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I have been toying with the idea to add the shipment to the player safe at the Player Base instead. That would mean that the player would have to have the base under control
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Out of the concepts that you've presented, I like this shipment-structure the best. And it would be punitive, having to force the Player to travel all the way home in order to get the delivered goods.
Maybe you could still work in ambushes tied to shipment-detection as I mentioned above, although they would now have to happen along the potential travel routes to the Player's base instead of being setup at the city/town where the gear was originally ordered.
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and having something shipped to your door step is something that happens every day in the real world
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Under normal circumstances, I completely agree with you on this, however, the reason why I proposed what I did was due to the highly unstable circumstances that naturally befall a region caught in the grips of terror-inducing war. The entire region is highly dysfunctional, the postal system is barely operational (think about all of the "delivery" type missions the Player is asked to carry out in the game due to it not being trustworthy and for being inefficient), and foreign imperialist powers (and organized crime too) have their filthy and greedy hands into everything.
I feel that what I proposed reflects this, and furthermore, makes it
highly personal. While every RPG (tactical or not) has "postman missions" in them, few game producers make them impact the Player's direct interests; the item/message mostly belongs to somebody else. It's a given, of course, that all of these postal-missions force the Player to put his life at risk, but far too few of them are wrapped directly around the Player's
own desires. What I propose does. The awful hook of it is that the threat of one's shipments being discovered is always there. So it's not just a "one time" potential threat set against one's own interests, instead, it's
chronic.
If such a system could be setup, it probably wouldn't be too much work to establish "exclusive" delivery lines/points of extravagant equipment to the Player, but that's only
if he's willing to work with agents from MI6/SIS, OGA/CIA, SVR (Russia's foreign intelligence agency), and the like. Dancing with the devil has its advantages and most certainly its disadvantages.
It's too bad that what I'm proposing here is too complicated to implement, as I strongly feel that it would add a lot to the game, simultaneously touching the Player's wishes much more concretely while also constricting him into a deeper sense of the awful nature of operating in a hostile region.