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Influence on Squadmates and Crew


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29 réponses à ce sujet

#1
SojournerN7

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Some people have said that they would like an alternative to the Renegade/Paragon system. Should there be a sort of influence system that affects how certain squad mates react to your player character, and to what degree they become loyal to your actions?

 

If your PC ends up commanding the Tempest (Proposed Ship), should the crew just blindly follow orders, or should they at times propose alternate suggestions/strategies, or even flat out defy your order? Should the possibility of mutiny be an option if your influence with the crew is too low?



#2
aerisblight

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Yes and no. I like it when squad mates voice their opinions, but i hate it if they ignore me because I dont agree with them
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#3
Wulfram

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It depends on what our relationship is with our squadmates, and what we do.

If you're their formal commanding officer in an official military, then that's different from if they're just helping you because you get stuff done.

I'm not really keen on hanging too much on an influence system, they tend to get a bit "gamey" and artificial in my experience. Better to just base the characters loyalty on a few major choices unsystematically based on their character.
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#4
Metalfros

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Depends on what we 'are'. If we are alliance or another military organization, it would just be really weird if they openly moch your decisions and they go unpunished. If we are something else, then I would happily apporve this kind of system in ME:A.



#5
N7Jamaican

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I want conflict.. I want a squad mate willing to leave us over a choice that went against their own, or a squadmate showing admiration if we did something they approve of..  Then some situations, I want them to be neutral no matter what we choice.. 

 

I just want where our choices have repercussions... I want to see them reflect through out the game..  Maybe having squadmates questioning it throughout the game?


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#6
In Exile

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I want conflict.. I want a squad mate willing to leave us over a choice that went against their own, or a squadmate showing admiration if we did something they approve of.. Then some situations, I want them to be neutral no matter what we choice..

I just want where our choices have repercussions... I want to see them reflect through out the game.. Maybe having squadmates questioning it throughout the game?


The problem with that is basically illustrated by the ME2 suicide mission. Characters that can leave the plot or die creat too many variable plot threads.
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#7
Kappa Neko

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The problem with that is basically illustrated by the ME2 suicide mission. Characters that can leave the plot or die creat too many variable plot threads.

I doubt this is going to be another trilogy with carry-over squadmates. I heard rumors that each new ME game will have a different protagonist. Sounds to me like they are going the Dragon Age route now.

If so, then I'd very much like to see the crew react to your decisions and even leave/try to kill you like in DA. Of course, as has been said, if it's going to be a very military setting again, then this might not be a feasible approach.



#8
Jay P

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I agree that the relationships should be more dynamic and no two relationships should be identical. They should all have a different interpersonal vibe.

That being said, a definite no to extreme things like mutinies.

I'm all for squad mates leaving, but having to design branching stories based upon the mere possibility of muntiny seems way more trouble than it's worth.

#9
Giga Drill BREAKER

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I'd like crewmates to have opinions about what you are doing and if they don't agree the option should be there for you to explain your reasons and for them to agree, if your reasoning is sound.



#10
Indigenous

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Some people have said that they would like an alternative to the Renegade/Paragon system. Should there be a sort of influence system that affects how certain squad mates react to your player character, and to what degree they become loyal to your actions?

 

If your PC ends up commanding the Tempest (Proposed Ship), should the crew just blindly follow orders, or should they at times propose alternate suggestions/strategies, or even flat out defy your order? Should the possibility of mutiny be an option if your influence with the crew is too low?

If the story allows it. No point forcing **** just because.

 

I remember in Origins you could ask Morrigan to leave but she would come back for the baby thing. I like the way Origins did it, your optional decision didnt affect the story too much. I am not a fan of companions just leaving because of approval. I want the full experience without having to play a relationship sim.



#11
Guest_Jackwave_*

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The best characters always have a clearly defined perspective and stand up for what they believe. I'd even like if a squad-mate could become a saboteur if they disagreed with the PC's decisions enough.

 

Conflict = Drama

Drama = Fun... at least in fiction.


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#12
aerisblight

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To keep it safe, why dont we have to make some sort of promise with them? Like, i join your squad if you help this group of people?
Depending on what you do to that certain group your squadmate might adore you, neutral or leave you?

#13
Drone223

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They should take a book from KOTOR 2 and have companions react based on the actions a dialogue options players take.



#14
King Killoth

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I like the rival/friend system from DA2 where the companions stuck around no matter what even if they disagree with you and that they could still be romancable even if they don't agree with all your choices


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#15
Hanako Ikezawa

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I heard rumors that each new ME game will have a different protagonist. Sounds to me like they are going the Dragon Age route now.

I hope that rumor is false.


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#16
TheTurtle

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I hope that rumor is false.

Yeah it's not like it is something that has been proven to be amazing in Dragon Age which takes place in a large universe where there is somewhat of an excuse for never running into previous characters. This new game is supposed to be taking place in an all new galaxy that most likely took a concentrated council effort to organize; there aren't going to be that many people unless you do a timeskip which is highly unlikely.



#17
In Exile

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I hope that rumor is false.

One of the biggest narrative problems for ME was Shepard. The plot was b0rked when they made the decision the entire reaper plot had to be solved during the prime of Shepard's life. And since Shepard was pushing 30, that really barely have you 5 years.

There's no way Bioware as we've seen it for any point in its existence could handle the same protagonist for two games. They change far too much of ... everything about their games.

#18
BabyPuncher

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One of the biggest narrative problems for ME was Shepard. The plot was b0rked when they made the decision the entire reaper plot had to be solved during the prime of Shepard's life. And since Shepard was pushing 30, that really barely have you 5 years.

 

Is that right?

 

And what does extending the plot into decades fundamentally change, exactly?



#19
In Exile

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Is that right?

And what does extending the plot into decades fundamentally change, exactly?


Centuries, actually. Or millenia. It maintains ME1s themes - that this cycle is special because the reapers overshot the date, leading to more species than usual, and respecting ME1s ending by making stopping the reapers from using the Citadel actually matter. As it stands, ME2 largely served no purpose in the overarching reaper plot and ME3 rendered ME1s ending and theme irrelevant.
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#20
wolfhowwl

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One of the biggest narrative problems for ME was Shepard. The plot was b0rked when they made the decision the entire reaper plot had to be solved during the prime of Shepard's life. And since Shepard was pushing 30, that really barely have you 5 years.

 

If only there had been an event in the series where Shepard could have been put on ice if you will for an arbitrary amount of time...

 

That could have been useful.



#21
BabyPuncher

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I don't remember a thing about the Reapers 'overshooting the date.' or anything of the sort.

 

Look, the Reapers, as antagonists, are as strong or as weak as they need to be to serve the plot. Like pretty much all antagonists. It doesn't matter when they invade, they're always going to be the overwhelming force that curbstomps the galaxy because that's the kind of antagonist they are. Doesn't matter if it's a month from ME 1 or thousands of years. If it's milennia later, the story is just going to say it's an invasion of say, 5,000,000 Reapers instead of 50,000. Or say that it takes twenty dreadnoughts to kill them instead of four. Or say that one Reaper ship is matched by four dreadnoughts built in 5185 instead of 2185.

 

Point is, we're still always back at square one.



#22
SojournerN7

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They should take a book from KOTOR 2 and have companions react based on the actions a dialogue options players take.

 

That was sort of my motivation. So long as you can't train every single squadmate to be 'super-special' (Jedi in Kotor II's case). The other is that I felt doing basically twelve loyalty in missions back in ME2 was starting to feel stale. I think that having more story based missions, and the reaction of your squadmates brought on that mission would be a decent way to circumnavigate doing a ton of small side missions.


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#23
Fast Jimmy

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The problem with that is basically illustrated by the ME2 suicide mission. Characters that can leave the plot or die creat too many variable plot threads.


Not if you don't try and import those "alive/dead" states into future games. Which Bioware shouldn't.
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#24
Fast Jimmy

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That was sort of my motivation. So long as you can't train every single squadmate to be 'super-special' (Jedi in Kotor II's case). The other is that I felt doing basically twelve loyalty in missions back in ME2 was starting to feel stale. I think that having more story based missions, and the reaction of your squadmates brought on that mission would be a decent way to circumnavigate doing a ton of small side missions.


This could be interesting. Especially if there were conflicting fomlanion objectives in said story missions, making you choose one over another. Maybe Companion A wants you to save the nearby settlement from approaching enemies, while Companion B wants you to secure the research facility, both for excellent reasons and both equally valued companions. You'd make a choice based on your character roleplaying and also how you want to assist your companions.

Just a thought at least.
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#25
Il Divo

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I don't remember a thing about the Reapers 'overshooting the date.' or anything of the sort.

 

That's essentially the premise of ME1. Protheans interrupt the signal-->Reapers have to figure out what went wrong.