User blog comment:Koveras Alvane/The Beauty of Mass Effect 2 Ending/@comment-5607736-20130429182345/@comment-72.49.149.251-20130501205026

You have a point, maybe I should add that the player character could influence the mercenary group before-hand through some various actions that could tip the percentage in the direction of a specific outcome (ex= Janey Someguy helps (or doesn't) the mercenary team's sawbones of a medic by giving him 1-6 medi-gel which will siphon some points off of the "dead to last man" and "fighting for their lives" files and plant them into the more positive areas.). This doesn't exclude the other concepts, it only keeps the R.N.G. from being a permanent "Negative Nancy" while at the same time leaving the user with an eternal nail-biting sense of fear and excitement forever instead of playing through once and simply saying "Well, if I do this, this, and this, I'll always get the "Rainbows and Butterflies"/"Eternal D@##@+@#" plot-points I want!". Would that help patch this leaky tub of a "Fail-Boat"?