[quote=nzdeathtoall;1833480]
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1, How would you propose the interface of such a system work?
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I'd have to say no loot, no cards. There would be a skill bar for Diplomatic Skills. I'd be okay with having a set number of skills you can have at any time (this mechanic is already in place with, say, Bridge Officers). But skills would be unlocked by spending Diplomatic Points, maybe at a skill trainer (again, like the one for BO) or from a tree (like our regular skills).
But not looted. These are tactics learned from actually engaging in diplomacy, or learning from a "master" (ie, trainer).
The interface itself would be a hotbar of skills to choose from, and then the Encounter window (if I had to give it a name). Specifics are wide open--maybe your face with his face, maybe the two of your standing across a table. Under your avatar, your four bars (Logic, Persuasion, Intimidation, Patience). Same for your opponent. In between, an indicator to tell you whose turn it is and what was the last move made.
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2, how do you plan on mixing an actual story into this system?
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The opposite actually. I'd like to see the SYSTEM mixed into the STORY. Or rather a parallel story, if you choose a more diplomatic route. There definitely wouldn't be a branching storyline for every encounter, not at all. Really, I'm not big on too many of those anyhow.
But branching REWARDS are surely a good thing. If you win using Intimidation, the reward should be a little different (not better/worse, but different) than if you win via Persuasion. This adds variety, without getting too complex so that it becomes a different game, or a development liability.
Cosmetic rewards would be just fine... and maybe (and I mean just MAYBE) allow some of these clothes to influence stats. Maybe this hat makes you seem more Intimidating. Maybe this shirt is made from the fibers of a plant that renders your listener more receptive to Persuasion. I'm not a huge fan of this, but it's a possibility, I suppose.