Legion and End game timing [Spoiler in the first post]
#1
Posté 25 février 2010 - 09:26
#2
Posté 25 février 2010 - 09:27
#3
Posté 25 février 2010 - 09:28
#4
Posté 25 février 2010 - 09:28
#5
Posté 25 février 2010 - 09:33
#6
Posté 25 février 2010 - 09:58
early yoman chambers will die ...
as i lost her ....
all the others are alive
#7
Posté 25 février 2010 - 10:02
But if you see the "mission complete" screen even once AFTER Joker's mission, you've lost half the crew when you finally get to them, including Chambers. So you might get two missions done BEFORE joker's, but after that no more missions if you desire to save everyone.
#8
Posté 25 février 2010 - 10:10
Legions' dialogue throughout the game is amusing, and very often quite informative.
#9
Posté 25 février 2010 - 10:15
#10
Posté 25 février 2010 - 10:17
Every time I talk with Legion after end-game he gives me the 'building consensus' line and I get nothing. Is there any way around that?
#11
Posté 25 février 2010 - 11:51
voidcommander9111980 wrote...
guys basicly if you take legion
early yoman chambers will die ...
as i lost her ....
all the others are alive
Kelly Chambers only dies if you take too long to go through the Omega 4 Relay after the "Joker mission" (kidnap).
----------------------------
If you activate the galaxy map after the Derelict Reaper IFF mission with no active quests in your Journal, it triggers the crew's kidnap. To save the whole crew (including Kelly), you must go through Omega 4 straight after the kidnapping.
If you activate Legion after the Reaper IFF mission, & then talk to him to get his loyalty mission in your Journal, and *then* activate the galaxy map, you will have time to do Legion's loyalty mission before the crew kidnapping. The next time you hit the map after having done Legion's loyalty mission, it triggers the kidnap. And then to save the whole crew (including Kelly), you simply go straight through Omega 4 after the kidnapping.
If you already have an active quest in your Journal after the Reaper IFF mission (e.g. Tali's loyalty) you should have time to do both that quest *and* Legion's loyalty mission *before* the kidnapping - so long as both quests are in your Journal before you activate the galaxy map. So you have e.g. Tali's already, and then you activate & talk to Legion to get his, then you hit the map and go off & do each mission. Then, after having done both missions, the next time you hit the map it triggers the kidnapping. As before, to save the whole crew, simply go through Omega 4 straight after the kidnapping.
Modifié par Mister_Tez, 26 février 2010 - 12:01 .
#12
Posté 25 février 2010 - 11:54
ohupthis wrote...
AHH, the joys of being able to alter the games' sequence. tee hee.
Legions' dialogue throughout the game is amusing, and very often quite informative.
Absolutely. Legin is a great character and was totaly wasted getting moved to the very end of the game. It almost feel like they intended to have the entire game be an open ended "grocery list" style where you can grab the IFF and jump into the relay at any time, then panicked and half railroaded the game at the last minute.
Anyone with the PC version owes it to themselves to hack in the later characters and use them in the earlier missions. The dialog alone makes it worth it.
#13
Posté 26 février 2010 - 12:04
See, if you could do things in any order you want and nothing happens until you choose it like a lot of these games, there's the feeling that the entire universe is in stasis unless you're present. All these crises coincidentally happen just when you arrive, not while you're elsewhere. With the game springing unavoidable events on you, it gives a lot more sense that things are happening outside your immediate presence and control.
#14
Posté 26 février 2010 - 12:11
Koyasha wrote...
See, if you could do things in any order you want and nothing happens until you choose it like a lot of these games, there's the feeling that the entire universe is in stasis unless you're present. All these crises coincidentally happen just when you arrive, not while you're elsewhere. With the game springing unavoidable events on you, it gives a lot more sense that things are happening outside your immediate presence and control.
Yup. As much as I love ME1, it suffered from that. Especially funny with the "Race Against Time!" when you steal the Normandy from lockdown and head off to Ilos... even if you faff about for ages doing all sorts of different side-quests, when you get to Ilos Saren is still patiently by the bunker door as if he was waiting for you. I liked having forced missions in ME2.
#15
Posté 26 février 2010 - 12:12
Koyasha wrote...
I'm going to say that the pacing of the game the way they did it - things happen, you can't do everything in whatever order you want - is a good thing overall. It's still worth it to hack the game and see the dialogue in the earlier missions, but for the game's actual pacing? Better the way they did it.
See, if you could do things in any order you want and nothing happens until you choose it like a lot of these games, there's the feeling that the entire universe is in stasis unless you're present. All these crises coincidentally happen just when you arrive, not while you're elsewhere. With the game springing unavoidable events on you, it gives a lot more sense that things are happening outside your immediate presence and control.
A fair point. Still, I would have allowed any teammate to be recruited from the start, base the main plot progression on a simple counter that adds loyalty missions and recruitment missions together (If X+Y=Z, then attack horizon) and allow the game to be finished at ten points. That way you could recruit the whole team, but gain no loyalty, recruit five characters and make them loyal, or some in-between level. Narrative locking some characters was really a shame, particularly Legion since since he offers such an interesting insight into the first game but Thane also loses out by being gained after the game is more then half over, and could have been a much better character with more time to develop.
#16
Posté 26 février 2010 - 12:13
#17
Posté 26 février 2010 - 12:23
I agree, something like this would be a good way to give options while also keeping things 'moving'. And it makes sense that TIM would have prepared all the dossiers well in advance, before Shepard is even awake, knowing that Shepard is going to need people as soon as she's ready to begin.SuperZombieChow wrote...
A fair point. Still, I would have allowed any teammate to be recruited from the start, base the main plot progression on a simple counter that adds loyalty missions and recruitment missions together (If X+Y=Z, then attack horizon) and allow the game to be finished at ten points. That way you could recruit the whole team, but gain no loyalty, recruit five characters and make them loyal, or some in-between level. Narrative locking some characters was really a shame, particularly Legion since since he offers such an interesting insight into the first game but Thane also loses out by being gained after the game is more then half over, and could have been a much better character with more time to develop.
#18
Posté 26 février 2010 - 12:27
SuperZombieChow wrote...
Koyasha wrote...
I'm going to say that the pacing of the game the way they did it - things happen, you can't do everything in whatever order you want - is a good thing overall. It's still worth it to hack the game and see the dialogue in the earlier missions, but for the game's actual pacing? Better the way they did it.
See, if you could do things in any order you want and nothing happens until you choose it like a lot of these games, there's the feeling that the entire universe is in stasis unless you're present. All these crises coincidentally happen just when you arrive, not while you're elsewhere. With the game springing unavoidable events on you, it gives a lot more sense that things are happening outside your immediate presence and control.
A fair point. Still, I would have allowed any teammate to be recruited from the start, base the main plot progression on a simple counter that adds loyalty missions and recruitment missions together (If X+Y=Z, then attack horizon) and allow the game to be finished at ten points. That way you could recruit the whole team, but gain no loyalty, recruit five characters and make them loyal, or some in-between level. Narrative locking some characters was really a shame, particularly Legion since since he offers such an interesting insight into the first game but Thane also loses out by being gained after the game is more then half over, and could have been a much better character with more time to develop.
I really wonder why BW didn't make it this way, since it would've grant more replay value, emphasize time constraints on the suicide mission, make you choose who is more important in the squad, etc etc...
#19
Posté 26 février 2010 - 01:47
Space constraints on the 360 version, supposedly.max_ai wrote...
I really wonder why BW didn't make it this way, since it would've grant more replay value, emphasize time constraints on the suicide mission, make you choose who is more important in the squad, etc etc...
#20
Posté 26 février 2010 - 01:57
Then, how on earth people play DA:O on the 360? It seems they don't have a problem swapping discs...
#21
Posté 27 février 2010 - 11:30
and go with him to the flotilla .... HAHAHAHA
Amazing dialogues and insults !!!
#22
Posté 27 février 2010 - 12:52
dont die lol
it was so FUCCCKING HARD to be true xd
#23
Posté 27 février 2010 - 12:55
is that you cant respec your followers abilities if you make a mistake ... :S
and this sucks
only you can change your abilities
And that needs A GOOD FIX !
Modifié par voidcommander9111980, 27 février 2010 - 12:56 .
#24
Posté 27 février 2010 - 01:21





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