Morality choices in morality tips
Because that's not how morality missions work. If your character is that depraved, you shouldn't be doing that rogue morality mission. The whole point of the rogue morality mission is to prove you have scruples in what you'll do for money.
If you want depraved and evil, go do villain morality missions, or even some of the vig ones
Now, yes, you're already going through 10 alignment tips to get there, I know - but having that "Wait - no, I'm sorry, but nuking the orphanage just is too much for me" or "Let them run, let them scream, let them curse my name as they bury what's left of their dead!" choice *at that point* would make for a better mission. And the tech does already exist.
(Actually, I was running the Villain one when I hit the same thing - "You know what, yeah, my character's a villain... but wouldn't be that short sighted.")
I think they'd have to rewrite the Hero one for it to work there, though.
Still, yeah, I think this would have been great to present the choice *in the mission.*
Okay, i didn't quite say that right, my bad. I meant the 10 tips thing. I suppose I could support the choice as a way to not change your alignment, as opposed to just picking the reward at the end
Thing is, giving you the 'Stay a Villain' or 'Go Rogue' choice in the mission would, in my opinion, work a lot better than the 'Do all this and then dont change anyway' thing we have at the moment.
For example, one of the Rogue missions?
SPOILERS!!!!
I got asked to commandeer a Zeus Titan and blow stuff up with it. The 'Villain Choice' instead of the Rogue.
How much cooler would it be that, instead of automatically going 'Nah, screw you!' and then at the end going 'Oh, nevermind, im still a Villain', you go 'Actually...yeah, t'hell with the morals, that sounds like FUN!' and getting a temp power that turned you into a Titan with all its powers for the remainder of that mission.
Coding intensive? Yes.
Worth it?
Giggity giggity, awwwwww yeeeah!
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Now, yes, you're already going through 10 alignment tips to get there, I know - but having that "Wait - no, I'm sorry, but nuking the orphanage just is too much for me" or "Let them run, let them scream, let them curse my name as they bury what's left of their dead!" choice *at that point* would make for a better mission. And the tech does already exist.
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Personally, I don't want to see the morality choices inside the missions, themselves. In fact, I feel Praetoria made a huge mistake designing them like this, especially since all it really does is play a cutscene and present you with a morality choice anyway. I can do without the cutscene.
More importantly, Praetorian morality missions are solo-only because that's the only way the tech can work, and BECAUSE they're solo only, they have to be incredibly short. I'm pretty much as avid a soloist as you're likely to see, and even I don't want to see FORCED soloing. I'd sooner have the morality explained to me than be unable to team for my morality mission.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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I agree with Sam here.
If we put the choice *in* the mission they would turn solo-only. And since I do about half my tipping with friends, when we reach that stage we'll be forced to split up. No thanks.
There might be some sort of problem with the coding to allow for those on the already made morality missions--the Praetorian ones are forcibly single player, after all.
But, I'd love to see Morality missions like that.
One thing struck me as odd last night during my Rogue morality tip. A certain NPC in the mission offered me a certain job that would clearly be crossing the moral event horizon. The mission automatically scripts you as saying "screw you, not crossing that line" and then beating everyone up. But, what if my character was just that depraved he'd do it (in this case he wasn't, but still)?
So, you know those Praetorian morality missions? What if we made the morality tips more like those? In that mission, give me the option. If I chose to accept the offer, It'd be equivalent to denying the alignment change reward, thus staying villain, and I'd finish the mission by completing that job. If I rejected it, I'd play the mission like I do now. It'd make more sense than just saying at the end "Nope, don't consider me less evil even though I just saved everyone".
This would, of course, require a fair chunk of work. About equal to writing up another 12 missions (I'm correct in my guess there's 12 morality tips total?) plus possibly cutscenes and a little bit of other work. It'd probably make the morality tips single player if that sort of thing requires it to be from a code standpoint. But, I believe the change would be worth it, as morality tips really don't seem to carry the weight that Praetorian morality missions have since there's no choice to make, even though Praetorians are rather whimsical about who they fight for.
Ok, but what if you're a Rogue (or whatever you are) doing Rogue tips and then reaffirm your Rogue morality? Well, logically, you wouldn't have a choice, the mission would go down the Rogue path. I mean, it wouldn't make sense to be a Rogue already, do more Rogue stuff, and then suddenly revert back to a Villain because there's no line to cross, whereas with changing alignments you're crossing a line.