BCSWowbagger wrote:Rotating the mission lets you capture -- and use -- both sides of an interesting story. You can't do that with an OR because you'd end up allowing (for example) the good guy Feds being able to solve it with Treachery x4 and the bad guys doing the same in the other direction.
Sure you can.
Investigate Sighting and
Wormhole Negotiations are two examples (both all the way back from Premiere) where each set of requirements is clearly intended for one affiliation, but with nothing to enforce it. Maybe the Romulans assist Gomtuu's suicide, or perhaps the best Klingon diplomats find their glory at the negotiating table. So just splitting off the requirements with an "
OR" and being done with it has precedent. If all we're looking at is allowing the seeding player to choose whether they want to be good guys or bad guys, that's the simplest solution.
Having an asymmetric mission (and still letting the seeding player choose by rotating, whether with simple gametext as proposed here or via the previously mentioned
Escape Gulag/
Operate Dilithium Gulag approach) seems like it would have the advantage of setting up some interaction - not just "good vs. evil," but "good player vs. evil player." So that makes the next question how to make that interaction interesting (and likely) enough to choose asymmetry over the "
OR" approach.
I'm guessing making
two missions at Excalbia isn't on the table...
Dr. Serova proved in 2370 that disastrous rifts occur in the fabric of space due to the excessive use of warp drive. Discovery led to a Federation-wide speed limit of warp 5.