Aller au contenu

Photo

Squadmate loyalty


  • Veuillez vous connecter pour répondre
47 réponses à ce sujet

#26
Stakrin

Stakrin
  • Members
  • 930 messages

I've had Genophage decisions twice already. I don't know about you, but I don't want to deal with it anymore. Just show us some Salarian who'll say "Good news, everyone! Krogans now reproduce by spores" or whatever.


Maybe no actual decision, it was a random example.

But it seems like it would be a big deal. If they have no way back to the Milky Way, and the Krogan can't naturally reproduce...they'll definitely want some land

#27
KaiserShep

KaiserShep
  • Members
  • 23 806 messages

What I didn't like about ME2's loyalty missions was that most had little to do with the story. The Drack example is more like it. But doing 6 or 7 of these again... Not very original.


I don't know if I'd care to have every companion mission be directly involved with the main story. One of the things I really like about BioWare games is that they have interesting side plots that fill the world. Mordin's loyalty mission, for example, has absolutely nothing to do with the Collectors, but I think it's easily the best one. What I don't like is that these missions affect whether or not a character dies outside of that mission, which I think is a silly mechanic.

#28
Degs29

Degs29
  • Members
  • 1 066 messages

While I enjoyed the loyalty missions in ME2, I thought they could have been incorporated more organically into the story.  Have them be more integrated, rather than singular missions keyed specifically to one character.  Loyalty should be based on many decisions you make during the course of the game, not just one specific action.

 

That would, of course, be a very complicated system; which is why they probably avoided it.



#29
Excella Gionne

Excella Gionne
  • Members
  • 10 443 messages

Yeah, let's not do the whole loyalty thing anymore. Perhaps something better and different. 



#30
Silvery

Silvery
  • Members
  • 470 messages

I would love more squadmates interacts on the ship. They improved on this more in ME2 and then again in ME3, but I remember in KOTOR and KOTOR 2 when walking around the ship that sometimes when you walked in a room cutscene-ish squad mate interacts would occur and I always enjoyed that. I would not mind something like that happening more in ME:A. 



#31
Miserybot

Miserybot
  • Members
  • 357 messages

I don't really know. To me, those arguments seemed like little more than a mid-game paragon/renegade check. If you didn't have enough p/r, then you could kiss your squadmates loyalty goodbye. Even if you already did their mission.

I wouldn't mind conflicts between crew, but maybe if you were are actually forced to choose, and not just rely on having enough paragon. renegade. whatever.



#32
themikefest

themikefest
  • Members
  • 21 594 messages

What I didn't like about ME2's loyalty missions was that most had little to do with the story. The Drack example is more like it. But doing 6 or 7 of these again... Not very original.

What I didn't like about them is that a squadmate could die if their loyalty mission isn't completed.  If anything, I would have it effect the relationship between Shepard and the squadmate.



#33
AngryFrozenWater

AngryFrozenWater
  • Members
  • 9 055 messages

What I didn't like about them is that a squadmate could die if their loyalty mission isn't completed.  If anything, I would have it effect the relationship between Shepard and the squadmate.

That's something I can understand.

 

To me it is also the repetitive nature of these quests. Fetch quests, which all have a similar structure, are considered by many as not very original, but to me loyalty missions are just as bad for similar reasons.



#34
straykat

straykat
  • Members
  • 9 196 messages

That's something I can understand.

 

To me it is also the repetitive nature of these quests. Fetch quests, which all have a similar structure, are considered by many as not very original, but to me loyalty missions are just as bad for similar reasons.

 

Maybe I'm jumping in late, but what's similar? I know they're all (mostly) shooting based, but what else? The story content is vastly different. I feel like I'm taking Grunt to a Bar Mitzvah, and Garrus is broken friend you want to help out... Jack (especially without DLC) was intended to be a reminder of the measures Cerberus goes to on their own, Mordin has his soul searching with the genophage, Miranda has her sister, etc..



#35
AngryFrozenWater

AngryFrozenWater
  • Members
  • 9 055 messages

Maybe I'm jumping in late, but what's similar? I know they're all (mostly) shooting based, but what else? The story content is vastly different. I feel like I'm taking Grunt to a Bar Mitzvah, and Garrus is broken friend you want to help out... Jack (especially without DLC) was intended to be a reminder of the measures Cerberus goes to on their own, Mordin has his soul searching with the genophage, Miranda has her sister, etc..

Loyalty mission: Do a favor to get a ship upgrade, an ability upgrade and a new costume. If you don't then there will be "repercussions" in the end game.

 

Edit: Added quotes.



#36
straykat

straykat
  • Members
  • 9 196 messages

Loyalty mission: Do a favor to get a ship upgrade, an ability upgrade and a new costume. If you don't then there will be "repercussions" in the end game.

 

Edit: Added quotes.

 

Fair enough. What do you want changed?

 

I never really thought about the perks too much or what could be improved. As you saw, I just focused on the stories. They felt different enough, even though that oft-repeated joke about "daddy issues" has some validity. Exaggerated, but it's still there.


  • Hammerstorm aime ceci

#37
KaiserShep

KaiserShep
  • Members
  • 23 806 messages

Loyalty mission: Do a favor to get a ship upgrade, an ability upgrade and a new costume. If you don't then there will be "repercussions" in the end game.

 

Edit: Added quotes.

 

 

Well, technically the upgrade is always available so long as you have the resources to apply them, since you could just ask even a disloyal companion. As for the ability upgrade, that seems like a thing some RPG's are wont to do. Look at the unique specializations for companions in DA2 when you unlock friendship or rivalry, or the boosts in ability for companions in DA:O when a companion has high approval. 



#38
AngryFrozenWater

AngryFrozenWater
  • Members
  • 9 055 messages

Fair enough. What do you want changed?

 

I never really thought about the perks too much or what could be improved. As you saw, I just focused on the stories. They felt different enough, even though that oft-repeated joke about "daddy issues" has some validity. Exaggerated, but it's still there.

If those loyalty missions are to be in ME:A again then let them at least have something to do with the story. So, not only character progression, but also story progression. Like I said before, playing a psychiatrist or father figure in those situations is OK once only. But yes, there were too many "daddy issues", for the lack of a better term. Something like Drack's example is more like it.

 

If the loyalty is not achieved then I rather wish they'd leave instead of nagging for the rest of the game. And like I said before, loyalty goes two ways. I've tried Jack and Grunt. Jack is unstable, I rather have her not around. Grunt is unstable too, but you can at least fix that. However, I have no use for Grunt. I rarely take him anywhere. He is supposed to be cool, but it's not my kind of cool. I rather he left.

 

You can argue that some don't have to be recruited, but in my first playthrough I want to give them at least a chance. So the options to remove them from the squad later would be appreciated.



#39
straykat

straykat
  • Members
  • 9 196 messages

If those loyalty missions are to be in ME:A again then let them at least have something to do with the story. So, not only character progression, but also story progression. Like I said before, playing a psychiatrist or father figure in those situations is OK once only. But yes, there were too many "daddy issues", for the lack of a better term. Something like Drack's example is more like it.

 

If the loyalty is not achieved then I rather wish they'd leave instead of nagging for the rest of the game. And like I said before, loyalty goes two ways. I've tried Jack and Grunt. Jack is unstable, I rather have her not around. Grunt is unstable too, but you can at least fix that. However, I have no use for Grunt. I rarely take him anywhere. He is supposed to be cool, but its not my kind of cool. I rather he left.

 

You can argue that some don't have to be recruited, but in my first playthrough I want to give them at least a chance. So the options to remove them from the squad later would be appreciated.

 

There is no story in ME2. There are stories.

 

So you're demanding something that was never necessary in the first place :D They're not there to be tied to the Collectors. They're just the dirty dozen, who represent some of the best in the galaxy.

 

Basically, this sounds like you didn't like the game at all now. Which is a different issue.



#40
AngryFrozenWater

AngryFrozenWater
  • Members
  • 9 055 messages

There is no story in ME2. There are stories.

 

So you're demanding something that was never necessary in the first place :D They're not there to be tied to the Collectors. They're just the dirty dozen, who represent some of the best in the galaxy.

 

Basically, this sounds like you didn't like the game at all now. Which is a different issue.

Hello again. My internet was interrupted. Sorry about that.

 

Well, I don't demand things. You asked what I wanted changed. So, I answered you.

 

No game is perfect. I guess it is fashionable that if you don't like an aspect then you should dislike the entire game. I don't suffer from that. ;)


  • straykat aime ceci

#41
AngryFrozenWater

AngryFrozenWater
  • Members
  • 9 055 messages

Well, technically the upgrade is always available so long as you have the resources to apply them, since you could just ask even a disloyal companion. ...

Agreed. It has been a while since I last played the game. Sorry about that.

 

Edit: About the rest. It's the repetitive nature of these missions that I don't like, no matter their rewards.



#42
themikefest

themikefest
  • Members
  • 21 594 messages

Well, technically the upgrade is always available so long as you have the resources to apply them, since you could just ask even a disloyal companion.

If you talk with the squadmate right away, the upgrade becomes avaialble right away. If Shepard waits too long, the conversation will turn to helping the squadmate with whatever problem. Getting that upgrade won't happen until the squadmate has their problem taken care of.



#43
AngryFrozenWater

AngryFrozenWater
  • Members
  • 9 055 messages

If you talk with the squadmate right away, the upgrade becomes avaialble right away. If Shepard waits too long, the conversation will turn to helping the squadmate with whatever problem. Getting that upgrade won't happen until the squadmate has their problem taken care of.

Looks like that's another thing I forgot. Ghehe.



#44
TJByrum

TJByrum
  • Members
  • 134 messages

I would like some conflict in the squad that just can't be fixed.  Like, you have to choose either one or the other.



#45
straykat

straykat
  • Members
  • 9 196 messages

I would like some conflict in the squad that just can't be fixed.  Like, you have to choose either one or the other.

 

Like Virmire?

 

They had originally planned a choice like that with Thessia (VS vs Liara).



#46
Aquarius

Aquarius
  • Members
  • 132 messages

I would like some conflict in the squad that just can't be fixed.  Like, you have to choose either one or the other.

 

I'd like that, too. 

 

In real life, people have their own opinion. They don't always agree with you and can't be always persuaded to make a compromise or see things the way you do. They don't always believe what you say and if they disagree with the way you're handling things they might take the matter into their own hands. And if you keep disappointing them or making choices that go against their beliefs they might break ties with you or even go against you.

 

Companions shouldn't be a puppet that will dance to your tune just because you have maxed your persuasion skill. They should be their own person with their own opinions. So if you choose to do A or befriend companion B, they shouldn't only voice their concerns or aversion, but do something about it if it really goes against their beliefs.

 

But since Bioware games are all about choice and shaping the game the way you see fit, the option to resolve a critical situation peacefully should remain. But it would be better if achieving this would be a challenge. Maxing out persuasion to stop A from killing B or C leaving your crew is cheap. It would be much more interesting if it was dialogue based or influenced by a chain of choices that led to the conflict in the first place.



#47
Gileadan

Gileadan
  • Members
  • 1 395 messages

If we're exploring a new galaxy, then this team is all we got. And then whoever picked this team better chose people who work competently in a group instead of bickering around. The "bunch of quarreling quirky misfits" trope is getting so old that it can wrap itself in its own grey beard by now.



#48
TJByrum

TJByrum
  • Members
  • 134 messages
I was thinking of something like...

A Geth ship attacks a Quarian ship. Legion and Tali give very good reasons to support their ship of choice. There is no right or wrong choice; it's simply a choice you have to make.

After making your choice of who to help, one might start to dislike you.

That's a bad example, using Geth and Quarians; maybe Krogan and Salarian would have been better.

Just present the player with hard moral choices, and not all the squad mates might agree with your choice. That's just me though. I know some people like 'perfect' endings by getting all characters loyal and keeping them all alive. That's cool too, especially for people with OCD
  • Aquarius aime ceci