Although this is my first post, I have read many throughout this forum but have not seen anyone comment on a "Karma" system for the Star Control reboot. Before I get into this, let me give you a little background on my SC experience...
I first played SC II in my youth shortly after buying my cousin's 3DO for $200 (so he could purchase a Sega CD system) and instantly fell in love. It is the first game I've ever played that utilized truly ambiguous adventure. The galaxy was my *PLAYGROUND*. A few years later...much to my dismay...I came home after baseball practice and saw that my mom had sold my 3DO and all my games (30+ games, only 1 that mattered) in a garage sale. Tears wept from my soul. To this day, I don't think I've fully recovered from that trauma. Luckily, a few years later came along Ebay, and so did my chance to once again sit at the helm of my precious Vindicator. My "new" FZ-10 3DO sits between my Xbox One and PS3, and will remain there indefinitely because every now and then the Ur-Quan need to be taught a lesson.
Now to the point of this post...
Several hugely popular and successful adventure games (think Mass Effect, Fable, etc.) utilized a Karma system that greatly impacted the feel of the game during each playthrough. Whether you wanted to play as the "good", "bad", or "neutral" guy profoundly affected the decisions you would make throughout the game, from beginning to end. Depending on which "guy" you were trying to be, special dialogue options, mission events, appearances, and even gear were made available to you.
Whether you realize it or not, SC II used a Karma system fairly well, albeit not explicitly and ever so subtly. If you chose to be a rogue for most of the game and destroyed every ship you encountered, you would have lots of RUs at your disposal at the cost of not being able to use many of those ships for your own fleet. If you chose to walk the path of the "righteous man" and tried to befriend all of the races, you would have access to many more ships and intriguing backstory at the cost of having to spend more time gathering resources.
While we're considering Karma, we have to include interactions with the Druuge in the discussion. Sure, you can sell them 100 of your crew for the Rosy Sphere. Quick and easy right? Not so fast...now each new crew member costs more RUs and the Starbase Commander doesn't think too highly of you. Your other option - trek through Mycon space searching for egg case fragments, using up fuel and probably losing some crew to Mycon attacks and lander visits. But your reputation is safe.
SC II is a fantastic game, an all-time favorite, but does have one shortcoming that I have been contemplating for a while...
Why couldn't I choose to walk the "Path of Now and Forever" or employ the "Eternal Doctrine"? Despite all my "good" or "bad" choices, the end-game was always the same - destroy the Sa-Matra and in turn defeat the Ur-Quan. Maybe I wanted the Sa-Matra for myself and subjugate all other species, or go find my own little slice of galaxy heaven and live the rest of my life peacefully (with the Sa-Matra as my own personal home defense system).
What I would like to see, and truly hope for, in this SC reboot are choices and decisions that really do affect gameplay - current and future interactions with alien races, available starship equipment, access to specific parts of the galaxy, end-game conditions, and conditions and the start of subsequent SC titles. Sometimes I feel like a rebel, sometimes I don't. I want to be able to choose.
Replies to this post are welcomed. I want to know what all of you think.