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Later, as I became more interested in game development and related studies, I came to appreciate such a strange design choice. Sure, the "possibility being ruled out" can be seen as misleading (it is). However, for what risk that brings, I think it is worth it if only for one reason: There is "value" in not being able to save or do everything.
Think of a game where a character you really liked was killed off early in the story, just as things were getting good. Or even if it didn't happen till late in the game, it still hurts. But you carry it with you, because you don't want their death to be in vain.
That may sound a bit tangential but I think it applies. Technically things like these background relay stations and allied ships we know nothing about are less important because, well, we know very little about them. But it adds up, and when you can't save everything there is a lesson in learning to deal with that.
I think Nexus had a subtle tinge of design mastery in this regard. You could save some things, like the crew member aboard the Razor, but some things were out of your control. And for me that's kinda realistic or immersive in its own way. As a bit of a completionist I can say it certainly sucks that I can't finish a playthrough with ALL secondary objectives achieved. However, I can look past it because of the careful use of hope being extinguished in little ways like that relay station's destruction.
Theres plenty of other ways to achieve this without making it seem like BS to the player. Me destroying all 4 incoming missiles only for a data beam to shoot out across a great distance anyways and destroy the station is BS. There should have been more missiles, or missiles coming in at different directions, etc so its actually impossible.
unfortunately the chatting between the ship commander and several of the crew slows down the pace of the action in the mission.
The real difficulty in the mission is saving that person (on one of those doomed ships) and dealing with the anti-fighter beams that can and will destroy your commando team quickly leading to an instant fail condition. so picking and choosing your moment is key to getting your commandos back whole or losing the round and starting over listening to those crew members droning on about the AI motivations and goals.