How many do I want? Somewhere between 5 and 9... and the ability to take them all into battle with me and execute an actual battle plan, etc. without it becoming a board game.
How many am I gonna get? 2 at a time ![]()
How many do I want? Somewhere between 5 and 9... and the ability to take them all into battle with me and execute an actual battle plan, etc. without it becoming a board game.
How many am I gonna get? 2 at a time ![]()
That's my biggest complaint about the game. Why have 12 when 8 can complete the mission with everyone surviving?
I agree that 12 was too many, 8/9 mark would have been completely adequate. Just as 12 was too many the talk of 5/6 by some seems vastly too few to my mind.
I liked having a large group to choose from. 9 seems to be a good number.
Inquisition had 9, how many do you want in MEA?
Drack Krogan
Human Female Sidekick Cora
Turian Cabal
Drell Scout
New Alien Race Squaddie
New Alien Race Squaddie
Some sort of badass like Zaeed
I want as many as it takes to ensure a Vorcha squadmate.
I'd prefer four to six in depth characters like plot defining characters. Characters you will care about if you mismanage them and their interests, and not just because they're your friend or a romance, but because they are characters that shape and change the world as much as your own character does.
I'd prefer four to six in depth characters like plot defining characters. Characters you will care about if you mismanage them and their interests, and not just because they're your friend or a romance, but because they are characters that shape and change the world as much as your own character does.
Literally not possible.
Literally not possible.
I think it would be doable with a timescale similar to Dragon Age 2's. Dunno if BioWare will ever touch that concept again tho. I mainly just want more equality with my companions and less of being on a pedestal like Shepard was.
20
Overall, including temporary or DLC squaddies? Or number of available squaddies at all times? Hmm.......
ME2 had 12, ME1 had 6.
9.
I like to be spoiled for choice. ME1 bored me in that regard. With 9, you can include several species (1 squaddie per race) and still have enough slots for relevant human characters.
Just one......
I like big squads personally. Me2 had a little for everyone.
Granted, some of them weren't that interesting.. like Jacob. But I'd still take 12. Just better characters than Jacob.
I also like big squads, but I'm sure we won't have 12 characters, so 9 is a good number to me~ 6 or 7 is too low. I want to have a good choice of squademates, this is one of the thing I like about inquisition.
I like big squads personally. Me2 had a little for everyone.
Granted, some of them weren't that interesting.. like Jacob. But I'd still take 12. Just better characters than Jacob.
Jacob may not of been interesting, but he did the one thing ME3 squadmates couldn't do, provide cover fire for Shepard who was being helped by Dr. Cole, a scientist and not a squadmate, get to the shuttle
Jacob may not of been interesting, but he did the one thing ME3 squadmates couldn't do, provide cover fire for Shepard who was being helped by Dr. Cole, a scientist and not a squadmate, get to the shuttle
Dr. Cole was cool enough to handle herself. ![]()
I think the number of teammates will be pretty much in the 5 to 7 range, unless they do a major revamp of the number and mix of PC classes. The primary purpose of the teammates in ME1 and ME3 was to provide differrent sorts of biotic and tech support for the various different classes of Shepard. In ME1, that system was unpolished and, for some classes of Shepard, not that great. So, they expanded the number of teammates in ME2 (and added the plot element of Shepard gathering his team). However, they scaled back in ME3 while still providing all classes of Shepard with good biotic and tech support. So, I think they'll tend to stick with a 5 to 7 member team, with the PC being able to use 2 at a time.
I think the number of teammates will be pretty much in the 5 to 7 range, unless they do a major revamp of the number and mix of PC classes. The primary purpose of the teammates in ME1 and ME3 was to provide differrent sorts of biotic and tech support for the various different classes of Shepard. In ME1, that system was unpolished and, for some classes of Shepard, not that great. So, they expanded the number of teammates in ME2 (and added the plot element of Shepard gathering his team). However, they scaled back in ME3 while still providing all classes of Shepard with good biotic and tech support. So, I think they'll tend to stick with a 5 to 7 member team, with the PC being able to use 2 at a time.
Yeah, but these are story driven/pseudo RPGs. If gameplay was all cared for, I'd only need the bare minimum squad. The characters are there for story reasons though. Not just gameplay. And as long as they symbolized something important to a plot or to Shepard, the more the merrier. I think ME2 did that well, even with the big squad. Practically everyone had a meaningful contribution to the story they were telling. Perhaps that's why I didn't like Jacob, because I don't know what he symbolizes exactly. He's just there.
Yeah, but these are story driven/pseudo RPGs. If gameplay was all cared for, I'd only need the bare minimum squad. The characters are there for story reasons though. Not just gameplay. And as long as they symbolize something important to a plot, the more the merrier.
I agree with you except that the increase in team members in ME2 did lead to some very sloppy management of "pseudo-exiting" of team members in ME3. If they are going to even try to maintain and improve upon the concept of allowing the player's choices to diverge the story, then using a large number of team mates with importance to the plot becomes a very cumbersome task. Even if the divergence is restricted to binary decisions, each addition of a team member represents an exponential increase in the number of possible outcomes resulting from each player "decision." If they can pull it off great... but if they don't, it's ME3 all over again. Personally, I think they'll play it safe and stick with the 5-7 number.
I agree with you except that the increase in team members in ME2 did lead to some very sloppy management of "pseudo-exiting" of team members in ME3. If they are going to even try to maintain and improve upon the concept of allowing the player's choices to diverge the story, then using a large number of team mates with importance to the plot becomes a very cumbersome task. Even if the divergence is restricted to binary decisions, each addition of a team member represents an exponential increase in the number of possible outcomes resulting from each player "decision." If they can pull it off great... but if they don't, it's ME3 all over again. Personally, I think they'll play it safe and stick with the 5-7 number.
True. I think the Suicide Mission didn't help, cool as it was.
I also think the writers were petty and cared more about themselves than their players. Some were departed, so couldn't advocate their characters storyarcs (Chris L'Etoile and Brian Kindregan wrote half of the squad, for example). And the people who took them over sucked. Patrick Weekes never liked Jack in the first place (when he took over the job before ME2's release, he said people should just kill her). Legion got shuffled into the exact opposite of what Chris L'Etoile intended him to be. L'Etoile and Walters also seemed to have some scuffle over who actually "authored" Thane. Walters somehow claims he wrote him....
So yeah, get less douchebags in the charge of the series, don't chase away your talent, and.. you know.. things will go better. ![]()
Get your OCD under control. This post is eleven words long.
no no no no what have you done
I want 12.
I'd prefer a similar number to ME3's 8 rather than ME2's 12, mostly due to 12 stretching BioWare's word budget too thin for companions to be as fully fleshed out. I remember David Gaider had talked about this with the Dragon Age franchise, in regards to more dialogue for some means less for others. I'd absolutely sacrifice a larger crew selection if it meant more inconsequential banter, further depth to conversations, acknowledging other squad members and more variety in situations where scenes play out in a similar fashion (such as the variation of Kaidan and Ashley's dialogue during the confrontation in the Citadel Coup).
This actually reminds me of a post I made a while back, which I've somewhat updated below. It explains what I mean about how a larger crew size impacted the word budget:
The ME3 squad members have far more dialogue than in ME2. In ME3, there were no "in the middle of calibrations" or "I'd like to consider what we've already discussed" situations. You had 2-3 lines after each mission and the majority of side-missions. They also had the Citadel scenes and they could interact with each other onboard the Normandy, either over the intercom or in person. Squad members also have more unique dialogue. There were a number of times when ME2 squad members had more simple variations of each others lines ("He's a week old?" and "This krogan is only a week old."). I've noticed in ME3 that there are a lot more unique conversations, which themselves change depending on your squad, and even going as far as having squad members refer to each other, which for me felt more natural. Take the Ardat-Yakshi Monastery for example:
Example 1:
- EDI: I found another Asari commando, also deceased.
- Liara: Falere and her sister may be the only survivors.
- EDI: Yes. I was unsure it was appropriate to broach the subject.
- Liara: Thank you EDI, but don't spare my feelings. It's better to know.
Examle 2:
- Garrus: Another dead commando. Was she holding off Reapers, or was she left behind?
- Liara: Commandos work as teams. She would have volunteered to guard this point.
- Garrus: Hope she took some down before she died.
Example 3:
- Ashley: Another commando got overrun? This place must've been chaos... Or they panicked.
- Liara: Asari commandos have decades of experience. They don't panic.
- Ashley: Doesn't matter how long you've been fighting: you'll never know what'll break your unit.
Example 4:
- Kaidan: It doesn't feel right seeing dead soldiers in a monastery.
- Liara: Asari High Command couldn't take a chance with Ardat-Yaksi. Something had to be done.
- Kaidan: Sending commandos with explosives is more damage control than a real plan, Liara.
Example 5 (Without Liara):
- Garrus: Another dead commando. Was she holding off Reapers, or was she left behind?
- James: You joking? The commandos came ready to blow up the place. Tell me they weren't expecting casualties, and I'll show you a f--king liar.
Example 6 (Without Liara):
- Kaidan: It doesn't feel right seeing dead soldiers in a monastery.
- James: The Reapers don't care where they kill us, Major.
- Kaidan: No, but Asari High Command could've evacuated the people here before it came to that.
I can't think of any times in ME2 where dialogue changes this much depending on your squad.
Also relating to the word budget for comparison:
ME3 has more interactive dialogue than ME2. It's just that it also contains more "auto-dialogue" too. Most squad members only had 3 or 4 conversations in ME2 if they were not romanced. Eg, a non-romanced Garrus in ME2 has three conversations outside of his Loyalty Mission:
1) After recruiting him
2) Before his Loyalty Mission (Discussing Sidonis' betrayal)
3) After the Loyalty Mission (The 'Reach and Flexibility' conversation)
In comparison, in ME3 a non-romanced Garrus has at least 7 full conversations, with some smaller scenes peppered around (such as the post-Coup memorial wall, shuttle ride to Eden Prime etc):
1) Reunion on the Normandy after Menae
2) Post-Tuchunka (Normandy cockpit)
3) After the Geth dreadnought ("Need for dictators" conversation)
4) Retreat of Turian fleet & Family safe (Post Rannoch, I think?)
5) Citadel 1 (Docks Holding Area)
6) Citadel 2 (Bottle-shooting)
7) Final goodbye on Earth
With the Citadel DLC there is also the following:
8) The casino bar conversation (With the female Turian - it's the same scene where FemShep can dance with Garrus)
With the addition of the Leviathan and Citadel DLC, each squad member had further dialogue which never happened with ME2's DLC. The DLC actually showcased why I prefer a smaller squad for dialogue variety, with the same level of variation in the Ararat-Yakshi example above. The farewell party alone has a ridiculous amount of variation, and I remember reading somewhere that the Normandy elevator ride to the final boss fight has something like 35 variations while distracting the casino guards has 45 etc.)
I'm not including conversations during the recruitment missions in ME2/ME3. The ME3 conversations actually feel like conversations (To me), rather than Shepard interrogating the squad member.