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No explosion on death, less chance for mutiny maybe?
How about you just bring back the slave master and slaves. Have the cop be the cop.
You can be a chef that kills people with poisoned food? Which could be considered an assassin
Was thinking how this could be done. My take would be "regular" arrest effect would depend on your rep. This would result, depending, in:
* Repent. Follows to jail. No hostility.
* Follow to jail. Works, but after arrest hostility ticks towards actively hostile.
* Make a deal. They'll offer to help you. If you take them to jail they become actively hostile when released.
* Bribe. Offer to bribe you. If you take them to jail they become actively hostile when released.
* Ignore. They walk off and trying to arrest them again makes them hostile.
* Become actively hostile.
You would also get options depending on rep/random factors. So when you talk to them you might be able to ask for a Bribe OR make a deal.
one thought ive had would be to have the cultist take on the slavemaster's mechanic where you're collecting victims to recruit or sacrifice to some lovecraftian or diabloesque overbeing.
Ill give in a short view of what would the beginning and end of each path benefits and issues, as they would have levels you'd progress through by doing missions and etc.
Corruption min level: S. Cops wont respect you and will attack if you commit crimes. but you'll have slaves that can work for your own benefit, helmets are limited, you have to buy them from the slavemaster himself, he's just a Corrupt Cop shopkeeper in SoR2, he wont sell slaves, but sells weapons and stuff like that.
Corrupt max level: Have way more slaves but they have higher chance to motim, but now you have the helmet remote. You'll receive money from mobsters (bribes) and you can even pay for help if needed. S. Cops will be annoyed at you. You cant ask help from cops.
Honesty min: S. Cops are friendly and allow you to enter restrict areas to S. Cops. Gain money from arresting criminals and sending them to jail, you can call normal cops to be followers (not forever). As a common cop your not allowed to have guns other than pistols.
Honesty max: You ARE a S. Cop and is stronger and respected by all cops classes, you can call S. Cops to be followers for a while, receive more money from arresting, And some free equipment for fights.
Note: Normal cops are allied to both paths.
How cuffs work: Need to immobilize target first, you can give simple orders like guarding, following, and confiscate items from them (except money). They may try to escape, tase them.
How Helmet works: Immobilize target and put the helmet, you can do all cuffs can do but now you also can make the slaves do labor, the helmets dont explode like SoR1, they just tase slaves really hard, if tased 2 times they die.
If the answer is "my character wouldnt" then just.... don't?
Like i understand if you just dont like the mechanic or whatever but it has absolutely no bearing on the roleplay part of the game, the way you utilize prisoners is an active choice you make.
I really, REALLY liked the handcuff mechanics in the first game. I liked trying to be a genuinely good cop who only targeted those who deserved it and up-keeping peace in the city and trying desperately to put right what once went wrong. Handcuffs made sense, they were quick to apply, and gave one of the few genuine pacifist options in the game outside of the doctor's chloroform.
Fallout Slave Collars kinda ruins that whole illusion, and is quite literally the gameplay loop of the Slavemaster. Even if I chose not to use them for suicide bombings or other things, I'm still putting EXPLODING SLAVE COLLARS on prisoners, who might run away AGAINST MY WILL and die.
So my only choice not to participate in using the helmets is to not use them at all, and then if I'm not doing that I'm not arresting people, and if i'm not arresting people I'm not actually being a cop, which means I shouldn't play cop, and cop was my favorite in the first game so I don't even really want to play 2 now.
Like if this is something you can look past that's fine, more power to you, but honestly I'm just not getting good vibes from this game. I feel like it could go "ACAB" at any second and I really don't want any part of that.
Well yea exactly!
First, I utilized the Cop to transport my captured criminals to the Policebox, earning respect and maintaining a reputable image as a law enforcement officer. This approach avoided unnecessary harm to others.
In other instances, I strategically employed the skills of my captured criminals until no longer needed. I would then assign them to guard a locked door while I conducted further investigations elsewhere. Upon suddenly hearing an explosion where i came from, I returned to find the guarded door had been blasted open and my captured criminal had been blasted to smithereens. Of course, this necessitated thoroughly investigating the building and confiscating all relevant evidence.
Role-playing as a Good or Evil Cop can indeed be done effectively. It all comes down to one's perspective, I suppose.
I mean as you can read down below, Madguy is considering adding a normal Arrest, and who knows maybe a Good Cop Bad - Cop Path as well.
And if all else fails there is mods that can save the Day or customization, i do have quite some faith in the Dev, but i am also not one that is very demanding, i can work with everything i will get, my Favorite Class in SOR was the Shapeshifter anyway. (though later Alien disguised as a MiB Agent;-)