A long-time slimy Lurker lifts his head, sniffs the air, and regurgitates what others have said innumerable times... :^}
Most significant desirable changes(from my perspective):
>Complex subquests that effect the world , have multiple stat-dependent solutions , and can feature duplicity, skill checks, infiltration, subversion, negotiation, etc. that tie together to solve the main quest.
One example of such a quest is from the ITS forum for Age of Decadence
http://www.irontowerstudio.com/forum/index.php?topic=901.0
(A lot of these ideas are featured in AoD.)
Another example could be you need to get widget B for group X- you can get it from group Y if you have the right faction from previous interactions/thieving skills, etc. or you could get the item from group Z, depending on your previous actions or skills.
>Meaningful stats- Choices have consequences and profoundly shape the experience you have in the game by closing some paths while opening others. If you have cash and enough speech/charisma/?? you can hire the gunpower if you must have that capability or you could hire a con man if you lack that skill set.
No bobbleheads, excess skill books, etc.
>More complex faction-specific reputation/karma that allows for a range of reactions from groups from shoot-on-sight to welcome-home.
No generalized good vs. Evil, Regulators/Talon type factions. Almost everyone has their own interest first and the groups interest as their secondary goal as long as their personal interests are served- unless they are an infiltrator... And some are fanatically loyal- esp. the closer you get to the innermost circle.
(Suicidal attacks are unusual. Foes may run or surrender and some can be used, interrogated,etc. Even bad guys learn to leave you alone if you kill enough of them. But they may take advantage of an opportunity to thwart your goals.)
A general reputation would spread slowly (caravans, smugglers, traveling entertainers, etc) and could be subject to manipulation by you or others.
The general reputation would modify the localized/faction reputation.- but most factions will want to evaluate you, given that you could be useful.
And the more useful you could be , the more forgiving they may be of past actions against thier interests BUT the requirements to be trusted would be higher.
Factions understand duplicity and approve it's use against other factions "in a good cause". So no one welcomes you to their inner circles until you've done some quests- or appear to have done the quests.
No one can be certain what you did against their interests if they didn't see you or dont have strong circumstantial evidence. If you are trusted, they will be less likely to suspect you. But if enough bad things seem to happen around you they may change their view of you- quickly.
If you are unproven, they would likely blame you for an act contrary to their interests and force you to prove yourself or go to attack mode if you have no previous positive reputation with them.
Disclaimer:If you want to kill or blowup everything in your path to making the world a better, worse, or just bloodier place- that's cool too.
I doubt very much of this can be implemented- much less properly balanced- given the time frame & resources available but it would be nice...
Burrowing back into the soft, dark mud...
txriddle