Quote:Original post by kseh Hope this isn't my fault for saying I'd reload at every misfortune that happens to my character. |
[lol] Let's say you were a catalyst, but there are bigger reasons for this-- namely, trying to widen the appeal and make it more fun.
Quote: Only thing is, this whole eGhost idea could open up more possibilities than you want to deal with for just a new spin on a save feature. |
Hmmm... Not sure what you mean. If there are too many possibilities don't you just follow the time honored strategy of choping off some (like letting you go across the #*$*%#! ocean in Morrowind :>)
Quote: My thoughts are to be able to make an imprint of yourself for cheep but make the restoration expensive.
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Two possibilities:
1) If saving's expensive, you'll go longer without saving or take less risks
2) If saving's cheap, you'll save often but always have to be sure that finances are high enough to restore to your same level
I
think #2 is better because it'll help with "creep & save" anxiety. You won't have to redo a lot of housekeeping / admin changes this way, either (like loadout / property configs) if you lose stuff. You'd just better have a good insurance policy.
Quote: I'm not as fond of the idea of being unable to imprint low level hirelings. I think the ability should be there, but the costs of the restoration should still be high. If the player deems that the person they hired wasn't worth the cost of restoring, they'd just move on. If ordinarily a faction would pay for a restoration, just because they have some sort of deal with the player character doesn't mean they have a deal with the hireling. If the player wants to pay the expenses, let him. |
A caveat: Altering NPCs is limited by loyalty, and you level loyalty up through morale. Morale is leveled by interactions, mini-plot events, missions you take, and life quests on behalf of the hireling. The whole point of loyalty is creating super-unit minions who kick butt in the freeform gameplay (combat, stealth, trade) or the storyline.
Alternately, this could be controlled by making the implant expensive (same effect).
If you lose a group of promising young cadets because of a surprise attack, a risk you took, or stupidity, what will your reaction be if you can't bring them back (this is part of the preserving world state & loss stuff, btw).