps out in the Reapers blind spot and begins the process again.
This would require incredible coordination and luck, but if executed properly, has potential to be a successful tactic.
#422
Posté 18 mai 2013 - 09:00
AresKeith wrote...
I agree, that would just make it an excuse to kill off characters you don't like.
Well, isn't the SM like that? Isn't Wrex like that? Isn't the Virmire Choice like that? Or the Citadel? Or Rannoch (to a degree)? Or Tuchanka (to a degree)?
Each of those missions, you can kill a character if you want because you don't like them. Shepard doesn't know, but you can do it.
Don't like Jack? Don't buy Jacobs upgrade. Have two characters you don't like on the ME2 team? Don't do their loyalty mission and take them with you on the final run against the Arnoldreaper. Don't like Wrex? Don't talk him down. Don't like Ashley or Kaidan? Kill one on Virmire. Don't like either of them? Kill the survivor on the Citadel. Don't like Miranda? Don't give her alliance resources or warn her about Kai Leng. Don't like Tali? Side with the Geth. Don't like Legion? Side with the Quarians. Don't like Samara? Choose Morinth or let her off herself at Lesuss. Don't like Mordin or the Krogan? Shoot Mordin on Tuchanka (also ties back in to Wrex if you want).
Modifié par MassivelyEffective0730, 18 mai 2013 - 09:10 .
#423
Posté 18 mai 2013 - 09:02
SM yes(and Sm has been critised alot for this) butt he other ones? No.MassivelyEffective0730 wrote...
AresKeith wrote...
dreamgazer wrote...
MassivelyEffective0730 wrote...
I wish you could have a choice at the end run where both squadmates are injured, so you have to choose which one to save (via a simultaneous paragon/renegade prompt). Not picking either in time results in both of their deaths.
I wouldn't care for that. A high-stakes scenario where it's most beneficial to take characters you dislike/distrust and leave behind your faithful, capable allies?
I agree, that would just make it an excuse to kill off characters you don't like.
Well, isn't the SM like that? Isn't Wrex like that? Isn't the Virmire Choice like that? Or the Citadel? Or Rannoch (to a degree)? Or Tuchanka (to a degree)?
#424
Posté 18 mai 2013 - 09:03
MassivelyEffective0730 wrote...
I don't mind a death or two from the main squad. It's kind of like the Virmire choice, though with a time limit.
Well, the key difference is that you pick either Kaidan or Ashley in one situation, and willing choose whatever two squad members to accompany you on the final, crucial, make-or-break moment as your support in the other. Picking those you like/trust the least in that scenario, the ideal solution to keep people from dying in later games, is extremely unappealing RPG storytelling in my eyes.
Then again, I'm not itching for the opportunity to off anyone.
#425
Posté 18 mai 2013 - 09:13





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