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Post by Sartoz on Aug 26, 2016 18:55:19 GMT
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Bio said ME:A will give us more freedom (unprecedented?). Here is a thought.
Why give us a squad of seven characters if we can select the same two throughout the game missions? Put another way, why bother recruiting the other five via Loyalty Missions when we can use only two to complete the game? But, if the game won't advance until the 3rd+ character is recruited, do you think we can still finish the game with the original two?
Last, should Bio force us to rotate our squad characters?
Possible negative effects: 1. broken banter 2. no romance option for Ryder 3. less player "experience" 4. less optimal end game result.
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Adhin
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Post by Adhin on Aug 26, 2016 20:35:02 GMT
So should they? No, no options make for a bad community experience and bad replay. If there is literally only 2 squad mates EVERYONE gets the same game. Having those 7 options means peoples experiences can be varied enough talking about it becomes more interesting in general. Oh you had A and B with you? Man I had B and F, F said some funny shit!
As far as why recruit that many? From my perspective probably quest related. ME1 kinda forced you to meet all of them but only required you to have Kaiden, Ashley and Liara. Which I think was a good way to go about it. We should definitely be able to finish the game with just the original required set yeah. DAI did a good job of this too, not really requiring anyone.
As far as should they force us to rotate characters? No, no no, no, giant big ol' fat nooooo. They should 'force' as little as possible. Like we're doing a mission FOR a certain Squady? Sure, forced they have to come along - it's their mission so alright. Some squady gets badly injured in some story mission? Sure they're not available. But there shouldn't be some mechanic that makes it so we can't take them with us because we recently used them.
Makes sense in XCOM when there all no-name soldiers, has no place in a BioWare RPG.
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Post by themikefest on Aug 27, 2016 3:16:36 GMT
In the other thread you posted like this one, I mentioned that in ME3 you can have James and Liara for nearly the whole game. At least from Menae to the end except for having the edibot on Cronos. In ME2 the player can use Jacob and Miranda for the whole game unless completing a squadmates loyalty mission
I would not have a problem if only 2 squadmates were available to use from beginning to end without recruiting others.
Why would there be a no romance option? If the player can't romance a squadmate, the player can always romance a crewmember on the ship if available.
DAI the player can have Solas, Varric and Cassandra for the whole game without recruiting anyone else. I did it
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RoboticWater
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Post by RoboticWater on Aug 27, 2016 4:27:36 GMT
Bio said ME:A will give us more freedom (unprecedented?). Here is a thought. Why give us a squad of seven characters if we can select the same two throughout the game missions? Put another way, why bother recruiting the other five via Loyalty Missions when we can use only two to complete the game? But, if the game won't advance until the 3rd+ character is recruited, do you think we can still finish the game with the original two? Why give us any choices at all? I think it should go without saying that a BioWare game without an ensemble cast of unique and quirky characters isn't much of a BioWare game. Sure, if we lost all but two of our squad, BioWare would have more energy to put towards deepening the two we had as well as other non-squad characters, but there is a point where we get too much tree and not enough forest, especially when it comes to an RPG. Some degree of breadth and variety is necessary. I can almost guarantee you that we'll be required to pick up an Andromedan alien squad mate after getting our initial 2, and I'm fairly confident that said alien will be necessary in at least one main mission. As far as should they force us to rotate characters? No, no no, no, giant big ol' fat nooooo. They should 'force' as little as possible. Like we're doing a mission FOR a certain Squady? Sure, forced they have to come along - it's their mission so alright. Some squady gets badly injured in some story mission? Sure they're not available. But there shouldn't be some mechanic that makes it so we can't take them with us because we recently used them. Makes sense in XCOM when there all no-name soldiers, has no place in a BioWare RPG. I actually don't see how the negative effects of squad fatigue system outweigh the benefits. Choices by themselves are nice, but it's the restrictions that make them actually matter. The current squad system is almost entirely cosmetic. Sure, we could choose our squad based on who would be best for the job, but there's no incentive to. I'd imagine most people choose their squad based on who they like the most more than anything else. That's not necessarily bad, but it isn't especially interesting. Imagine that after every mission the participating squadmates would get a debuff (greater or lesser depending on their injuries) that doesn't go away until another mission is complete (or some number of tasks; as long as players aren't encouraged sit around for hours until their preferred members are back in action). For the sake of compromise, the game would never restrict you from taking a squad member, but rather keep adding more debuffs. Now, we actually have to play captain. We have to be conscious of our crew, make meaningful decisions about who we're taking where, and use all the limited assets available to us. Done well, and the end result would be not only intellectually engaging, but thematically evocative of our character's station. On top of that, we're adding a degree of mechanical authenticity to the characters. These aren't just tireless actors that spawn in with us and spit out banter; they're people that get hurt and fatigued. Is it more of a hassle? Yes, if you want to define any additional gameplay as "a hassle." A lot of games these days like to add hunger meters and whatnot to try and artificially expand their tactical layer, but BioWare have the rare opportunity to create a system that would add genuine mechanical depth to their game all while enhancing the game's atmosphere. I think that's well worth the price of squadmates on demand.
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Adhin
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Post by Adhin on Aug 27, 2016 4:54:40 GMT
Yeah I still hate the very thought of that though (it being forced). I mean in the original XCOM reboot I still had a relatively small squad of people I took with. I didn't have some massive roster. I did my best to work around there system because I ultimately don't want to deal with a constant changing squad makeup.
Ultimately I like having a set squad per playthrough. Doing something to force me out of that as the only way to play the game would ultimately just fuel to cause me to not enjoy the game as much. If it was a separate mode or something then sure. But if requiring they stay out of the squad for a mission to get rid of debuffs that continuously accumulate would basically require I get some kinda check list to ensure I know who I brought on what missions for subsequent playthroughs and, quite honestly fuck that nonsense.
One of the main reasons I pick specific squadies for my team for the bulk of the playthrough is because I want to see that whole line of dialog through out. They also compliment my specific build regardless of the situations (the idea of specifics for missions when it's not required has never been a concern for me). If that kind of mechanic existed and I was forced to it would put a damper on replay, for me anyway.
As an aside 'additional gameplay' doesn't equate to a hassle. Mechanics that exist to get in the plays way can be depending on the kind of game it is and how there handled. Food/Water mechanics are fine, I even enjoy them depending on how it's handled. FO4 for instance just got them in, and if taken at base I'd say yeah they're a hassle. But that's because an hour goes by in 3 freakin' minutes. Which means your guy gets dethly hungry every 18 minutes. With out a time scale mod (or console command if your on PC) it's kinda a giant pain in the ass that isn't difficult to deal with but is a pain in the butt due to the accelerated time.
I think a lot of games, especially survival games, tend to get the whole idea of hunger/thirst wrong. They tend to view it as a tactical or difficulty mechanic when it's really more of an immersion thing. It makes sense to be there but realistically not eating every 6 hours doesn't cause you to go into some traumatic shock. And it's not that hard to actually eat or drink, it's just a consideration that I enjoy when the timers on them aren't absurd.
Aaaannyway, the mechanic could work in an RPG, not saying it couldn't. Just saying I would want it to be optional. I'd definitely even do a playthrough with it on. Hell I'd probably play with it on for my first playthrough since thats the one where I have no idea what the full roster is, who I like, who fits what characters I wanna play blah blah blah. but for replays? I'd drop it like something you drop quickly because dropping... ehh... reasons? I dunno, maybe it's hot or is spiky?
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Post by opuspace on Aug 27, 2016 5:57:45 GMT
Please, please, please don't restrict choices. Railroading options to a smaller team does not appeal. The depth of the ME1 romances honestly did not feel any deeper than the ME2 romances and it's not worth the trade off from a more diverse ground team to pick from. That's not to say that twelve teammates isn't excessive, but I don't want to be expected to feel a close camaraderie with the starting team purely because they were there first. To answer as to why should there be more teammates than what we already start with, my answer is because I often pick teams as much for their personality as their skills. For example, how many times have some people complained that Kaidan was boring? How many times have some people called Ashley a racist? If that's all they were stuck with to take into battle or for romance, more in depth conversations with personalities they despise would not change it. (No, I don't see Kaidan as boring or Ashley as racist) My point is, just because we can complete the game with two characters doesn't mean we should be restricted to them. Half the fun was the journey to the end with those we choose to be by our sides.
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RoboticWater
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquistion, KOTOR
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Post by RoboticWater on Aug 27, 2016 6:11:02 GMT
Yeah I still hate the very thought of that though (it being forced). I mean in the original XCOM reboot I still had a relatively small squad of people I took with. I didn't have some massive roster. I did my best to work around there system because I ultimately don't want to deal with a constant changing squad makeup. This is actually why I like the Long War mod to XCOM:EU. Not only do get wounds that last longer, each soldier now gets fatigued for so many hours (or days) after any mission. You can take them out on another mission without any debuffs (I think), but they're guaranteed to go though a "wounded" period after that. This forced me to make ample use of my entire roster and level my rookies. The game becomes a lot more interesting when you have to juggle multiple teams each with differently specialized characters. I don't like to think of it as a "you have to do this" kind of mechanic, but it would ultimately come down to balance. Ideally, the mechanic wouldn't outright stop the player from taking out a specific squad, but would encourage the player to be more deliberate with decisions regarding their squad rather than mindlessly choosing the same few people over and over. A single mission wouldn't totally ruin a character's ability to fight, but extended use would. I can sympathize with that, but I think there is a way BioWare could pace the dialog such that you get a relatively consistent dialog with each character even while swapping. Even in DA:I, I think it's possible to exhaust the dialog between a single grouping of companions fairly easily (assuming you're doing enough exploring). I suppose it would also behoove BioWare to make crew members more versatile if they implemented a system like this, i.e. an Engineer wouldn't be the obvious choice for a mission against synthetics. If each character had multiple unique narrative (e.g. squadmate knows a guy who works in the facility you're raiding) and mechanical (e.g. ) reasons to bring them along, then there shouldn't be as much redundant squad composition in subsequent playthroughs. That was my point: unlike some poorly implemented immersion mechanic that would only serve to annoy the player, a fatigue mechanic would be a natural extension to the Mass Effect's existing mechanics and premise. Yeah, I think there's a lot of untapped potential in the realm of custom difficulty. In a perfect world a feature like this could have an analog slider from off to default to hardcore, but unfortunately, more options is just more debugging.
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Post by Adhin on Aug 27, 2016 7:31:53 GMT
Oh I can 100% agree on custom difficulty potential being not very fulfilled by developers. Pillars of Eternity did a pretty solid job so that was nice to see.
Semi-related to the whole idea of some kind of fatigue mechanic and implementation. Any mechanic that can just be completely ignored, that isn't providing an option (and I mean a real option not these faky 'yes or no) then whys it there? For example if the options are in relation to combat and it's a combat determination that's generally a good option right? You make a stealthy character, an all out guns blazing? Something in between? That's a player choice that mechanics are supporting. What skills are you taking, how do you evolve those skills? All good choices.
If you have a single thing that's use it or ignore it and it has no counter part then it's not really a choice. Technically it is, but it's empty. Like do you do this linear quest with no options in it or don't? Which is basically 'ignore content or don't ignore content'. Play the game or don't play the game? Kinda a shitty choice.
Fatigue style system would have to be something that isn't to binary. Make it to week and whys it even exist if I can just ignore it with no issues? If it's not weak then me ignoring it is me having a bad time. You'd need alternate ways to deal with it instead of just 'you can't take them with you for a bit'.
As far as 'banter' dialog. It's not just roaming around random stuff. The stuff I'm really worried about is mission specific stuff. Like, Jacks loyalty mission... who do you take with you? You got a lot of options and those options could provide some interesting information or insight into that character. Taking Miranda with you is kind of interesting as she constantly tries to deny Cerberus is evil and the Illusive man totally didn't know this place was bad or something. Granted that's an example of only being able to take 1 outa the 2 but it holds true for the other missions when you can pick 2.
That's ultimately what I was talking about, not the random roaming around stuff. Like you said you can hear all of that even if I don't have the 'full squad' all the time, depending on how much free roam I do and all that. It's the parts where they chime in on quests that I get worried about.
Anyway I'd definitely be interested to see some kind of fatigue mechanic that isn't to binary or overbearing. Done right could add some good atmosphere to things. Hell could be a means to trigger certain dialog heh.
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Post by Deleted on Aug 27, 2016 7:47:09 GMT
I think even if you could play the game with only two same characters end-to-end, you would be just missing out a lot of the stuff associated with the other potential team-mates. For the first playthrough, I can't imagine myself doing such playthrough, for 4-5th playthrough? Yea, but no way for the first one Althrough, they could add sort of an achievement for that, like in ME 1 where you could get a badge for playing vast majority of the game using a particular teammate.
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Post by techurious on Aug 27, 2016 7:56:51 GMT
I wholeheartedly support the idea of squad injuries although not to force players to rotate characters but to play more tactically. If you rush in the battlefield and don't manage your squad then they will be heavily injured and the player would be forced to call an evac and replace the squad if there are spare squardmates. If every squadmate is injured, you go solo or abort the mission. But I don't think it should be a debuff for strictly one mission but rather a set time that you could spend doing other non-combat stuff.
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Post by Adhin on Aug 27, 2016 19:12:48 GMT
I wholeheartedly support the idea of squad injuries although not to force players to rotate characters but to play more tactically. If you rush in the battlefield and don't manage your squad then they will be heavily injured and the player would be forced to call an evac and replace the squad if there are spare squardmates. If every squadmate is injured, you go solo or abort the mission. But I don't think it should be a debuff for strictly one mission but rather a set time that you could spend doing other non-combat stuff. Only problem with that is this isn't Dragon Age. We don't have complete control over are squadmates, or healers or tanks or any of that. The only way to ensure they don't go down is to leave them behind. They are, ultimately, driven by there AI and there AI can be dumb as shit sometimes. You can have them hold back and you go on alone and they'll survive longer for sure but they'll eventually give up the position you told them to and be stupid. That's one of the big issues with this style of game. For the most part there 'isnt' any managing your squad. They're designed to do there own thing outside of you giving a general 'area' for them to take cover around and when to use an ability. None of that'll really reliably save any of them. It's like playing Hardcore in Diablo with 500 latency. Extremely not recommended cause at some point your going to die and it wont be because of any tactical choice you made or lack of reaction time. Something wildly out of your hands will screw you over. That said I agree with the set timer thing. Maybe doing a mission with out them bypasses that as well. Maybe spending some space-bucks to bypass it entirely (though expensive?). Either way having a system that will penalize you on something that's mostly out of your hands is kinda... meh. But could prove interesting.
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linksocarina
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Post by linksocarina on Aug 27, 2016 19:19:17 GMT
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Bio said ME:A will give us more freedom (unprecedented?). Here is a thought.
Why give us a squad of seven characters if we can select the same two throughout the game missions? Put another way, why bother recruiting the other five via Loyalty Missions when we can use only two to complete the game? But, if the game won't advance until the 3rd+ character is recruited, do you think we can still finish the game with the original two?
Last, should Bio force us to rotate our squad characters?
Possible negative effects: 1. broken banter 2. no romance option for Ryder 3. less player "experience" 4. less optimal end game result.
Chances are we will get 3 characters guaranteed, with the rest being extras. And two of the three will be human of course.
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Post by Monk on Aug 27, 2016 20:28:04 GMT
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Bio said ME:A will give us more freedom (unprecedented?). Here is a thought.
Why give us a squad of seven characters if we can select the same two throughout the game missions? Put another way, why bother recruiting the other five via Loyalty Missions when we can use only two to complete the game? But, if the game won't advance until the 3rd+ character is recruited, do you think we can still finish the game with the original two?
Last, should Bio force us to rotate our squad characters?
Possible negative effects: 1. broken banter 2. no romance option for Ryder 3. less player "experience" 4. less optimal end game result.
The point of the large roster, i'm gathering, is to provide choice and, when valid, special dialog depending on where the squad is/what mission they're undertaking (i.e. like taking Varric and/or sibling along during Legacy DLC in DA2). Nothing to answer on the second since it's already false (can't finish a game if it won't allow you to progress). The player should be forced as little as possible, especially when it comes to squad choices. I mean, if this was shooter, i could see the validity of such a decision but ME, after all, isn't just a shooter. It's an RPG.
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