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Suggestions / Re: Alternative story dialogues
« on: Today at 04:19:53 AM »I remember playing a game where if the NPC starts to offer a fetch quest and I have the item already, the MC says something like "I already have it", and the NPC says something like "Great..." and skips the quest altogether and proceeds on. Although here, player may not want to hand the PK over to the Pathers automatically.Yes, so in the PK quest, the NPC shouldn't KNOW you have it right away, so should go through the usual motions of asking for it. THEN the player can say he has one in his back pocket. Or nothing, the NPC can just assign you the quest and it's up to you to then immediately call him back to turn it in, as is commonly the case when this happens in other games.
Would be way funnier if the NPC actually reacted to "Already Got One", though.
I ended up doing the whole Galatia academy questline after resolving the PL colony crisis by joining the league with 2 "strong arguments" for Reynard. Doing the parts of the quest involving the League felt sort of jarring and weird, because PL officials were treating my character like some no-name spacer, despite my Commission, max rep with the PL, and being the leader of several colonies within the league!Yeah, this is what we call a "sequence break". I don't think it was intended that you trigger and RESOLVE the League Crisis before completing the Galatia questline.
On top of that all, I had a strong relationship with the literal prime demarchon. My point is that in these scripted interactions throughout the game, the players reputation and the in-universe clout there name should hold isn't represented very well, and not just for the league.It never seems to be, in games. The number of times a game acknowledges that the player has become somebody important is incredibly rare. It's all the more glaring in games where the player can change his stature significantly. Going from a random hobo to a king, for instance. You will never stop being treated like a homeless person.