The button tooltip that leads to you getting raygun'd during her initial "ambush" also points to the possibility of a combat encounter, though. That's why I chose it. I thought I'd be able to fight someone that's obviously an antagonist. I figured that, if I lost, I'd get the bimbo raygun to the face, not if I just stuck to my conviction as a player.
Not to mention the fact that the whole scenario is contrived in the first place. You're some Amazonian mercenary? Badger pins you to the wall and you can't do anything. You're an experienced smuggler with highly-trained reflexes? Badger pins you to the wall and you can't do anything. You're a tech specialist with companion drones or the various anti-grapple techniques? Badger pins you to the wall and you can't do anything.
Tbh, I might be re-opening a can of worms but I can't help but think the simplest solutions are often the best ones. Instead of modifying the tooltip blurb, why not just gate the content behind a forced save point? That way nobody can complain of
not reading it,
skipping past the button quickly, or the tooltip
not being clear enough. I don't think anyone can claim outrage if they skip over an explicit option to save before the ambush encounter. Though I'm not sure how easy it is to code that so it might not be possible to implement.
Also, why was the "Turning the Tables" Dr. Badger expansion written by JimT rejected? I remembered reading through the GDoc and it seemed decent. Ofc it was a much different situation back then what with the hostility and sentiment the player base was directing at Dr. Badger but, was there any specific reason why it was rejected? Perhaps players felt uncomfortable with the expansion since it changes her backstory to become more sympathetic rather than that damned badger who bimbofied you?
For curiosity's sake, was Dr. Badger a commissioned character? Her design being based off of a fursona was a revelation to me, but in hindsight, not surprising.