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Suicide Mission Mechanics in Andromeda?


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#51
PCThug

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Wish someone would've told that to ME2. 

 

Normandy_-_kelly_kidnapped.png

This was so ridiculous I couldn't even be annoyed by it.


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#52
Former_Fiend

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If this is a new Trilogy coming up, then no...  Otherwise, we'll get the same problem we had when importing ME2 to ME3... "Too many variables! Too many variables!"

 

But if they are actually planning on those variables in the future, so why not?

 

Again, I'm not talking about a mechanic that's going to be killing off companions if you haven't done their personal quest/choose poorly.

 

I'm talking about a mechanic to where, while you're on mission, while you tackle the primary objective, you send your squad to handle a secondary objective so that the characters are actively participating in the fight and are spending all their time bumming around on the ship.



#53
Farangbaa

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I'm fine as long as they don't make the right decisions painfully obvious.

Speaking of right decisions, I'm really, really hoping there will be wrong decisions. But that's food for a different topic.
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#54
dreamgazer

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Speaking of right decisions, I'm really, really hoping there will be wrong decisions. But that's food for a different topic.


I'm not sure if it is. Making subpar choices, and the lack of impact from making subpar choices during the actual mission aspect of the SM, is an integral facet of this. If every mission goes off without a hitch no matter the selections, what's the point?

I'm not saying keep the players from reaching the end, really, but not choosing wisely should throw more obstacles in their pathway.

#55
Farangbaa

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I'm not sure if it is. Making subpar choices, and the lack of impact from making subpar choices during the actual mission aspect of the SM, is an integral facet of this. If every mission goes off without a hitch no matter the selections, what's the point?

I'm not saying keep the players from reaching the end, really, but not choosing wisely should throw more obstacles in their pathway.


Well yeah, but

I was speaking more of things like: you decide something in mission 1 and then it bites you in the ass in mission 15. Like loosing a squadmate, a game over screen, or a vastly more difficult, nigh impossible mission.

I'm a little tired of these grey, moral decisions. Sure, they should be in the game, but give me choices that could actually penalise me in the long run. Or, vice versa, greatly improve me in the long run. (and please, something tangible, not just a number changing on my military screen)

#56
Sylvius the Mad

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I'd like to be able to control a secondary team like in KotOR2. Let's send 3 squadmates off to do something themselves, and then we get to play them doing it.

#57
rashie

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I'm not sure if it is. Making subpar choices, and the lack of impact from making subpar choices during the actual mission aspect of the SM, is an integral facet of this. If every mission goes off without a hitch no matter the selections, what's the point?

I'm not saying keep the players from reaching the end, really, but not choosing wisely should throw more obstacles in their pathway.

What is a supbar choice should also be somewhat disconnected from moral alignments, there are far too many situations in previous bioware games were you end up gimping yourself badly if deciding to be somewhat ruthless.

 

That is to say, there should be subpar choices on both paragon and renegade, not only renegade.


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#58
wolfhowwl

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Now, unlike almost single other story in existence aside from a handful of RPGs, BioWare is extremely limited in the type of conflicts they can give these characters because players of choice-based RPGs are vehemently opposed to companions participating heavily in the central plot.

 

Perhaps integrating characters with the plot is more important than forum malcontents being able to dispose of every party member they don't like.


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#59
RIPRemusTheTurian

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At the very least, I'd be happy with some lines of radio dialogue showing that your companions are doing something. There doesn't need to be any gameplay or cinematics, just make it seem like they're part of the mission.

 

Also, they should all serve some task on the ship. I could headcanon not bringing Tali because she was working in the engine, or Liara because she was busy doing Shadow Broker stuff.


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#60
Han Shot First

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And the majority of the squad twiddling their thumbs on the ship/in camp/skyhold is a huge pet peeve of mine that I want to see addressed and done away with forever. 

 

This.

 

It makes zero sense from a story perspective. Also the missions where the entire team was utilized, like the suicide mission or that mission in the Citadel DLC, were a lot of fun. So was the Kaer Morhen portion of The Witcher 3, which tried a similar thing.


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#61
themikefest

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I'd like to be able to control a secondary team like in KotOR2. Let's send 3 squadmates off to do something themselves, and then we get to play them doing it.

Like in DAO when fighting darkspawn in Denerim



#62
Sylvius the Mad

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Like in DAO when fighting darkspawn in Denerim

Right, I'd forgotten about that one.

It would be fun to be able to play as the other characters at least some of the time.

#63
Para9on So1dier

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It's how the final Earth mission on ME3 should have been done with all those war assets, choose which fleets to fight in space (Quarians, Turians), which ground troops to use (Krogan, Asari) etc, def hope for more options like the suicide mission.

 

Would also love another Virmire type option, literally sat there for about twenty minutes the first time I had to choose between Ash & Kaidan.


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#64
Capsr

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I'd combine the thumb twiddeling squadmates with resource gathering: sending them on side missions, and depending on their skills they return with a certain amount of resources.
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#65
SagaX

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It would be great if characters survival would be the result on how character strengh(not level but power unlocking by quests), player's actions(in combat) and player's choices(dialog).

They could always put ME3 game experience choices so some people can choose "screw the history, give me something to shot, nao!"

#66
TheChosenOne

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What if at the end of each act in the game.there's the possibility of losing a companion?

#67
Nomen Mendax

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What if at the end of each act in the game.there's the possibility of losing a companion?

It doesn't necessarily have to be at the end of each act but I fully support this idea. That was one of the things that didn't work for me in ME3. I got the impression that they were aiming for a "war is hell" vibe with a couple of occasions where characters made dramatic sacrifices. Unfortunately, this was diluted by the fact that with the exception of Anderson all of the people who ended up dying were people you didn't really know so didn't feel particularly invested in.


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#68
BabyPuncher

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To answer the actual question, this is one of many things that would certainly be nice to have in an ideal game, but people here seem to be rather short-sighted about accepting the reality of how much difficulty this would add to writing plots. And frankly, BioWare is really not in a position to be piling difficulty on themselves when it comes to writing. That doesn't even touch the gameplay challenges and expenses.

 

So no. I don't really condone this.