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Victor Michaelle
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Posted - 2009.06.22 23:12:00 -
[1]
There are a lot of morally questional stuff your'e asked to do in missions, all the time. Now, in a way this is a good thing, since it does make sense storywhise that those are the kind of jobs you'd give to a freelance capsuleer.
However, when faced with a complex moral situation, it is frustrating to only have the options "accept" or "decline". I mean, say you get offered the job to kill someone that you (for roleplay reasons) really don't want dead. The most you can do is decline the mission, but then you know that the mission will just be handed to someone else. Either way the target is doomed and there is nothing you can do.
What I'd like to see is that whenever your'e faced with a moral dilemma, you get the option to turn against your employer. That is, contacting the opposing party, betray your employers trust by telling them the plan, and ask them how you can help.
When given a mission of this kind you would get three options: accept, decline or oppose. Though the button for oppose should probably not say that literally, since that's not very descriptive, it would be better if it had a mission-specific label like "Warn the Heiress".
Anyway, the results of accepting or declining would be unchanged, while if you choose the oppose option you'd get offered another mission with the opposing party as your employer. For example, in the final mission of "The Heiress", where her grandfather orders you to kill her, the oppose mission could be a courier mission where you ship her off to one of her few remaining friends who can hide her from the authorities.
The oppose option would actually be two options. One would be just spilling the plan, but then declining the oppose mission (it's quite possible that the counterplan isn't very nice either). This would just result in some standing loss with your original employer. Your agent will be ****ed, but it's forgivable and can be blamed on temporary insanity.
The other option would be actually accept the oppose mission, stabbing your employer in the back so to speak. You'd get a substantial standing loss with your original employer and maybe even his/her corporation, but in turn you'd get an almost as big standing increase with some agent that the opposing party was affiliated with.
Well, what do you think?
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Krando Tellesse
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Posted - 2009.06.22 23:17:00 -
[2]
Hmmm.. this sounds like a great idea and they have been looking for new ways to spruce up the mission running aspect of the game. Sounds like something that would be relatively easily implimented after all it's just another button and some extra missions coded in and could lead to some really good roleplay situations.
Also could be the jumping off point for some really cool Epic Mission Arcs.
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Danton Marcellus
Nebula Rasa Holdings
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Posted - 2009.06.22 23:18:00 -
[3]
There should be more social skills for sure, underhanded dealings with NPC like suggested may require the skill Doubletalk IV?
Also I'd very much would like to see you being able to negotiate trade of corporate standings for eachother with the proper skillset and some luck, having the right role with your corporation required as to make it somewhat manageable too.
The write-up on many missions tell a dark tale of betrayal but on the field it's pretty much always straight up and honest, no backroom dealings and sudden change of hearts for gold.
Should/would/could have, HAVE you chav!
Also Known As |
Alxea
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Posted - 2009.06.23 03:42:00 -
[4]
Who needs morallity? I have my Advanced Inhuman Skills trained to level 6. |
Uronksur Suth
Sankkasen Mining Conglomerate Libertas Fidelitas
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Posted - 2009.06.23 06:27:00 -
[5]
Originally by: Krando Tellesse ...Also could be the jumping off point for some really cool Epic Mission Arcs.
*Drools* ohhhh yes thats a good idea.
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Evelina Sol
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Posted - 2009.06.23 14:55:00 -
[6]
Oh yea, mission arcs starting with betrayal would be awesome, more missions where you do what your charachter actually wants to stand for :).
Danton: Hmm, maybe we need more social skills, but I don't really like the idea of a skill required for betraying your employer. I think this would be better as a thing that's accessable by everyone, especially since missions tend to be the first thing you do as a newbie.
I do like the idea of some betrayals being motivated by greed rather than morality though. That would go really well with the eve flavor :). Would need to be some hint somewhere that betrayal would be profitable on such missions, maybe in the same place that hints or extra background story usually goes.
Be you moral or amoral, more choices is still a good thing, yes?
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Maxsim Goratiev
Gallente Imperial Tau Syndicate
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Posted - 2009.06.23 16:50:00 -
[7]
awersome but hard to implement
Fix Destroyers |
ShadowDraqon
The Quantum Company Independent Faction
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Posted - 2009.06.23 17:12:00 -
[8]
Good idea, Missions need more appeal, less mindless grind.
~ MED-SEC ~ AND The Blatantly Obvious |
Sturdy Girl
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Posted - 2009.06.23 20:10:00 -
[9]
I'd prefer it if the option popped up later in the mission:
Eg, rather than oppose the job from the start, you start doing the mission properly, but then when you finally come across the heiress, she spins some story at you, and THEN you get the option to either go ahead and **** her over, or instead help her, or possibly even offer her the opportunity to bribe you!
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Victor Michaelle
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Posted - 2009.06.23 20:36:00 -
[10]
But if it appears in-mission it would still be impossible for you to plan on doing it unless youv'e seen the mission before. So that wouldn't remove the feeling of being powerless when faced with the choice of accepting or declining.
Though of course I wouldn't mind if there were both pre-mission and in-mission choices.
Danton: Hmm, maybe we need more social skills, but I don't really like the idea of a skill required for betraying your employer. I think this would be better as a thing that's accessable by everyone, especially since missions tend to be the first thing you do as a newbie.
I do like the idea of some betrayals being motivated by greed rather than morality though. That would go really well with the eve flavor :). Would need to be some hint somewhere that betrayal would be profitable on such missions, maybe in the same place that hints or extra background story usually goes. |
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Sturdy Girl
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Posted - 2009.06.23 20:50:00 -
[11]
True...
If there were LOADS of these sorts of options, however, then its something the player might expect, particularly if the mission brief was a dodgy grey area.
I like the idea tho. So many missions I pretty much ignore most of the text, and just blow up the stuff that needs blowing up... this would add something to a stale system! |
Sep'Shoni
Gallente Carpe Diem inc.
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Posted - 2009.06.25 17:03:00 -
[12]
If the details of implementation could be worked out it would make a fun way to vary the tedium of doing the same missions over and over and over and over.
Sep'Shoni
Mining ore and making stuff. Its not just a job, its an obsession. |
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