Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,035
Good point, I agree. Regardless of whether you are good or evil, there are always factions that you managed to cross, and who think that some punishment is in order, and who should not forget about you easily. I expect such a faction to put a consistent effort of trying to get you and changing the strategy according to the way you handle previous "efforts".Walks with the Snails said:The main problem is that consequences in games tend to be immediate and overwhelming.
For example, let's say you did something bad in a town, the local guards should try to arrest you, you have 4 basic choices: kill'em all, talk your way out, sneak out, or surrender. If you sneak out, the guards should employ some means of detection next time they are trying to deal with you, your sneaking skills may still be higher and allow you to escape again, but the fact that they are on to you, and that they are looking for a way to counteract your abilities, should give you a very unpleasant feeling of inevitability.
If you managed to talk your way out, arguing that you are not the person they are after and proving that the description they got does not really fit you, the next person who's after you should be more skilled in conversation, or be literally deaf
Absolutely, it makes sense, it fits, and such an encounter could have some great Magnificent Seven references Knowing that it might happen, will make you very careful, more observant, helping you developing "sleep with one eye open" attitude as WwtS said. Also, it can make you do an extra effort to keep the villagers happy, taking care of some little problems for them and providing protection.Saint_Proverbius said:there should be a Magnificent Seven style effect where the helpless-to-stop-you town starts planning on a way of killing you or getting rid of you. Pooling resources and hiring vigilantes would be one way of doing this, so when you show up in that town again after a set amount of time, you get ambushed.
Speaking of ambushes, in Morrowind I killed some guys in the Council Club, and used the club as my headquarters. I'm sure these guys had friends (considering they were in Camonna Tong, I think) and it would be very cool if they ambushed me there. Imagine, you open the door, go in and start sorting out the loot and then suddenly there are people everywhere attacking you. If you escape, you'd be very careful accepting odd quests and fucking with people you don't know.
Another great point, if you arrive in town and immediately being called in for questioning and "friendly" warning, you'd plan your actions including a getaway one with much greater care. It would add a lot to the "playing evil" atmosphere, just like entering a local bank equipped with an alignment detection thingy, and seeing an additional number of guards taking strategic positions "just in case".If they have alignment detection spells, then they should have things set up like metal detectors that tell them when Mr. Skull O'Evil walks in to town or in an important building