One thing I believe is quite under-utilised is companions doing things we don't have direct control over. I understand games should make you feel powerful, but this power is so much more potent if at times you really don't have any.
For one I'd like to see this implemented when you utilise a lot of companions who have very disparate views. It's one of the things that often throws me out of the game when a character who's wholy out for greed, will just stand there while you perform a side quest for another character to gather some valuable family treasure.
If at all possible I'd like to see, not just conversational, but real consequences to mixing companions that would not otherwise work together.
Have them betray eachother, with another side quest required to resolve it, or perhaps no real resolution and having to choose a companion to keep.
On the flip-side, have compatible companions get extra side quests when questing with them combined.
Even with limited consequences (Maybe only if you really botch a quest and choose a side quite adamantly can you loose a companion) this would increase the feel that your companions are unique individuals and not just armed furniture.
With about 30 votes each I haven't really been able to spend all of mine :)
Point taken though.
Fair enough -- however, I'd point out that having several fairly similar ideas results in lower vote totals for each /instance/ of the idea. Assuming that inXile is planning on using the vote total as something of a filter ("We have some extra resources, go find the top N items and we'll cost them out and implement Y") then this is a terrible idea when it comes to actually getting your ideas implemented.
Thus, the reason that I spend much more time /commenting/ on existing ideas rather than proposing new ideas. :)
I read those aswell, and found them lacking when it came to actual details to how the characters would interract. (I did vote for them though, I'd like to see deep companion story-lines regardless of how it's done ;))
Mostly because I wanted to go deeper than simply conversations unlocking between certain companions. Or the companions having conversations / story arcs with just the main character and not eachother.
Granted, I can see how you can find our ideas to similar, but I don't think this is a clear duplicate of the ideas you mentioned.
Would very much prefer a good idea being put forth in many different ways, than dismissed all-together.
Yeah, this is a duplicate:
https://torment.uservoice.com/forums/197950-game-ideas/suggestions/3772868-companions-have-their-own-lives-and-worlds (Considering, 673 votes)
https://torment.uservoice.com/forums/197950-game-ideas/suggestions/3810665-companion-s-quests-that-require-two-or-more-specif (Considering, 301 votes) -- directly addresses the possibility of needing two companions to get / complete a quest.
https://torment.uservoice.com/forums/197950-game-ideas/suggestions/3795337-companions-talk-to-one-another-and-interact-with-o (Planned, 220 votes)
https://torment.uservoice.com/forums/197950-game-ideas/suggestions/3806659-deeper-companion-interactivity (Considering, 82 votes)
https://torment.uservoice.com/forums/197950-game-ideas/suggestions/3882396-companions-can-form-their-own-relationships (Considering, 72 votes)
https://torment.uservoice.com/forums/197950-game-ideas/suggestions/3845598-increased-complexity-of-companion-relationships (Considering, 62 votes)
I think this is something that has come up on here once or twice already. I fully support it. Anything that makes companions feel like fully independent characters in their own right is good with me.
The idea of practically controlling the way your companions think and behave has never sat well with me. In my view, the party companions are simulations of other players in PnP terms.
Except that in KOTOR 2, the crew could only backstab each other but not the PC (Meetra Surik?) as they were all under the influence of the Force Bond, sorta like thralls sucking on a vampire's vitae.
What you describe reminds me of KOTOR2. That game was ripe with plotting, backstabbing, and conflicting ambitions among your crew. It's definitely something I would like to see more of in games.