Wish someone would've told that to ME2.
This was so ridiculous I couldn't even be annoyed by it.
Wish someone would've told that to ME2.
This was so ridiculous I couldn't even be annoyed by it.
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.
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.
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.
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.
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.
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.
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
Right, I'd forgotten about that one.Like in DAO when fighting darkspawn in Denerim
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.
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.
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.