Zulu_DFA wrote...
Ah, yes... "BIG CHOICES"...
Personally I'd prefer the togh choices. And the "suicide mission" should have at least three Virmire choices, to make it plausible and ... well "emotionally engaging".
But it seems that most of people prefer a fairy tale with "happily ever after" happy ending.
Yes and no. I think if you don't want to loose someone, you should have to work a lot harder to get the "fairy tale - happy ever after" ending.
For example Zaeeds Loyality. If you choose to help the workers, a timer should start running. If you manage to beat the mission in that timeframe, you'll get Vido and get Zaeeds loyality. If not, Vido escapes, and you can not gain Zaeeds loyality anymore. That would be a great choice that fits both Zaeeds personality and the game.
Since zaeed is a badass jerk, this would be a mission where it gets complicated when you choose the paragon path.
On another mission it might be the other way where you'll have a much harder time if you want to be the renegade.
That would make the missions more interesting and would add more to the roleplaying aspect.
In the suicide mission you actually have some serious choices. If you don't pick the right person for the right assignment, they die. Try picking Garrus as a specialist or Tali as fire team leader or Miranda as Biotic expert. They will die. Even if they're loyal.
I'd like it on the other hand if it were possible to save members if you survive against really hard odds if you made a bad choice. When the fire team leader calls "We're pinned against the door..."
it should be "We're pinned down near the door" and you should get the option to rush in and save their asses.
And in this situation you should be unable to save and reload. If you don't get it done that member is dead. If you die trying the option to rush in should be grayed out after respawning the section before that.
This way the "It depends on me" feeling would be really dense.
Just my 2 cens here...