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What reason do you have for thinking it becomes a fundemental change in gameplay? The sole fact that I can take over squad member 2 who is less powerful than the squad leader? Come on, don't be silly.
Frankly, I found Shep to be way overpowered. I believe the reason was because Bio can't program a decent AI capable of controlling the squad mates in a good tactical manner ... ie: using their skill sets to max advantage in combat. To compensate, Bio had no choice but to increase Shep's offensive/defensive abilities.
If Bio can develop a AI script like in DAO for our two squad members, then there is little incentive to "switch" character in a fight. Until then, I want that option if ever I need it.
Just read what you just wrote. Your second paragraph answers the question you pose in the first. You want to control squad mates but then you also want changes made that will make it necessary to control them (for example, make the fights so difficult that you will not be able to handle it with AI companions but you have to switch). It's fair enough that you want it, after all, you do want to play as companions and if BW implemented the feature they would be wise to also design the game towards the use of it. However, this will necessarily mean that - in order to avoid the feature - I'll have to play the game with restrictions (be it lower the difficulty not making use of the level architecture properly, etc.). I don't want to do that, not with something as central to the game as combat. Therefore, in this instance, I am against the entire feature. That was exactly what I said in my previous post and I don't think I am being silly (at least not on purpose
)..
Apart from that, if I were a level designer, once it is decided that companions can be controlled, I'd work with that in the level design. I'd start making levels that are allowing players to use the advantages of this control without having to rely on AI or line-of-sight- orders. I am talking about enemies in rooms with multiple entrances, so I can flank, different height levels where you can place your guys and have them snipe, ambushes etc. Think Rainbow Six games. This kinda stuff won't work without direct squad control because you couldn't effectively order your people to do it as they would have to be out of the line of sight of the protagonist. Now I am not saying that this stuff isn't cool, I am just saying that I realize that keeping in the skin of the protagonist demands compromises, which I am willing to accept right now for the benefit to immerse myself in the role of this one guy. Once this restriction falls away, the devs will use the new possibilities unless they are completely incompetent. And then my "option" as the player to ignore the new feature suddenly messes a lot with the gameplay. And no one would design such a central feature independent of the rest of the game.
BTW, I am not against AI scripts for companions, that would be a good idea. It's kinda like the protagonist and team discuss tactics before heading out.
BTW2: Maybe there is a compromise here. If there were a lore reason for this entire thing. Say, every team member has a helmet camera and my guy can access this camera and then give orders accordingly, that might work if it's done really really well. I am not sure though, would have to see the system to know if I'd be ok with it.