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Curses / Re: Lawyers
« on: March 10, 2010, 10:00:26 am »
Unless there's a conflict of interest lawyers need to defend clients. And lawyers live & die by their reputation, so it's acceptable for them to do their best.
Nobody accuses the ace attorny of being a liberal if you use him/her repeatedly. They're just doing their all-american job!
However, conservatives would expect the lawyer to charge an arm and a leg for their services though, so charging only $100 has to be covered out of their pocket or with creative book keeping.
So, here's my proposal, splitting lawyers up into 3 groups.
1) Lawyer: as now. Large random range of ability for law, probably something like 3-10. Has a random chance of showing up and defending you. This wouldn't be based off of their infiltration level but would just be random like with judges. Perhaps a 1/10 chance. However, after charging only $100, there's a chance they'll be discovered and fired from their job. This WOULD be based off of infiltration levels because their evil conservative bosses are more likely to investigate whiney liberals then up-standing conservatives.
2) Law Partner: One of the big men themselves. Always conservative and tricky to convert like Emeninent Scientists and Radio Personalities and other "top" recruits. However, they'd have much higher law skills (on par with judges) and would never risk being fired. They ARE the law office. Unfortunately, there would still be a random chance, perhaps with judges a 1/4 chance of being available for defense.
3) Defense Attorny: These guys would always be available to defend you, but their law skills would start very low, so maybe 3-5 range. Advantage is they're reliable and have the normal spread of alignments, but the disadvantage would be that they too risk being fired (although probably 1/2 the rate of regular lawyers) and they have the lowest starting stats of any of the legal council recruits.
Nobody accuses the ace attorny of being a liberal if you use him/her repeatedly. They're just doing their all-american job!
However, conservatives would expect the lawyer to charge an arm and a leg for their services though, so charging only $100 has to be covered out of their pocket or with creative book keeping.
So, here's my proposal, splitting lawyers up into 3 groups.
1) Lawyer: as now. Large random range of ability for law, probably something like 3-10. Has a random chance of showing up and defending you. This wouldn't be based off of their infiltration level but would just be random like with judges. Perhaps a 1/10 chance. However, after charging only $100, there's a chance they'll be discovered and fired from their job. This WOULD be based off of infiltration levels because their evil conservative bosses are more likely to investigate whiney liberals then up-standing conservatives.
2) Law Partner: One of the big men themselves. Always conservative and tricky to convert like Emeninent Scientists and Radio Personalities and other "top" recruits. However, they'd have much higher law skills (on par with judges) and would never risk being fired. They ARE the law office. Unfortunately, there would still be a random chance, perhaps with judges a 1/4 chance of being available for defense.
3) Defense Attorny: These guys would always be available to defend you, but their law skills would start very low, so maybe 3-5 range. Advantage is they're reliable and have the normal spread of alignments, but the disadvantage would be that they too risk being fired (although probably 1/2 the rate of regular lawyers) and they have the lowest starting stats of any of the legal council recruits.