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Post by warbaby2 on Dec 19, 2016 14:21:54 GMT
Hey, Some new info released today via German games magazine GameStar... www.gamestar.de/spiele/mass-effect-andromeda/artikel/mass_effect_andromeda,48839,3306670.html Bottom line (from an Interview with Fabrice Condominas): The story decisions will not be as "black and white" as they have been in the past, but be more "shades of grey"... 'cause that's what one has to do with game stories these days. Decisions are also farther reaching again, down to a point where they might cost a party members life (like in ME1). Crafting will be similar to DAI, including material collection, and we'll have to find blueprints to make new gear and modules. Also: The Tempest and Nomad will be upgrade able, but not a point where the changes "break" the predefined silhouette. Meaning: Tuning and color changes, but no external modules/weapons etc. That's the gist of it. GameStar is releasing new info regularly, I'll update accordingly if there is something of interest...
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Post by Vortex13 on Dec 19, 2016 14:30:27 GMT
God, I am really not looking forward to more resource grinding just so I can craft that +1 helmet with a larger HP bonus.
More than the crafting mechanic placing an undue amount of meticulous menu jumping onto the game I am concerned that this mechanics' very presence will render the unique in-game weapons and armor moot. For example, in DA:I you could go on a fairly lengthy series of side quests to complete a dungeon and then get rewarded with some awesome looking gear…. that is completely outdone by the generic stuff you crafted about an hour ago.
Hopefully, you will be able to call down some automated collectors to gather these resources for you, and that the crafting process does not completely supplant the in-game rewards for quests and boss loot.
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Post by Ahriman on Dec 19, 2016 14:32:01 GMT
Decisions are also farther reaching again, down to a point where they might cost a party members life (like in ME1). That's actually new. In last month after Walter's interview we assumed they can't die. I tried to come up with some pun, but failed. So I'll just say that they'd better make me care about these "choose your favorite type of bastards" choices.
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Post by warbaby2 on Dec 19, 2016 14:36:27 GMT
Decisions are also farther reaching again, down to a point where they might cost a party members life (like in ME1). That's actually new. In last month after Walter's interview we assumed they can't die. I tried to come up with some pun, but failed. So I'll just say that they'd better make me care about these "choose your favorite type of bastards" choices. The "squad mates dying" part is more conjecture on part of the interviewer, but Fabrice didn't deny it like Walters did... On crafting: It does sound like it will be similar to DAI, with the edition of more or less hard to get "blue prints".
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Post by themikefest on Dec 19, 2016 14:39:10 GMT
Need to make the top-of-the-line pathfinder armor. Collect 20 Andromeda iron ore. Collect 5 flying dragon leather. Collect 1 fiend heart. Collect circuitry from destroyed looking giant mech.
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Post by Vortex13 on Dec 19, 2016 14:40:00 GMT
I wish these interviewers would ask questions related to the science fiction portion of the setting sometimes.
For instance, will Ryder deal with some rather 'alien' beings in a way that doesn't immediately resulting in pew pewing? Are there any 'alien' elements present in the game? Etc.
Romanace options, dialog choices, customization and combat is a given. A game that actually tries to go back to the diverse and decidedly non-human (in certain instances) universe of the first Mass Effect title is not.
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Post by Link"Guess"ski on Dec 19, 2016 14:46:56 GMT
Fabrice is a boss. Everytime he talks about the game I'm filled with confidence about how it will turn out.
The thing he says about "shading" and not always knowing which choice you'd made led to the outcome really speaks to me. That's what I liked about The Witcher 2, that unpredictability when you make a dialogue choice and not knowing if that might potentially create some sort of consequence later on. In Witcher 2 there are choices you make in act 1 that come back to haunt you later in a way that fits with the causality of plot. DA:I had it a little bit when you pick templars and then the companion who was with mages comes at your doorstep to warn you about the mages or vice versa, but that was immediately after the previous main plot point.
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Gileadan
N5
Agent 46
Clearance Level Ultra
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Origin: ALoneGretchin
Posts: 2,915 Likes: 7,479
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Post by Gileadan on Dec 19, 2016 14:49:47 GMT
Well, I hope blue prints don't spawn randomly in loot containers or anything like that. Or if they do that, change the algorithm for determining a container's content. DAI's was awful because the more schematics you already had, the fewer you found in chests - it likely just gave you nothing or a generic item if it rolled a schematic you already had instead of only rolling among those you hadn't acquired yet. Please no more grinding - better make the advanced blue prints a reward for hard optional encounters / dungeons.
Also, they're welcome to implement a better crafting interface than DAI had.
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Post by Link"Guess"ski on Dec 19, 2016 14:51:24 GMT
I wish these interviewers would ask questions related to the science fiction portion of the setting sometimes. For instance, will Ryder deal with some rather 'alien' beings in a way that doesn't immediately resulting in pew pewing? Are there any 'alien' elements present in the game? Etc. Romanace options, dialog choices, customization and combat is a given. A game that actually tries to go back to the diverse and decidedly non-human (in certain instances) universe of the first Mass Effect title is not. The interviewers are mostly careless in this regard. Sometimes I don't think they've even turned their brainpower on. In the Gameinformer interview one of the chosen fan-questions that they asked Mac was "will we see more alien planets in Andromeda" or something to that effect... and it's like, what planet ISN'T alien in Andromeda? Also, they're welcome to implement a better crafting interface than DAI had. But DA:I is still a really good basis for a crafting system. They need to tighten its balancing and maybe have a bit more weapon/armor variety in terms of visuals but darn, I would spent several hour just crafting in DA:I just to create the most stylish as well as powerful gear for every companion. I really liked the tinting options or how different metal materials changed the design. I can't wait to craft cool helmets in Andromeda.
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Post by Deleted on Dec 19, 2016 14:51:39 GMT
Color me intrigued about squad-mates' possible death. I would really like the decisions to impact that.
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Post by warbaby2 on Dec 19, 2016 14:54:53 GMT
I wish these interviewers would ask questions related to the science fiction portion of the setting sometimes. For instance, will Ryder deal with some rather 'alien' beings in a way that doesn't immediately resulting in pew pewing? Are there any 'alien' elements present in the game? Etc. Romanace options, dialog choices, customization and combat is a given. A game that actually tries to go back to the diverse and decidedly non-human (in certain instances) universe of the first Mass Effect title is not. The interviewers are mostly careless in this regard. Sometimes I don't think they've even turned their brainpower on. In the Gameinformer interview one of the chosen fan-questions that they asked Mac was "will we see more alien planets in Andromeda" or something to that effect... and it's like, what planet ISN'T alien in Andromeda? The answer Mac gave baffled me even more there, to be honest... I mean, what good is a new setting with new, alien planets when your design philosophy remains "rooted in reality"?
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N5
Agent 46
Clearance Level Ultra
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Origin: ALoneGretchin
Posts: 2,915 Likes: 7,479
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Post by Gileadan on Dec 19, 2016 15:10:34 GMT
But DA:I is still a really good basis for a crafting system. They need to tighten its balancing and maybe have a bit more weapon/armor variety in terms of visuals but darn, I would spent several hour just crafting in DA:I just to create the most stylish as well as powerful gear for every companion. I really liked the tinting options or how different metal materials changed the design. I can't wait to craft cool helmets in Andromeda. I really like crafing too in most games, but the DAI interface is a clunkfest. Too much time spent browsing the ever growing materials list instead of applying a few filters and sorting options to make things easier. Or just let us choose a blue print, check if we have the materials required and craft the item. Anything that makes the actual in game handling of crafting faster and less of a chore. Then let us define color schemes and apply them to the finished items. Just please, no long list browsing with an interface meant for controllers.
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Post by CrutchCricket on Dec 19, 2016 15:15:36 GMT
Color me intrigued about squad-mates' possible death. I would really like the decisions to impact that. It's going to be Virmire 2.0. And honestly, that worked well enough so not only do they not have a reason to change it, I don't have a reason to want them to. Though I suppose they could also take a slice from the SM- you didn't upgrade the shields? Guess this companion's going bye-bye. I'd be fine with the choice to kill x or y being transparent and on the spot if past decisions influenced how they felt about it. Like if you never talked to them they'd just go "pfft, figures" or if you romanced them they'd call you out on it. Hell if you save your romance the one you doom should call you out on it. And your responses should vary from "I'm sorry" to "but he/she's really hot, alright?"
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Post by CrutchCricket on Dec 19, 2016 15:31:10 GMT
The interviewers are mostly careless in this regard. Sometimes I don't think they've even turned their brainpower on. In the Gameinformer interview one of the chosen fan-questions that they asked Mac was "will we see more alien planets in Andromeda" or something to that effect... and it's like, what planet ISN'T alien in Andromeda? The answer Mac gave baffled me even more there, to be honest... I mean, what good is a new setting with new, alien planets when your design philosophy remains "rooted in reality"? See I would read that at an attempt to make scientifically plausible locations and (hopefully) aliens. So we don't end up with a planet with three foot deep water that somehow still has tidal waves. The answer Mac gave baffled me even more there, to be honest... I mean, what good is a new setting with new, alien planets when your design philosophy remains "rooted in reality"? This is part of their desperation to appeal to the more casual crowd. The less alien and different it is, the less active abilities you "need" to manage, the more the weapons feel like the generic pewpew shooter fare - the better. (at least in their mind) I mean, take the design of the Khet, it's practically generic_hostile_alien_23, a mix between Collector, Turian and Prothean elements, it seems to me rather uninspired to say the least. ...but it could also be this. It's quite possible that the ME1 era of really cool and thought out sci-fi shit is long past.
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Post by CHRrOME on Dec 19, 2016 15:32:27 GMT
Site appears to be 404, blast it.
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Post by CrutchCricket on Dec 19, 2016 15:33:09 GMT
Virmire was Virmire, I don't think a repeat of the same situation is going to resonate positively with ME fans. I mean, it's enough that TFA was a rehash of episode 4, no?... We don't need a literal reboot of ME1's story in another galaxy. It may not be exactly the same. But will it be a crisis situation in which two squadmates are in mortal peril and you can only save one? Very possible. The new TOR expansion did just that.
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Post by Link"Guess"ski on Dec 19, 2016 15:34:22 GMT
^^ Considering what Mac did with ME3's plot, that is make the antagonist a literal Saren and his Geth 2.0 scenario, I'm not so confident, but I actually feel ME:A is going to be closer to a Halo 4 2.0 because Schlerf has written the backbone of the plot that's still in place. It's more likely we'll have some Didact-esque bad-guy who leads an army of angry Kett to do something about the promethian-- I mean the Remnant and that our protagonist will have some closely related character who is dying until they get an emotional payoff at the end (like Dad) or maybe SAM AI will go rampant over the course of the game IDK.
Seriously though, I have a feeling they're going for an approach where the companions aren't ever at risk of permadeath due to the plot, but the non-companion main characters could be, if the game has something akin to the advisors of DA:I maybe. Maybe even Dad. I have hopes that the Ryder family mystery is self-contained for Andromeda 1 so whatever happens this arc is resolved by the end of the game and dad or anyone else except the twin who's got a stake in this subplot will be able to die without BioWare having to worry how they're going to re-introduce them in the plot later; they can just resort to having them in the story but not crucial like Anderson in ME2 and then instead of backpedaling on the choice later, they find a way so they're guaranteed to stick with whether said character is dead or alive in future Andromeda games.
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Little Pumpkin
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition
Origin: Beerfish
XBL Gamertag: Beerfish77
Posts: 15,191 Likes: 36,397
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https://bsn.boards.net/user/314/personal
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Post by Beerfish on Dec 19, 2016 15:35:16 GMT
With crafting you have to be very careful that it meshes well with 'found' weapons.
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Post by Deleted on Dec 19, 2016 15:36:57 GMT
Color me intrigued about squad-mates' possible death. I would really like the decisions to impact that. It's going to be Virmire 2.0. And honestly, that worked well enough so not only do they not have a reason to change it, I don't have a reason to want them to. Though I suppose they could also take a slice from the SM- you didn't upgrade the shields? Guess this companion's going bye-bye. I'd be fine with the choice to kill x or y being transparent and on the spot if past decisions influenced how they felt about it. Like if you never talked to them they'd just go "pfft, figures" or if you romanced them they'd call you out on it. Hell if you save your romance the one you doom should call you out on it. And your responses should vary from "I'm sorry" to "but he/she's really hot, alright?" I like that MET had every type of the companion and close associates' deaths, ranging from the direct executions by the main character to the heart-wrenching choices, to the complex actions follow-ups, to 'no matter what you do' types. I also loved it that the main character was not immunized against death in plot-terms either.
So, I will be on-board with all or any of it being brought back in ME:A.
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Post by Link"Guess"ski on Dec 19, 2016 15:39:20 GMT
With crafting you have to be very careful that it meshes well with 'found' weapons. They just have to use the recipe system from DA:I. They'll probably make a system similar to ME2 where you spend resources to research certain things and then you unlock them for crafting. I would be totally cool with this.
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Post by warbaby2 on Dec 19, 2016 15:46:16 GMT
The answer Mac gave baffled me even more there, to be honest... I mean, what good is a new setting with new, alien planets when your design philosophy remains "rooted in reality"? See I would read that at an attempt to make scientifically plausible locations and (hopefully) aliens. So we don't end up with a planet with three foot deep water that somehow still has tidal waves. This is part of their desperation to appeal to the more casual crowd. The less alien and different it is, the less active abilities you "need" to manage, the more the weapons feel like the generic pewpew shooter fare - the better. (at least in their mind) I mean, take the design of the Khet, it's practically generic_hostile_alien_23, a mix between Collector, Turian and Prothean elements, it seems to me rather uninspired to say the least. ...but it could also be this. It's quite possible that the ME1 era of really cool and thought out sci-fi shit is long past. Could be... meh, I never thought I'd miss the Elkor, Hanar and Volus.
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Post by Deleted on Dec 19, 2016 15:49:52 GMT
Hey, Some new info released today via German games magazine GameStar... www.gamestar.de/spiele/mass-effect-andromeda/artikel/mass_effect_andromeda,48839,3306670.html Bottom line (from an Interview with Fabrice Condominas): The story decisions will not be as "black and white" as they have been in the past, but be more "shades of grey"... 'cause that's what one has to do with game stories these days. Decisions are also farther reaching again, down to a point where they might cost a party members life (like in ME1). Crafting will be similar to DAI, including material collection, and we'll have to find blueprints to make new gear and modules. Also: The Tempest and Nomad will be upgrade able, but not a point where the changes "break" the predefined silhouette. Meaning: Tuning and color changes, but no external modules/weapons etc. That's the gist of it. GameStar is releasing new info regularly, I'll update accordingly if there is something of interest... W8 w8 w8.... I recall Mac Walters said oficially, that Ryder's companions cannot die at any point in ME:A ? Of course, this does not mean they couldn't be maimed/seriously wounded/crippled due to Ryder making a bad risky decision, but they still cannot die according to Mac.
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Post by warbaby2 on Dec 19, 2016 15:52:51 GMT
Hey, Some new info released today via German games magazine GameStar... www.gamestar.de/spiele/mass-effect-andromeda/artikel/mass_effect_andromeda,48839,3306670.html Bottom line (from an Interview with Fabrice Condominas): The story decisions will not be as "black and white" as they have been in the past, but be more "shades of grey"... 'cause that's what one has to do with game stories these days. Decisions are also farther reaching again, down to a point where they might cost a party members life (like in ME1). Crafting will be similar to DAI, including material collection, and we'll have to find blueprints to make new gear and modules. Also: The Tempest and Nomad will be upgrade able, but not a point where the changes "break" the predefined silhouette. Meaning: Tuning and color changes, but no external modules/weapons etc. That's the gist of it. GameStar is releasing new info regularly, I'll update accordingly if there is something of interest... W8 w8 w8.... I recall Mac Walters said oficially, that Ryder's companions cannot die at any point in ME:A ? Of course, this does not mean they couldn't be maimed/seriously wounded/crippled due to Ryder making a bad risky decision, but they still cannot die according to Mac. As I said: It was conjecture on the part of the interviewer, there is NO confirmation from BioWare's side in there! Don't wanna spread false rumors here...
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Origin: wulfram77
Posts: 493 Likes: 856
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Post by Wulfram on Dec 19, 2016 16:00:48 GMT
I think the big and easily fixable flaw with crafting was that schematics didn't scale. This meant that the choice of actually useful schematics was really small unless you grinded (ground?) like crazy or use the Golden Nug to import from other save games, and even in the best case was a lot less than it could be. Lots of cool looks were basically pointless unless you didn't mind taking a hit to your characters effectiveness.
If you must have vertical progression in gear, have it be mostly in the materials, not in the schematics. Or you could perhaps allow the upgrading of earlier schematics, at a modest cost.
Also, let us buy materials in the same area as we craft. Don't make us go through a whole bunch of loading screens because we're short of Varren skins and Lithium.
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Post by Deleted on Dec 19, 2016 16:01:01 GMT
W8 w8 w8.... I recall Mac Walters said oficially, that Ryder's companions cannot die at any point in ME:A ? Of course, this does not mean they couldn't be maimed/seriously wounded/crippled due to Ryder making a bad risky decision, but they still cannot die according to Mac. As I said: It was conjecture on the part of the interviewer, there is NO confirmation from BioWare's side in there! Don't wanna spread false rumors here... You know what, I just thought again about my recent post. Mac Walters likes to give us dodgy answers. He did say nobody from Ryder's team can die. But what, if someone from the squad can me maimed/crippled rendering him unavailable/weaker for portion of the game? Bioware might try to introduce something like this. Of course this should be more of a story/choice driven event, not something that can randomly happen during combat.
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