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On Courts and Prisons

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Mike Skoog
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On Courts and Prisons

Since the alignment system is based on the scalar values of Law, Honor and Violence, you might include a set of side missions that address changing these values.

Example: If a person wishes to rise his Law level or lower Violence level, he/she could turn in their character to the local court system, where the judge could assign mission(s) to adjust those alignment values. Of course, if the Law value is too low or Violence level is too high, the character could be sentenced to prison instead. Once in prison, the character could riot and break out of jail OR aid the prison staff against rioters.

Also, if a character wishes to lower their Law level while raising their Violence and Honor levels, they could get missions from a local crime lord.

Also, Prisons can open a new set of missions. Villains raiding a prison to free prisoners (for pay, of course), or Heroes could beef up a prison's defenses against raiding villains (NPC or player characters).

Catherine America
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I think that having periodic

I think that having periodic (e.g., once every 3-5 levels; once every 96 hours real-time, whatever) access to such a mission structure would be pretty cool.

I say periodic only b/c from all that I've read, the Devs are focused on allow the PC many, many opportunities (from 1-50) to incrementally change alignment via "make a decision" missions/arcs.

Good idea. I support this!

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Mike Skoog
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I like your thoughts.

I like your thoughts. Periodic would be the be way. Thank you very much.

RottenLuck
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From what I get it's a

From what I get it's a constant system. Meaning that events happen throughout the game that changes the values. So if you start playing a criminal type but the choices you make are lawful the alignment changes to reflect how you play. Some choices will never be erased, but the alignment does shift.

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Mike Skoog
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Good point. What I was

Good point. What I was thinking was that sometimes the player makes choice that later on he/she regrets. The above method allows a bypass to the normal path that a character is on to correct past actions. It could be similar to COH's radio missions, which also bypasses the normal chain of missions. Of course, I don't know the up coming COT mission chains, so I might be trying to correct something which is not broke.

Darth Fez
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This does sound like a neat

This does sound like a neat means through which to fine tune a character's alignment.

For villains something like a mayhem mission could be two pronged: lower law for robbing a bank and, depending on how much destruction/mayhem the villain causes in the process, it'd also raise violence.

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Mike Skoog
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Thank you. Short missions for

Thank you. Short missions for Law and Violence adjustment are easy to do.

For Honor, it might be a bit more difficult to do... Maybe challenging a NPC villain/hero to a single one-on-one duel at a designated location and you know that opponent may bring friends to interfere. Do you do the Honorable act and go by yourself or do the Dishonorable act by bringing your own friends to the fight? And if the opponent shows up alone and you had brought friends, is this a double the degree of being dishonorable?

Darth Fez
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In a game like CoT, for

In a game like CoT, for heroes, I think honor and heroism can be conflated. For the most part, if a hero does the heroic thing they will also be doing the honorable thing. Which is not to say that the situation can be complex for a hero. Take a classic: Is it more heroic/honorable to save the one innocent bystander and allow the villain to escape, or to take down the villain (potentially preventing a great deal of future death and damage to the city) at the risk of one person's life?

For a villain things can be equally hairy. Example: If one of the villain's companions is seen by a hostage, who could then (obviously) identify that companion, is it honorable for that villain to kill the hostage to prevent such identification?

Any system gauging honor would, by necessity, need to be quite simple so that people can gauge into which column a certain action will fall[color=red]*[/color]. That leaves open the question of whether "Honor = Heroic" will be the yardstick or if there will be one gauge for heroes and another for villains. This will mesh poorly with most characters, at least at one point or another, but I feel too complex a system will introduce more problems than it will solve.

[color=red]*[/color] To use one of my favorite examples from SWTOR (kinda sorta spoiler warning), early in the trooper's career he's asked by a couple to find their son and send him home. Trooper finds the youngster and manages to break him out of his drug-induced brainwashing. Son busts out the "OMG I can't go home to my parents now" line and instead asks the trooper to let him go. If the trooper insists that the boy go home, well, that's a Dark Side point. If the trooper helps the boy get off planet (giving him some credits, IIRC), that's a Light Side point. Yes, sending the boy off alone into a galaxy at war where, given his recent trauma and experiences, he'll probably end up as a soldier or mercenary and thus most likely face an early death, is a good deed.

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Mike Skoog
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It looks like the Light Side

It looks like the Light Side point awarded in SWTOR is a point for advancing a Cause. In advancing a Cause, you may be doing a good deed for the Light, but a bad deed for the parents.
Yes, I agree, the Honor can become a very complicated system, since what increases/deceases your honor can depend what good/neutral/evil side that you had associated yourself with. Honor of a police officer and that of a Mafia foot soldier are created by different acts, but the determination of both to carry out their assignments is depended upon their honor. Of course, their respected Law values would going in opposite directions.