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A suggestion for companions in the next ME


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#1
Silcron

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Throughout commentaries in previous games about squad mates (I'm feeling a tad lazy so from now on I'll refer to them as companions if you don't mind) it's obvious that different people  prefer different companions, some love them all and some wish they could get rid of some, and that doesn't mean they want to kill them.

So let's suppose we have 8 contacts. Contacts would be people of  importance we interact through the game, learn more about them. They  would be in hub worlds maybe some rare times with missions for us and sometimes if we have a mission in one hub world and they are there we  may be able to convince them to accompany us for that mission.

Now let's get to the point of the suggestion, I just needed to stablish  that. There would be in this example 8 contacts, but only room available in your ship 6 of them. Now this idea would allow for people to  actually choose what companions they want and the ability to simply not  have some of them without the need of having to kill them.

Now this brings some great opportunities for roleplaying. Let's suppose the next ME allow us to choose species and I decide to play as a turian that absolutely hates humans, no matter what he will not allow humans into his ship, even if this means that he will only have 5 of the 6 possible companions because the other three contacts are human.

Gameplay wise it could bring new challenges. People could make insanity solo playthroughs, forcing themselves ot not have companions in any mission to make things more difficult. I wouldn't balance the game for this possibility, that way companions would actually be important gameplay wise.

This idea could also be changed into being able to kick any companion from the ship, but I think having more contacts than space to make them all companions makes things more interesting for the choices you have to make and also offers some great replayability.

So that's it, feel free to comment ^_^

Modifié par Silcron, 27 novembre 2013 - 02:44 .


#2
Ruadh

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Seival for squadmate.

Sorry.

#3
AlexMBrennan

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I like that idea because I, personally, happen to extremely dislike a number of possible squadmates but I suspect that those who like all squad mates will be just as unhappy with your proposed idea.

#4
Stakrin

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It has it's pros and cons. Personally though, the cons are what I feel are more important so I wouldn't like it much.

Which, honestly, is because I want a big ship full if people.
And it seems like they may let you pick some but be forced to take an Asari and a human.
Bioware loves the Asari.

#5
Hjklop

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why not just let the player be able to get all the possible companions on their ship, but hey don't have to have any of them, that way you can make both sides happy.

#6
Silcron

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TheJJBL wrote...

why not just let the player be able to get all the possible companions on their ship, but hey don't have to have any of them, that way you can make both sides happy.


Silcron wrote...

*skip*

This idea could also be changed into being able to kick any companion from the ship, but I think having more contacts than space to make them all companions makes things more interesting for the choices  you have to make and also offers some great replayability.

So that's it, feel free to comment ^_^


Modifié par Silcron, 27 novembre 2013 - 09:37 .


#7
Cainhurst Crow

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I say they make more possible companions then there are spaces on the ship. So you'll have a maximum amount of squadmates you can have, and if you don't like any one of them, you can kick them off and replace them with a different squadmate you do like. And that, no matter what, someon is going to be left out of your party.

Also, having squadmates not be mandatory to go on missions with you would be a nice addition.

Modifié par Darth Brotarian, 27 novembre 2013 - 09:43 .


#8
Probe Away

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I don't think having less spaces than squad mates will change much, since everyone will still just take their favorites on missions anyway, or switch them around in between missions.

Maybe a better idea is to make certain squadmates easier or harder to obtain and keep based on your actions/characteristics. Borrowing from the Turian example above, if you were a human you would have to do/say all the right things to recruit the Turian squad mate, and your actions may even make him unavailable or make him quit/become hostile. The Turian might also refuse to work with a particular squad mate.

You could also have a DA style sliding scale of how much a squad mate likes or dislikes you, which might impact on their individual performance or even that of the squad (similar to how Miranda could boost squad health and damage in ME2). Then again, BW seem to be moving away from these more complex character systems.