Which ones actually expire? I can think of a handful that expire when you reach Skyhold... and obviously if you, say, get the Chargers killed then their missions go away. Which others?
I actually don't know but it doesn't matter. If just a few do it's enough. If the player notices one instance than there will always be a doubt whether or not this will happen again. So one instance is enough.
Using "forced" there in a fairly limited sense, of course.
Sounds to me like completionism itself is the problem. Or rather, since the whole design approach seems to be either indifferent to or deliberately frustrating to completionists, this is just another example.
Ah, so it's my fault for wanting to experience the game? I see and maybe it was. I know, if I ever replay DA:I, I'll just play the main story and ignore all the BS filler content, that's for sure. But does that make the design choices better? IMO it's not exactly great if you design your game around the player ignoring part of the content. I agree that "force" is a bit harsh but even if you just use "encourage" it still doesn't make it great game design all of a sudden.
Hmm... instant completion would just remind me about the traditionally bad Bio clock, so I guess you and I might be in a zero-sum game here.
My preferred approach would be to base war table mission completion on quest completion rather than the clock. (In ME3 I would have had travel times between systems -- take too long and the Reapers win. The end.) Would this be better for you, or worse?
I never said I wanted instant completion. In fact I think this would also be bad because it would also make no sense. I think the entire mechanic needs to be re-designed from scratch (or cut, I wouldn't mind not seeing a war table equivalent in ME:A, that would be just fine with me). If they do want a war table, they have to integrate it better into the game. They way it worked in DA:I, it felt more like a companion app (in fact, when I first saw the war table, I went on google to look if I could download it for my phone
).
There are ways to insert a time element into a game that is based around missions and traveling. I even already made a post with an example in this very thread. Now, I am not saying that the example from that post is necessarily the best way to go for an ME game, what I am saying is that if the devs want to include two independent mission systems, they need to reconcile possible conflicts between them or it will hurt the overall design for both. And IMO real time waiting periods are definitely not it.