There are two reavers - one scrolls through dialogue options, and the other confirms it (technically the latter could be replaced with something besides a reaver). When a player walks up to an NPC, a death counter is set to signify what conversation the player is in (each possible conversation would need it's own ID number). The player then builds a scarab in the first reaver, which will display the player's first response to the NPC; when the game detects the scarab, it then adds 1 to a different death counter (this death counter is used to prevent the message from being spammed). The player can continue building scarabs and seeing more responses until it reaches the end of the list, at which point the scarab count and the death counter is set back to 0. When the player finds a choice they are satisfied with, they build a scarab in the second reaver, and then the scarabs and death counters are cleared (and the NPC responds to what the player had said, possibly initiating a new conversation).
Pros: Takes up very little space.
The reavers can be hotkeyed, so that players can use them without having to move their screen.
Would be relatively unique and draw attention to the map.
Cons: Tedious for me to implement and may be difficult for the average b.net user to understand.
Requires that I make scarabs free.
Max of 8 response choices (will likely not be an issue).
Requires a death counter to keep track of it that I could be using for something else.
Scarabs seem to be only removable with the "Remove All" action ("Remove unit at location" doesn't work for some odd reason), which could interfere with any reavers the player may have in the playable areas.
Players have to scroll through each option to get to more choices (may annoy players who've gone through the conversation before).
I was originally going to go with this system, but due to the amount of negatives, I'm considering going with something a bit more conventional:
There is a unit (preferably a ground unit) in an isolated area. When a player initiates a conversation with an NPC, a death counter is set to a certain number to identify which conversation the player is in, just like in the above system. However, instead of scrolling through the response choices, the player simply moves the unit to a location to view various responses, and to choose one, kills a neutral unit at the location (which then respawns). (Essentially, this is like the shop interface in the map Astrogears, where a player moves their ghost to view item descriptions and prices, and kills a lurker to make a purchase.)
Pros: Much easier for me to implement than the previous system, and more likely to be understood by players.
Allows veteran players to choose their response immediately without having to scroll through each choice until they get to the one they want.
Cons: Would require more space than the reaver system, especially if each player had their own area for the purpose.
If the players all shared the response choosing area, then there would be a risk of players mistakenly having a response selected for them if their kill score matched whatever the kill score value of the neutral unit was (if each player had their own area, one could simply detect when the neutral unit was missing from the location).
Players would have to move their screen to the area to respond to an NPC.
Which system do you guys think is better?
None.