catfood
AGAIN
Check out this guy's newest video. He says POE is too balanced.
This is all covered in the DC. A) You are literally the only team capable of getting there in time, every other team is far away in another mission, which is why you are even given the mission to go to the radio in the first place and B) its speculaetd that both these things are happening at the same time as a part of a staged plot. Im not even in the mid point so i dont know how much the second thing is true, but well see.Not a bad video. Anyway, time for my favorite acitivity on the 'dex - ranting about stuff. This time about the W2 choice - I thought it was done in a very hamfisted and silly way:
First of all, there is plenty of time for a team from Citadel to reach either locations - you know that because you can do it. Second, there are a ton of very high level rangers there just standing around doing fuck all. Finally, both of these locations are critical in a wasteland setting - food production and water source. So why the fuck is a team so green they are not even allowed in the base the only one sent to deal with both problems? Does Vargas hate these places so much? Or is he trying to get PCs killed or fail to teach them some kind of a lesson - "See kids, wasteland is a harsh place where you can't save everyone and don't get to be hero, even if I have to make sure of it myself, dammit!"
What they should have done (if they insisted on such a binary choice) is to have the PC team pick one location, and Vargas sends another team to the other. Only the other team fails. There, it's still the same choice, only this time somewhat believable. Or make time actually matter instead of artificially tying the fall of one place to solving the problem in another. But I guess I then wouldn't have to listen to those oh-so grimdark send-help messages from NPCs I have never met and don't care about from the other place every 30 seconds.
Well it's not really headcannon that there are a lot of people in the ranger citadel that could have handled those emergencies easily as the game shows you this - the team outside is actually higher level then the PC team is at the start of the game, even if they are one member short; there's a 10+ level ranger painting walls or whatever the hell he is doing right next to them; inside there a multiple 10+ level rangers just walking about or standing near a door. Vargas has two 20+ level rangers with heavy weapons just standing next to him in his office. I really doubt that a couple of extras would have made that much of a difference if the Citadel was attacked, and I don't buy that Vargas didn't send anyone because he was afraid of an attack by an enemy he didn't know existed at this point. You are also afterwards beaten over the head again and again with how important both places were to the rangers. And there is enough time in the game for PC team to walk from the citadel to either location after receiving the messages, easily (I checked).
I know, I know, some level of segregation of gameplay and story is inevitable. And I'm not objecting to having a tough choice, just that if you have one it should feel... well, more natural and less like it was put in just to have "choices and consequences!" on the box. This one felt more like the latter. Like I said, timing the thing so that rangers can only reach one of them in time, with the other team arriving too late, would have helped greatly. Instead we get Vargas explaining to his dying friend how he really wishes he could send help, but there's just no one available... while next to him are two characters that could have soloed that mission easily.
What, had those three newbies and the guy painting the walls gone to help Citadel would have been attacked and without their crucial help Rangers would have lost? And Vargas was somehow sure enough that this would have happened that he was willing to risk his major food / water source on it? And listen to his friends die a horrible death while begging him for help? All while not even sure the enemy existed, let alone who it was? If that's the official story, then I have to say it's not a very good one.
I was shocked by how hamfisted this was at times in W1:I remember being annoyed in the Witcher that some heavily signposted choices basically amounted to going either left or right at an uncontextualized fork in the road. C&C isn't an end unto itself, it's a means. The point is about gameplay (as in, I'm making a tactical decision to choose one or the other with a gameplay goal in mind) and/or about character (what decision would this character make?). If you want to put in an arbitrary choice I'd rather you just make it a setting in the options menu or something instead of setting it up as an in-character/in-game decision.