User blog comment:TarquiniusModestus/What I would like to see in ME4: Part II/@comment-4121017-20130324041748

''Destroy would not feature the Geth or EDI. However, the player could encounter 'proto-Geth,' created by a new generation of Quarians, that would resemble the original synthetics, but with safeguards taken to avoid another Morning War (i.e. these AI are created as individuals, not as networked intelligence, and are treated as equals, not servants). The PC would be able to meet and talk with Liara, visit the Normandy memorial, and find Shepard's cenotaph on Earth, with his/her love interest (other than Liara) interred next to him/her.''

I would say that would only occur if, say, Shepard made an alliance between the geth and the quarians. If you side with the quarians, they won't rebuild the geth, as they are afraid of repeating their mistakes, and Rannoch would also look different compared to the other two scenarios.

If it were up to me, I would choose one of the four main races (human, turian, asari, and salarian) for simplicity's sake. A whole variety of races could be killed off over the course of 3.

The selection of classes based on background seemed a bit too restricted. I would suggest that the powers you receive should be based on your class and race, ala the multiplayer for ME3.

For the Control scenario, it should strongly vary on Shepard's morality. For example, if Shepard's a Paragon, a Reaper would be seen doing diplomacy with a group to defuse a fight. If a Renegade, the Reaper would take out a group that threatened the peace in the galaxy. Also, a few lines of dialogue from Shepard should also vary on his/her dialogue in 3, where it not only varies on morality, but also on the genophage and krogan leader.

I would say that implementing Synthesis wouldn't be as troublesome as you would think, but that's my opinion.

''I like the Paragon/Renegade system with interrupts, and the Reputation system of ME3. However, it would be nice if the Paragon/Renegade choices were not colour-coded, or dependent on accrued points. Rather, the moral choice should be left up to the player to decide, and the points received would be part of the consequence. As I mentioned in part I, armour/attire, as well as one's class, background, and species should play a role in how NPCs react to the player. Paragon/Renegade points would determine side missions received, and key choices (outside of dialogue) available.''

While it was a sound idea, it'll be difficult to remove that aspect of color-coded choices in my opinion. For one, it's a fundamental part of the setting. Second, it's color-coded not because of morality, but to show the differences between the two persuasion options.

In my opinion, I don't like the way side-quests are handled in 1. Most of the time, I feel they are too...forced, in my case. I like how the loyalty missions in 2 and the sidequests and fetch quests in 3 are crucial to getting the optimal outcome. I feel that sidequests should be related to the main quest, not be distracted from it.

Other than that, most of them are pretty good ideas. I would suggest sending them to BioWare. They're pretty open to fan feedback.