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Here's an idea to propel the attitude Proppian ratchet.
"This is hard for me to talk about, but... my [brother/sister/sibling] got into some trouble with some low-level local thugs. I need $CREDITS to get the thugs to leave [him/her/zem] alone."
When you accept the mission, you are then told
"Oh, thank you very much! Here are the coordinates where the thugs are keeping [him/her/zem]. You need to go there alone, or else, they said."
Obviously if camp.credits is less than the amount you cannot accept the mission.
This operates at the attitude range None Junior Senior Resent Friendly. If you reject the mission, then attitude becomes Resent, unless attitude is already Resent or Friendly in which case it becomes Disrespect.
This is actually a common base object with multiple derived implementation plots:
The low-level thugs just want the money and let the sibling go after you pay. Or you can reject payment and fight the thugs. Only occurs with None Junior Senior Friendly (not Resent). If you fight them and fail, attitude becomes Disrespect. If you pay them and they let the sibling go, or you fight them and win, the lancemate and sibling becomes Thankful and the sibling is placed in the metroscene and becomes available as a new lancemate.
Like above, but the thugs fight you and the sibling in mecha combat anyway even after you pay. It might be just a DDBAMO variant instead of being a separate DDLD plot with its own unique DDBAMO.
Betrayal! The sibling is actually the leader of the thugs and not its captive. The lancemate shows up and taunts you, loses the lancemate tag, becomes attitude Disrespect, joins the _eteam, and you are now in a 1vmany fight against the "sibling", thugs, and ex-lancemate (which you might escape if you pay even more credits - and even so the objective is still failed) Even if you win the fight the objective is still failed, since the objective is "Save the Sibling" and the Sibling didn't need saving. Only occurs with None Senior Resent.
I'd like to implement this after #125 is implemented. For example, the lead-in might instead be (if not attitude None or Resent):
"This was hard for me to ask, but then I thought about that time [my_attitude_changed], so I thought to ask you for help. My [brother/sister/sibling] got into some trouble with some low-level thugs. I need $CREDITS to get the thugs to leave [him/her/zem] alone."
And if you save the sibling, the lancemate might say, just before changing attitude:
"Thank you very much! I felt that when [you_made_me_change_my_attitude], you were really a good person, but saving my [brother/sister/sibling] proves it."
And if the lancemate betrayed you, when zey show up to taunt you and then fight you, zey might say:
"Ha, that time when [you_forced_me_to_change_my_attitude]? That just marked you as a victim."
Thoughts?
The text was updated successfully, but these errors were encountered:
Here's an idea to propel the
attitude
Proppian ratchet."This is hard for me to talk about, but... my [brother/sister/sibling] got into some trouble with some low-level local thugs. I need $CREDITS to get the thugs to leave [him/her/zem] alone."
When you accept the mission, you are then told
"Oh, thank you very much! Here are the coordinates where the thugs are keeping [him/her/zem]. You need to go there alone, or else, they said."
Obviously if
camp.credits
is less than the amount you cannot accept the mission.This operates at the attitude range None Junior Senior Resent Friendly. If you reject the mission, then attitude becomes Resent, unless attitude is already Resent or Friendly in which case it becomes Disrespect.
This is actually a common base object with multiple derived implementation plots:
_eteam
, and you are now in a 1vmany fight against the "sibling", thugs, and ex-lancemate (which you might escape if you pay even more credits - and even so the objective is still failed) Even if you win the fight the objective is still failed, since the objective is "Save the Sibling" and the Sibling didn't need saving. Only occurs with None Senior Resent.I'd like to implement this after #125 is implemented. For example, the lead-in might instead be (if not attitude None or Resent):
"This was hard for me to ask, but then I thought about that time [my_attitude_changed], so I thought to ask you for help. My [brother/sister/sibling] got into some trouble with some low-level thugs. I need $CREDITS to get the thugs to leave [him/her/zem] alone."
And if you save the sibling, the lancemate might say, just before changing attitude:
"Thank you very much! I felt that when [you_made_me_change_my_attitude], you were really a good person, but saving my [brother/sister/sibling] proves it."
And if the lancemate betrayed you, when zey show up to taunt you and then fight you, zey might say:
"Ha, that time when [you_forced_me_to_change_my_attitude]? That just marked you as a victim."
Thoughts?
The text was updated successfully, but these errors were encountered: