Mass effect 3 renegade hero. Light and dark sides of the force. Morality as an aspect of game mechanics in Mass Effect. Ultimate hero or renegade

Actually, everything that was recommended here about the "reconciliation" of Miranda and Jack is not true or doubtful (the level of GG is not indicated.)
Well, except for the way. MacKlein a (but it is very inconvenient and (again) does not always work).
The whole point is that missions to gain loyalty and Miranda and Jack must be completed BEFORE THE CAPTAIN GET LEVEL 20.(That is, after completing both tasks, Shepard should reach a maximum of level 20.) The order does not matter. The required amount of Hero\Renegade Points is 50% or more (depending on the level).

And now, so that no one asks questions "And why is this?", I will explain where such infa comes from. There is a config file like COALESCED.INI . It contained lines that set the difficulty of the game depending on the level of development of Shepard. This applies to both the received "Points of the Squad" and the points of the Hero / Renegade, which are necessary for resolving conflict situations in a Peaceful / Daring way.
After level 20, the difficulty increases significantly.
(Maybe this is a bug, but after the 21st level of development, Mira and Jack cannot be reconciled, because according to the conditions, almost 150% of the points of the Hero / Renegade are required).

Helpful Observations:
1.First- The function "Import character from ME1" is screwed for a reason. It gives an additional +190 Hero/Renegade points. And this will play a significant (if not decisive) role in the conflict between Mira and Jack.
(to cheaters) If you want, you can change the amount of points given for importing. This is done as follows:
Look for the Coalesced.ini file (in the folder with installed game MassEffect 2\Biogame\Config\PC\Cooked\Coalesced.ini), open it with Notepad++ (since the file is binary), look for the section and the line ME1_ParagonRenegadeMaxBonus=190 in it. Change the value of "190" to anything, but not more than 999. Save the changes. WARNING: Don't forget to save the original file in some secluded place before you make changes, in order to avoid problems if something goes wrong.

2.Second- Each playable Class (Soldier, Adept and all others) has Passive skills/skills. Among other bonuses, the degree of their pumping allows Shepard to receive an additional + 20% to + 100% Hero / Renegade points each time they are accrued. It makes sense to first throw all the Squad Points on the development of these particular skills.
3.Third- the player chooses between Shepard's development branches - Hero or Renegade. In order not to be mistaken in what this or that remark is responsible for, remember the simple rule for choosing a replica in the dialogue circle (Even if it is not highlighted in the appropriate color) - "Hero - TOP Right\Left, Renegade - BOTTOM Right\Left". The middle line can be described as "Neither to us nor to you" - it can give both Hero points and Renegade points, or it can give nothing at all.

Just a continuation of the classic trilogy, according to the developers, it should bring the series to new level. And therefore, Andromeda will differ in many ways from the first parts of the series - for example, as it turned out, they will not add the proprietary morality scale “Hero/Renegade” to it, and the creative director of the game told why such a decision was made.

In an interview with Official Xbox Magazine, creative director Mass Effect Andromeda Mac Walters said that the Hero and Renegade system (familiar to many as the Paragon / Renegade system) will not be in Andromeda. This morale scale was decided to be abandoned primarily due to the fact that it seems to the developers to be too closely related to Shepard:

"This system feels very Shepardian, it's very closely tied to Shepard's character, and it didn't make sense for us to include it in a game where Shepard isn't the main protagonist."


In addition, BioWare considers the previous morality system not very successful, as it allowed the players not to think about the choice: you simply decided who you would play - the Hero or the Renegade, and based on this you chose all the dialogues and actions, without thinking about each specific situation. . New system is not burdened with such a boring binary: now the players will not have black and white, the choice between an angel and an outright asshole.

The developers decided to make such a system of dialogues that would motivate players to really think about what is happening, evaluate whether they agree with the characters or not, and on the basis of this, choose from several possible answers. BioWare hopes that this will encourage players to create their own heroes with unique value systems based on the players' preferences, removing the two standard models of the good guy and the anti-hero bad guy.


All this logically fits with the previous words of BioWare, which said that our new heroes are different from Shepard in that they are not yet heroes. They do not have a bright past, military merit and a very specific reputation, they are tabula rasa, blank sheets of paper, and only the players themselves will decide who exactly their characters will become, what name they will earn for themselves and what kind of heroes they will become. Read more Gmbox.

Introduction

Frankly, in the past series of the game, I was often annoyed that in order to gain the hero reputation points I needed, I had to choose lines that I did not like. Moreover, the moral interpretations of the Biovarians sometimes seemed very strange to me. In a personal mission with Jack, I didn’t get my hero’s influence points due to the fact that I simply couldn’t let go of the criminal who caused me a fierce rage (the dude who was going to continue those inhuman experiments on children that Jack suffered so much). As a result, I could not reconcile Jack and Miranda, and Jack died in the final mission. The Biovarians believe that the hero should let him go, and here we had a big disagreement with them...

Here's my introduction. Some players are complaining that they are now forced to choose friendly lines when they don't like those lines. In particular, some guys "sweat" in conversations with an engineer who "lost her husband." Or, on the contrary, playing the "evil" Shepard, someone suddenly realizes that for the third time to hit an impudent journalist in the jaw is fraught with losing the war, and they don't like it either. And why does the "hero" have to be such a bore to refuse to treat ordinary Alliance paratroopers having fun in the bar at his own expense? Why on earth is it the "apostate" who knows the correct ritual "let's drink to us", and the hero cannot give the right answer ("Who is cooler than us? -" If they were, they are already dead!"?) :)

I want to reassure those who do not know yet. The reputation system in Mass Effect 3 is not at all the system that we saw in previous parts. Now everything is easier and more democratic!

What's new and how it works

The scale grows as a whole. When you add reputation points, the scale is recalculated and a percentage graph is created. Your persuasion or intimidation parameters are affected by the entire scale. It looks like this:


Reputation in Mass Effect 3 (guide)


Reputation in Mass Effect 3 (guide)
The blue part of the scale shows the points of the hero, the red part shows the renegade.

This is achieved due to the fact that a "neutral" reputation was introduced into the game. Neutral reputation points on the scale are not indicated in any way, but simply increase it, while maintaining the percentage ratio of the hero / renegade.

Visually, the accrual of neutral points is indicated by an icon that combines the hero's wing and the renegade's star:

Reputation in Mass Effect 3 (guide)

Reputation in Mass Effect 3 (guide)

Hero or Renegade points are awarded only in certain quests, but in most cases, either only neutral points or neutral points + hero / apostate are awarded. It looks like this:

Reputation in Mass Effect 3 (guide)


Reputation in Mass Effect 3 (guide)
Finding out what was what, I replayed the first conversation with Vega on Normandy eight times. As a result, no matter what lines, no matter what gender or class of hero I chose, I received only 2 points of neutral reputation.

And so with all satellites: 2 points - and that's it. This allowed me to choose the style of speaking and playing that I liked, choosing both friendly and angry lines at the same time (for example, I don't understand why on earth a "hero" should allow himself to get hit in the jaw ^^).

More for example:

    If you help refugees, you get reputation as a hero.

    If you decide to orbital strike a colony that the Reapers have taken over to prevent a million new Husks from spawning, you will receive renegade glasses.

    In the case of military assistance to allies, for example, when clearing the territory of a turian location, you will receive reputation neutral, since this act is beneficial and characteristic of any side of Shepard's personality.

Checkpoints

Now let's look at the scale again. The divisions on it are not for beauty. They denote qualitative leaps in persuasion/intimidation parameters. What do these divisions do?

"Key dialogue options at important game points are initially disabled," writes Patrick Wicks at Blog.BioWare.com. - You can choose them only when you have enough reputation points. Each division is a kind of control point. If you see that you are a little short before the next division, and someone says to you like: “Let's go to [ home world character] and get this over with once and for all", it will not be superfluous to first complete a couple of side quests and try to reach a new checkpoint on the reputation bar.

So now there are no penalties for mixing paths. In the previous parts, if we wanted to max out the Persuasion skill, you had to play the hero regardless of whether it was pleasant or not, thus you personally became a pure pragmatist.

In the third part, the quality of persuasion and intimidation is determined by Shepard's fame in the galaxy, whichever sign this fame may be, that is, the TOTAL score, which is the sum of the points of both the hero and the renegade.

So now we don’t have to worry too much about which answer is heroic and which is pragmatic, and we don’t have to play an angelically heroic or downright evil person.

Important Points

However, there are a couple of important points worth mentioning.

First, in a conversation with Jalyssa, the choice of the Paragon line draws her to Shepard's side, and you get a military resource (in the form of Jalyssa's journalistic talent and donations from various humanoids). Otherwise, you do not receive this resource. It's the same with Diana - no matter how negative feelings Shepard (in your opinion) has for the journalistic fraternity, it's better to take this nice girl to the Normandy: her programs are also a military resource that increases the chances of humanity winning.

Secondly, at the very end of the game there will be a dialogue with the Ghost. Whether Hero/Renegade phrases will be available depends not so much on reputation, but on whether you have chosen Hero/Renegade phrases in conversations with the Ghost throughout the game. Selecting answers for the Renegade gives the opening of the renegade dialogue option, choosing all the answers for the Hero - accordingly opens the hero branch.

In general, reputation points in ME3 are more of a reward for being thorough and doing more quests. Alas, this removes Mass Effect even further from the RPG category. However, given the combat, which became much more interesting and intense in the third part, although I am an avid rpg player, I can forgive that... :)

Reputation in Mass Effect 3 (guide)


Reputation in Mass Effect 3 (guide)

Why do you need hero / renegade points in Mass game Effect (1-2) and how can they be used? and got the best answer

Answer from Shade[guru]
In some dialogues there are lines written in red or blue, more often there are both at once. If there are not enough hero/renegade points, these lines will not be available. If there are enough points, the corresponding replica can be selected. Having hero/renegade points helps to solve certain situations in other (compared to neutral options) ways, often the most beneficial for the player (reconcile someone, convince someone to sell something at a discount, threaten to force someone to do something or not do something). do, etc.) . And in some moments, it is possible to get an optimally good option only by choosing a red or blue cue (the result will be the same, but you can get it either with the help of persuasion or with the help of a threat).
In the first part mass effect there are also two side missions, one of which is given only to the hero (more than 75% of the hero bar is filled), the other is only given to the renegade (more than 75% of the renegade bar is filled).
In addition, there are some more bonuses in Mass Effect.
Hero:
25% - the "First Aid" skill recharges 10% faster;
50% - health increases by 10%;
75% - 5% faster recharge of all skills.
Apostate:
25% - weapons cool down and skills reload 10% faster;
50% - regeneration of 1 hit point per second;
75% - Increases damage/duration from all weapons and skills by 5%.
And in Mass Effect 2, the hero / renegade will affect the state of the scars on Shepard's face. The hero's scars will gradually heal and disappear completely, and the apostate's scars, on the contrary, will worsen, in the end, red eyes may also be added to this, something a la Terminator will turn out.



 
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