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Posted

So the last thing you do for Gordon Bower in Salmanca is go see Skipper Legrange to get the Divining Rod temp power from him and "get information from all ghosts."  Temporary power, has 20-ish charges and only lasts in this mission.

 

However, the outcome of the mission is fixed, whether you used the rod or not. So, how about a tweak:

 

- Shorten the cooldown on the rod and give it more charges.

 

- Get rewarded (with another mission) if you use it enough. Now, the rod can miss (thus, more charges,) but - say - if we give it 50 charges and you use it successfully on 30 ghosts, Skipper gives another mission to you specifically dealing with the ghosts (and gets a little bit of a dialog change - if you don't use it at all, something like "well, this doesn't seem to have gotten anything, fortunately just from exposure to the environment I can tell a little," if you only get - say - 1-10 or 11-29, he can give current dialog and at 30+ he'll be thrilled, give even more information and mention having something else that may give more information.

 

I *suspect* the best mechanic for this would be a badge that gets awarded at "defeat 30 ghosts using the Divining Rod."

 

Doing the mission (or not) has nothing to do with completing all the Salmanca arcs and getting the bonus merits. Purely optional.

 

And for Ouro, while playing through Gordon Bower's arc again would work (and suck if you had to do it again because you happened to just get 29...) for convenience I'd almost want to see just something similar to the last mission get handed out, with Skipper as a contact.

 

What the mission itself would be? Honestly... not sure. There are so many nooks and crannies to poke around in in Salmanca. The ghosts just sort of are used a very few times and forgotten.

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Posted

If you're going to do that, then you should do so for the other missions with temp powers that you can complete without every using. The EMP Glove comes to mind.

Posted
Just now, Rudra said:

If you're going to do that, then you should do so for the other missions with temp powers that you can complete without every using. The EMP Glove comes to mind.

 

The EMP glove isn't really tied to a zone's overarching story, though. And we do both get a good number of missions (even task forces) involving the Clockwork and learn their actual story.  (The glove *should* honestly be tied to something, though. There are ... what, three one-off missions that have you testing things against the clockwork? Tying those together would be interesting.)

 

And yes, we do ... "learn" about the ghosts, but it's so... "eh" and "so this happened" and then they're done, so I wanted to give them something more.

Posted
13 minutes ago, Greycat said:

 

The EMP glove isn't really tied to a zone's overarching story, though. And we do both get a good number of missions (even task forces) involving the Clockwork and learn their actual story.  (The glove *should* honestly be tied to something, though. There are ... what, three one-off missions that have you testing things against the clockwork? Tying those together would be interesting.)

 

And yes, we do ... "learn" about the ghosts, but it's so... "eh" and "so this happened" and then they're done, so I wanted to give them something more.

There really isn't a lot to learn about the Croatoa ghosts. I'd be in favor of another arc that delved more deeply into them, I just don't see how you can really delve more deeply into them. They are mostly explained by the Red Caps.

Posted
1 hour ago, Rudra said:

There really isn't a lot to learn about the Croatoa ghosts. I'd be in favor of another arc that delved more deeply into them, I just don't see how you can really delve more deeply into them. They are mostly explained by the Red Caps.

 

That's why I limited it to "a mission." Just a little something extra.

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