Why is the Mindflayer concerned about anyone freeing her, we're on a Nautiloid and if I am that worried, I would keep on my person (i.e. the Mindflayer would keep key/part on "person").
I could understand the logic that a Thrall needs a part to use the machines, but not a Mindflayer. I personally would split the "open" options into:
- Get key to get part to be able to open pod without using "junior" (safe non strength ability, but perhaps with additional difficulty in getting the key)
- Smash Pod if strong enough (Barb skill)
- Use Strange new ability that is offered to you in order to use the machine without any extra part. I would also have that "temptation" spring to mind the moment you look at the console, so that it really comes across as an immediate time saver.
Um. She has the Gith weapon. The Gith are attacking. Mind flayer doesn't have time to extract weapon just yet because he's fighting off dragons and Gith and imps. So, he throws her in a pod, throws up the magic barrier, pops the part out with his mind, throws it in a chest and orders the thrall to take the key and hide. This is just one possible explanation.
Again, what does this change do? It makes it harder to free SH. Thus, it causes players to stop and think instead of the obvious easy free SH of Patch 7. I mean, I NEVER didn't free her after they made it so easy to do so. Why not? Extra companion for final fight. Makes it even easier to get Zhalk's sword. Now, I pause. Use ILLITHID powers? Maybe I shouldn't free her. Do I want to succumb to the ILLITHID?
Second, it tempts players to actually use the powers. Previous attempts to tempt me are all lame. Every time I see Use ILLITHID powers, I ignore that option because usually it's invasive to companions or some NPC who might get ticked at me, or whatever. Besides, I know if I use it I'll probably turn faster. So, why would I want to use it?
The game needs more real temptations to lure players to use it. If they don't, I'll probably only ever use the powers just on garbage playthroughs where I want to see what happens, not actual roleplay. I mean, even as my evil Drow sorcerer, I wouldn't usually use the powers because I know I'll turn faster. It's kinda a no brainer.
We need lures for good and evil playthroughs. Realm solid lures.
I know you're only throwing in an example, but if only a Mindflayer can use the part, then why hide it? What can the Gith do with it? A dragon would likely rip the pod open anyway ;-).
However I get what you're aiming for in terms of harder choices with regards to using the tadpole, but this for me is the wrong moment for it. We have zero idea as new players what is going on and the console option with the part makes little to no mention (that I recall) that you are using a power you shouldn't have.
The (very rough) concept I was putting forward introduces the player to this, and makes you think "
ooh I can open the pod jsut like that, cooo...waaaait a minute, Do I want this?!". It doesn't even show you that you have other options (unless Barb probably, not played one), it gives you an immediate temptation. Like it is now, not only do I have to jump through hoops getting a pointlessly hidden switch, but now it also has a detrimental affect upon me.
To boot, once you have played through once, you know how virtually pointless it is to open SH's pod, other than the aformentioned approval, as you meet her almost just as immediately after the crash as if you saved her and she still joins you, so there is no great choice here. The only benefit I really see is having an extra pair of hands on the Nautiloid if you want to attack and get the flaming sword.
Now, one COULD as you put forward, put more stock into this early decision being trickier, but there should be more "hints". Masking this means that the player is prone to accidentally selecting an option that could have big rammifications later on with no knowledge that that is what is happening. Yes Witcher 3 did this for example, but it almost exclusively impacted other characters and you experienced their pain/story impact, nor was there anything within the first 10mins of gameplay.
Going forward however, I totally agree. Once we know of the tadpole and what it has or doesn't have to offer, the decisions can be made to be a lot tougher and I would welcome that. Nothing like a tough decision with real consequences only shown down the line, to promote multiple playthroughs.