Reading through Burzmali's playthrough, it's strikingly obvious that there isn't much for criminally-inclined PCs to do in GH2 as of yet. Just as bad, even if you do manage to pull a spectacular heist, the game doesn't respond to it in any meaningful way.
I'd say that antisocial behavior in GH can be divided into three categories:
- Criminal acts are things that are against the law. They'll get you in trouble with the police, but are easily overlooked by the average citizen.
- Bastard acts are things which might not be against the law, but which won't make you any friends either. These will probably get you on bad terms with a single character or faction, but no-one else will really care.
- Villainous acts cause everybody to hate you. See "Stupid Evil" at tvtropes. Unlike the previous two, I don't intend to support Stupid Evil as a valid character type because I don't work for Bioware. Not many things give villainous rep: attacking nonhostiles is about it. So, for the rest of this discussion, I'll just be talking about criminal and bastard acts.
Stepping outside of the social contract should be risky. You get extra benefits not available to PCs who play by the rules (filthy lucre), but at the same time earn the ire of the establishment (whoever they may be). This ire should not be enough to render the game unplayable, and may even provide some side benefits (your enemy sent a duelist to fight you? Defeat him and collect his custom weapons), but it does mean that playing an antisocial character is more challenging.
The Rewards of CriminalityConvoy Encounters: Trucker NPCs should occasionally be given convoy missions. These encounters are normally invisible, meaning that you need Awareness or some other means of spotting hidden encounters to benefit. Entering the encounter allows you to fight the guards to steal lots of money + a random chance of special loot. The leader of the convoy will become an enemy, of course.
Robbery Missions: THIEF-type NPCs might offer to sell the PC a lead on a heist. This could be a raid against a convoy, or a building, or something else. It may be a mecha mission or a personal scale mission. The result will be lots of money + a high chance of special loot.
Robbery Quests: Certain locations should have robbable places, such as the Comet Basement. These places should be very difficult but have loot which can't be obtained elsewhere.
The RisksEnemies: NPC Enemies should show up on times to fight the PC. If they're in a town without the SAFE tag, they might get a patrol plot which will attack the PC. Rich or well-connected enemies may hire duelists to ambush the PC.
The Law: Police NPCs do patrols of the city. If they encounter a criminal PC they'll attack. Police patrols are not generated in lawless cities, making these good places to lay low. I just checked and these patrols are not yet activated... oops.
Heat: This isn't implemented yet, either, but I think it's a good idea. Doing criminal things in town will raise a "heat" counter. Fighting with the city defense patrols will also increase heat. If the counter rises high enough, mecha patrols on the outside maps will activate and seek the PC. At a higher level the guards in buildings turn hostile and resuscitation is suspended. Heat goes down over time.
With these systems in place, Stealth becomes a natural skill for a thief to take.
What do you think?