Why do you think it's the same substance? What evidence do you have for that?
It behaves wildly differently. You're just assuming it's the same substance because it has the same name.
Because when you use non combat medi-gel it still consumes your combat medi-gel but doesn't do all the magical things that your combat medi-gel does.
I fail to see how that would ever be fun.
I often argue that the game's mechanics should be designed first, and then everything else (including lore) be built to accommodate that. Most games don't. Most CRPGs don't. But if CBS games did that, they would have the solid mechanics you want (because those were built first, unconstrained by any other concerns) with the consistent lore I want.
You fail to see how it's fun because cover based shooters clearly aren't your thing and aren't likely to ever be fun to you. If I'm being honest, attempting to convince you of that would be about as big of a waste of time as anybody trying to convince me that KotoR's combat is any good.
You already said that in order to have a coherent universe you should be allowed to play a skilled marksman without being one yourself. CBS combat directly conflicts with this because it's a skill based system that expects the player to aim for themselves.
It doesn't break the balance of the game at all. It does allow the player to break the balance of the game, but that should always be the player's call. That's also why I'm a big fan of modding or using the developer console. The game can be whatever each player wants it to be. If the player wants to play the game the devs made as the devs intended, they're free to do that. But they're not forced.
Forcing them benefits no one. Nowhere have I asked for anything to be forced on anyone. I have asked only for options.
It breaks the design of a weapon that is meant to be high reward but requires high skill.
When I play on Insanity that means I want a game that tests my skills. Not just my aiming skills but my ability to equip a character well and to strategize in combat as well. When you present me with a superior option that trivilizes combat I now have to make a choice: Intentionally gjmp myself, or use the thing that breaks combat.
I don't consider either to be fun. This is also why I didn't like the Knight-Enchanter in Inquisition despite being excited for the return of the melee mage: Spirit Blade was a completely broken ability that lets you auto win most fights by just spamming it. The entire playstyle I was so excited to play again in a Dragon Age game was rendered boring to me because of how overpowered it was. Skyrim did the same thing with stealth.
Since modding is not going to happen in ME:A then it's not really relevant to any discussion as much as we both might think it's a good thing to have.
Except those close-up weapons produce faster-paced gameplay, which is exactly the think pause-to-aim avoids.
There are long ranged weapons which don't require a great deal of skill in comparison to weapons like the Javelin. They may not be as powerful as the Javelin, but that's the trade off. You ought to be rewarding players for using skill in a skill based combat system.
How does that work? What are the mechanics of persuasion under those circumstances?
It works the way I already explained it.
I disagree with you about the definition of RPG, but I've gotten a general idea as to what you're talking about. I can make a mental note when you use the term to understand what you mean, despite the fact that I use the term in a different way.
Unless you want me to start getting into the basics of how Humans communicate, I can't exactly explain it more than that.





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