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Bioware, now would be the perfect time to bring back killing companions.

STAR WARS: The Old Republic > English > General Discussion
Bioware, now would be the perfect time to bring back killing companions.

Callaron's Avatar


Callaron
08.10.2013 , 06:40 AM | #41
Quote: Originally Posted by TheNahash View Post
Great idea, except... not really.
If you kill your agent's 5 out of 6 companions, even replacing two of them with Treek and HK you'd still be shooting yourself in the knee when it comes to Crew Skills. You'd be losing possible Crafting Crits, the ability to send 5 companions out at the same time and, generally speaking, it just doesn't make sense.
It's the "Dur... I'm an evil character. Watch me kill everything" crowd that wants this the most.
You'll probably find a few of the avid "Let us kill Satele Shan!" posters on this thread too.
Some people should just play some GTA if that's what makes them happy.
Mind you, some have valid reasons for wanting certain companions dead - but it's still hardly worth the hassle for the devs.
Thanks for showing us you listen to our feedback, Bioware!
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TheNahash's Avatar


TheNahash
08.10.2013 , 06:57 AM | #42
Quote: Originally Posted by Callaron View Post
Mind you, some have valid reasons for wanting certain companions dead - but it's still hardly worth the hassle for the devs.
To be honest, only wanting to kill Quinn makes sense.

Spoiler


Even if we don't take into account the fact that you'd be losing companions that you would normally send out on missions to gather mats or craft, even storywise it doesn't make sense that you'd want to kill any of the rest. Why kill Vector? Why Lokin? Or Talos?

There's a very fine line that separates being evil from being utterly stupid - why kill the people that serve you?
And for Republic classes it makes even less sense that a Jedi Knight or a Jedi Consular would ever kill one of their friends-companions-padawans just "for fun".
Master Kalchas Captain Santé
Darth Dírge Agent Héretic

Eillack's Avatar


Eillack
08.10.2013 , 09:11 AM | #43
Quote: Originally Posted by Laris_Rai View Post
This is a silly idea and BW was right to drop it.
Any more reasoning other then "silly?" I just want to see how this was a silly concept.

I mean it isn't new... Kotor 1 & 2 had this remember if you pissed off your companion enough, they'd turn on you. It added a sense of realistic interactions...unlike TOR after this feature was disabled - i.e. DS V Jedi and no one gives a damn.

LordArtemis's Avatar


LordArtemis
08.10.2013 , 09:13 AM | #44
Before they do anything like this I would want to see two things happen....

The crafting of droid companions.

The breeding and capture of animal companions.


Both should be combat capable, neither should craft, nor should they have any affection or storyline.

You would be able to kill them if desired, or dismiss them permanently...if they die or are destroyed they are gone.

Only after something like this is implemented do I think they should consider bringing back companion killing.

Trollokdamus's Avatar


Trollokdamus
08.10.2013 , 09:17 AM | #45
I've maid a suggestion on how it may work long ago:

http://www.swtor.com/community/showthread.php?t=594594

branmakmuffin's Avatar


branmakmuffin
08.10.2013 , 09:35 AM | #46
Quote: Originally Posted by hunterraaze View Post
There it is. I really want to be able to kill some of my companions, (I'm looking at you Mako). I listed how it would not negatively affect anything (I think, might have missed something), and possible ideas on how it could be implemented. Reading other threads that have suggested this, I have seen very little to no opposition on this idea. So, I don't see why not.

Comments, ideas, concerns, are all appreciated. A yellow post would be awesome.
To echo Darth_Moohshadow's post, if you want to kill Mako just because she's sometimes annoying and bossy, you have issues. If you want to play a game where you can exercise your fantasies of being a "bad-a**" sociopath, perhaps you should play GTA.

Cailahan's Avatar


Cailahan
08.10.2013 , 09:37 AM | #47
It wasn't just killing them, you could make them leave you as well if you pushed them too far. it added a greater sense of realism and your choices mattered more. It was one of the great thing that were sadly removed in Beta because BioWare listened to all the people that complained that they were now "hindered" (the options to kill the Companions were clearly labeled)

As to the person who said its not worth the Devs team. All the voicework/coding is done, it just needs to be re-enabled again. It was fully working in Beta.

branmakmuffin's Avatar


branmakmuffin
08.10.2013 , 09:43 AM | #48
Quote: Originally Posted by Cailahan View Post
It wasn't just killing them, you could make them leave you as well if you pushed them too far. it added a greater sense of realism and your choices mattered more. It was one of the great thing that were sadly removed in Beta because BioWare listened to all the people that complained that they were now "hindered" (the options to kill the Companions were clearly labeled)
Pushing them to the point of leaving, that makes sense story-wise. So would killing if they dun you wrong. But killing them just because? Silly. And juvenile.

Bomyne's Avatar


Bomyne
08.10.2013 , 09:48 AM | #49
Problem is, certain companions are a required part of your class story. After the class story is over, perhaps. Bioware has no intention of giving us a chapter 4 or more companion content..

However, C2-N2 should be killable no matter what. He's only required for one cutscene and he is annnnnnoooooying.

DeltaEkotte's Avatar


DeltaEkotte
08.10.2013 , 09:50 AM | #50
Nice idea, simply letting Quinn off with a little choking doesn't really cut it, and I really wanted to kill gault and get the bounty the first time I went though the bh story, maybe have Khem challenge you to a fight to the death since he is always talking about killing you at some point and maybe Kaylio trys to betray/leave the agents crew with all those imperial secrets.....
Imperial General Ekotte, Captin of the Mandalorian Fist; E-Chimaera