Dialogue box tweak
I strongly agree with this suggestion.
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I always assumed it was that way for the game to check if you're allowed access or not, since certain characters can't get into Resistance bases, or go Redside.
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I dunno, there's plenty of precedent for doors that pop up "You cannot enter." if you're not allowed through them, but don't say anything if you are. The mission doors all work that way, as does the entrance to the Tiki Club in Pocket D. It doesn't throw up a box every time saying, "Do you seriously want to go into the Tiki Club?"
I always assumed it was that way for the game to check if you're allowed access or not, since certain characters can't get into Resistance bases, or go Redside.
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(Also, since you mentioned red side, similarly, the dialogue box that says "Are you a bad enough dude to rescue the President, uh, go to the Rogue Isles?" could do with a yeah-I-get-it-stop-bothering-me checkoff too.)
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Those doors aren't restricted by alignment, though. That's probably why.
I dunno, there's plenty of precedent for doors that pop up "You cannot enter." if you're not allowed through them, but don't say anything if you are. The mission doors all work that way, as does the entrance to the Tiki Club in Pocket D. It doesn't throw up a box every time saying, "Do you seriously want to go into the Tiki Club?"
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Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.
The exit-to-hallway doors in Pocket D are restricted by alignment (Hero, Vigilante, Rogue; Villain, Vigilante, Rogue), and *do* popup for the wrong alignment but *do not* popup for the correct alignments.
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You know those dialogue boxes that pop up and say "you're about to go into the Underground" or "this is the Sekrit Resistance Base, do you really want to go in there?" I'd sure be obliged if those got the "don't show this again" checkoff the "no fighting in Pocket D" one got, please. Thanks.