To be completely serious, while I like the old title, the longest title has its advantages. It is easier to see in the quest list and also gives a good idea of the content of the quest.
The new title serves a useful purpose in the same way light novel titles serve a useful purpose, in that if someone is skimming down a long list of quests it provides an easy summary.
I will level with you, as a new reader the April Fools title did really draw the eye, to the point that I decided I wanted to see what was going on (and I'm definitely interested in the premise looking at SF).
[X] Make a counteroffer: (write-in)
-[X] White moves black moves. Each of you may veto the others plans, but neither side may do so a second time without the other having done so. Likewise, the acquisition of the armoured units should be a joint operation with shared spoils- it's hardly a match if one side starts with three extra rooks.
"I will not accept a role as a subordinate," you say bluntly. "It is beneath me. But I will be generous enough to share with you.
"In the tradition of chess, the game of kings...we will take turns!" You gesture to yourself. "I will propose a small-scale plan of action, akin to which square to move a knight to. And as a show of appreciation for the preparatory work you have done, I will allow you one - one - veto over my plan, forcing me to decide on an alternative of my choosing.
"After that, you get your opportunity to propose whatever ideas you may have, I will be able to correct your mistakes before you make them. And so on and so forth."
Intruder's smile has turned quizzical. "That is certainly one of the more creative proposals for joint command I have yet to hear. Still, perhaps it can-"
You continue. "And since this will be a team effort, the spoils, too, should be shared. We will divide those armoured infantry and walkers between ourselves."
Intruder's expression changes. For the first time since you've seen her, she is not smiling anymore.
"Ouroboros. What have I ever done to you, for you to treat me so disrespectfully?"
She begins to pace.
"Perhaps you do not understand the importance of the dress rehearsal. Allow me to lay it out for you."
She begins to circle you.
"Days or weeks have gone into preparing this outpost - and others - for the attack today. Reconnaissance by aerial scouts and camouflaged Jaegers, over days, to gauge the position and strength of the outposts. And then the carefully calibrated crying of "Wolf"-
"Crying wolf?" you ask. You turn to continue facing Intruder as she circles behind your back.
Intruder continues.
"There are, broadly speaking, two ways to deceive someone. The first is obvious. You hide information from their sight. Keep it all backstage, behind the curtain. But sometimes that's not possible. Movement of troops, of supplies, of equipment - it's all rather difficult to hide. So…can you guess what the other way is?"
"You give them the wrong idea about what's going to happen."
One of the many, many chess games you played flashes up in your memory.
A mistake made, a bishop misplaced. The upper hand lost. Your pieces steadily whittled away, the enemy consolidating a position to win from.
So you sacrificed. You lost pieces, but at times and places of your choosing. And then, as your opponent was occupied with the obvious threat, you brought down the fangs on her flank.
"Move a piece somewhere it will threaten them, occupy their attention…then, at the right moment, strike them with a pawn creeping through the dark."
Intruder nods once. "The conjurer's trick. Drawing the audience to your right hand, so they don't notice you slipping the coin into your left sleeve. Close enough." Intruder stops, having made another full circle around you. She looks directly at you.
"False radio transmissions. Collection of the military's signals and passwords. Dummy Jupiter cannons. Signal deceptive measures. All calculated to make the enemy complacent, convinced they know where to look to see the magic trick." Intruder gestures to herself. "I did all this. And then you come along.
"I very generously offered you the chance to come with me and learn, even to have some of the spoils, in return for leaving the director's vision of this film unmolested. I may even have accepted this Frankenstein of a proposal for joint command. But now you see fit to demand both? You, who have yet to prove yourself in anything, to anyone?"
You stand your ground. "I'm helping in this operation. I deserve to have a say in how it's run, and to get compensation. I'm not budging on this."
"... well then. The train's waiting to take you back. Clearly I have no use for you."
And with that, Intruder turns around and starts heading for the door.
What?
It takes a few seconds for you to process what you're seeing. One does not simply…walk away from the chessboard. It's all wrong. It's simply not done.
…except she's almost at the door connecting the theatre to the reception area.
[ ] Go after Intruder. Tell her you're willing to give up the spoils, but insist on your joint command proposal.
[ ] Go after Intruder. Tell her you're willing to give up joint command in exchange for a share of the spoils.
[ ] Let her go. Return to Agent, and face the extremely awkward situation of explaining why you have gone back to her without accomplishing anything.
Hah-hah, vindication! I was the only one who voted against the write-in counter offer and it turns that nope, Intruder won't let Ouroborus have both things.
[X] Go after Intruder. Tell her you're willing to give up joint command in exchange for a share of the spoils.
EDIT: I don't know why you other voters are so insistent on having command anyway.
[X] Go after Intruder. Tell her you're willing to give up the spoils, but insist on your joint command proposal.
From the perspective of someone who's entire life is chess, giving up the ability to make decisions to someone who at the very least in your own mind isn't even close to as good as you wouldn't make a ton of sense. In addition to that being seen as someone who jointly (at the very least) was responsible for victory would result in a much better overall situation then having extra forces at the cost of losing all credit for planning the victory. Ideally complete control would be better, but I strongly feel like giving up command for the spoils is a big mistake, especially cause it sets a precedent where people will try to bribe command from us if they found out it worked here.
We need to bide our time guys. Intruder is not going to accept joint command. We need a new strategy to make her acknowledge us. We need the additional forces besides to strengthen our position.
I think we should go with the option to give up Command, So our character can grow out of thinking that battle is "literally" a chess match and be more like how Lelouche see the battlefield, not thinking in therms of skirmish and more of war.
[X] Go after Intruder. Tell her you're willing to give up joint command in exchange for a share of the spoils.
and we will have more unit to devise strategy from. And let us learn from a veteran of battle against our enemy instead of ourselves.
It would be wiser to surrender joint command and learn from a veteran strategist while getting strengthened by spoils, but I think it's in character for Ouro to try and stay in control at all costs. It's a matter of pride, and also a matter of perspective. Right now Ouro doesn't think of herself as having been toyed with and tormented in the simulation; she thinks it was her choice and her destiny in order to become the ultimate tactical mastermind. Someone who had lost control before but keeps themselves sane by pretending they didn't isn't going to relinquish it easily.
For Ouroboros, you are either a player, or a piece.
[x] Go after Intruder. Tell her you're willing to give up the spoils, but insist on your joint command proposal.
[X] Go after Intruder. Tell her you're willing to give up joint command in exchange for a share of the spoils.
Joint command is good and all but the current forces are lackluster, it'd be foolish to only rely on simple pawns when you can get some knights ands bishops, perhaps a rook or two?
Arguments for Spoils:
1. Potential increase in resources.
2. More likely to be successful.
3. If Intruder's plan fails, we still learn something and can pass off all blame to Agent as, "It was all Intruder's plans."
Arguments for Command:
1. Ouroborus is a stupid shitlord who is convinced she is a genius, and a humiliating failure will be better for her long term development.
2. It's funnier to play into her character deficiencies.
3. More "in character" to make the wrong decision.
Ouroborus is a stupid shitlord who is convinced she is a genius, and a humiliating failure will be better for her long term development.
2. It's funnier to play into her character deficiencies.
3. More "in character" to make the wrong decision.
1. Truer to the characters nature and aligns with phychological hangups already demonstrated.
2. The whole point of being a command unit is to command, if she lets herself be reduced to a higher quality grunt from the outlet, even if the plan succeeds she doesn't get the credit.
3. Will she grow more from being lead around and bribed into cooperation, or by actually engaging in tactical exchange and developing a work relationship with her fellow commanders in a more equal exchange without being bribed like a child?
4. Rude phrasing that mocks the character and fellow voters. Show some maturity.