Is The Ending Choice REALLY That Black & White?
#101
Posté 19 février 2010 - 09:11
#102
Posté 19 février 2010 - 09:16
#103
Posté 19 février 2010 - 09:17
#104
Posté 19 février 2010 - 09:20
Well, duh.Tisiphne wrote...
Not if you think you can take down TIM...
You're Commander ****ing Shepard.
#105
Posté 19 février 2010 - 09:45
Potato Power wrote...
Cerberus is bad, but honestly? Using Reaper Tech to beat the Reapers seems more logical than "The Illusive Man is bad, you can't have this stuff!"
I often find that the Renegade choices in the game make no sense, and end in you just being an ass for the sake of it, but this is one of the only major choices that makes sense, and your teammates act like you're a child molester if you go Renegade. It just makes no sense.
Thoughts?
If you look at it as a game choice then you probably would tend to think there is an alternative. But put yourself in your characters place (there is an RPG in the game title so this isn't so strange a request). Then think about it some more.
You have exactly one chance to do this. Whatever you do has probably already cost lives to buy you that chance. Anything you do must suceed. Blowing the station to hell and gone is as sure a bet as there can be.
The statement that EDI thinks a radiation weapon will work is supposition based on relatively little information. What if it is only 99% effective? Can you afford to take the chance?
The Cerberus organization has a very bad track record, very bad.
The technology you might be giving to the Illusive man includes indoctrination, warning bells should be going off all over the place now.
The only consideration against blowing the base is that you can get a chance to see more reaper tech. But ultimately the reapers have the tech and have had it for potentially 37 million years. The value of the tech you might recover is somewhat problematic since the reapers will still know the tech better than you, so is it worth risking your one chance to end the collector threat? Also in terms of ship systems the real difference between the reapers and the council fleets is scale...each individual reaper is 2-2.5 times as large as a council dreadnaught of which there is less than 100, they have massive element zero cores which gives them more powerful shields and weapons...but this is a issue of scale not that the weapons or defences the reapers have is out of the world. It isn't like the council vessels are roman triremes and the reapers WW2 battleships.
At the end of the day: "The only way to be sure." Is to: "Nuke it from Orbit."
Many of the choices in ME and ME2 are black and white when you look at it from the perspective of a real person and not as just some arbitrary choice in a game.
#106
Posté 19 février 2010 - 12:04
#107
Posté 19 février 2010 - 12:18
#108
Posté 19 février 2010 - 12:24
"Well sometimes a thousand people have to die, so that a million can live"
#109
Posté 20 février 2010 - 04:55
DuffyMJ wrote...
Using human research conducted by ****'s is illegal and considered unethical even though it actually rendered some useful applications (useful design for extreme cold weather clothing survivability for high altitude fliers is one example)... Basically, if you support keeping the Collector base, you also supported the US bringing **** scientists to America, giving them free houses and cars and comfortable life in Florida, and paying them to develop rockets for the space race. Personally, I find that disgusting and woefully amoral, but to each their own I guess.
Huh. I'd never thought of it that way before... oh yeah, cause they're not at all the same. Saving the Collector base has nothing to do with exempting those involved from reprisal.
(As an aside, I doubt the scientists involved in your example really had much choice other than to participate. Most, at least. Don't be so quick to blame somebody that you lash out at the wrong people)
@ Beechwell: Yeah, that's the legitimate argument to destroy the base. Just pointing out that the other arguments don't add up.





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