I also like the idea of things taking time, and you needing to manage assignments, but I would rather that mission time is tied to the flow of time in the story. At a simple level missions could be completed each time the player completes a quest in the field or something.
Sure. I'd rather that too. But it's a very minor thing for me and it's possible that the system provides an advantage to players that aren't like me. It's not a hill I'm interested in dying on.
I'm not sure I follow your example, bolded above
Well, you didn't bold the entire sentence but I did miss a word.
Granted, if you *really* wanted to game the system and assign her to a mission and turn off come back repeatedly, narratively you could then say "well everything all happened instantly" but at that point the player is kind of sabotaging their own gameplay to obstinately prove a point.
If a player were to constantly assign a mission and turn the console off so that Josephine does all the missions and very little "in game" time passes, and then gets mad because of that, I think they've opted to sabotage their own game play for the purpose of being upset. If a player chooses to play like that because they want Josie to do all the missions, it's not up to me to say it's not effective use of time if it's just fine for them.
So, Allan, just to clarfy. The Redcliff mission that we saw in the E3 demo - where Leliana got send to, doesn't have a timer first, right?
To be clear, I'm speaking exclusively about the timed side missions that advisors go on. These do not have an in game gameplay component to them; they are managed exclusively through the war table.
Something like the Redcliffe scene would be handled away from the war table and use a different system. I'm not familiar with the system so I couldn't say how it works, but I'd consider it a bug if you saved during this and when you loaded the timer had expired.