What do you guys think about taking a page out of the ideas in the Loyalists/Resistance relationship and expand upon it, instead of having Hero/Villain alignments be entirely dependent on tip/morality missions? We could make Hero/Villain alignment a true gradient, were you could start from Character Creation at certain points:
- Neutral: Right in the middle
- Hero: Extreme left (Blue)
- Villain: Extreme right (Red)
- Vigilante: Halfway between Neutral and Hero.
- Rogue: Halfway between Neutral and Villain.
Your chosen start determines your starting area/contacts. This could be used to eliminate the City of Heroes: Freedom or City of Heroes: Going Rogue by simplifying it to:
- Heroes start in Atlas.
- Villains start in Mercy.
- Neutrals start in Ouroboros.
- Vigilantes start in Nova Praetoria/Loyalists.
- Rogues start as Nova Praetoria/Resistance
Although, to be fair, it would be cool to have an option for a different start for each alignment point, in each area.
Characters could gain points towards hero or villain in several ways, for example:
- All missions can grant hero/villain points depending on their general goal.
- Some missions (most, if possible) should have choices that can grant you additional hero/villain points, or even completely change the original goal of the mission towards a different alignment.
- The more you team up with players of certain alignment, the more you align with their alignment.
This modification would involve a lot of work (and probably be very difficult to achieve), but at least part of the code is already there. Alignment already works (sort of) as a gradient, so you would only need to move the Tip Mission competition reward into other missions/choices. And choices are already in-game, as evidenced in various missions (mostly Goldside).
I feel that, overall this change would follow the spirit of Paragon’s changes (allowing every AT to start as Hero/Villain), while seamlessly removing the penalties of the current alignments system, while also making the individual alignment actually RP-able by taking into account the actual player actions in-game.