This would add a risk-vs-reward system for the player, so they would be forced to decide whether it’s worth investigating someone or not. And, say, before each recruitment, a player can investigate a recruit, but they only have a limited time to do it before the recruitment window is closed. However, it would be cool to see players accidentally recruit spies into their ranks only to have to flush them out in later missions. I found out that he had an arch nemesis (or something) and I hacked him to help this guy, which bought my way in for a recruitment mission. I lost, but there was more to dig up on this guy. I used the Deep Profiler to find out that he likes darts so I waited at a bar where he goes to play darts and challenged him. A great example of this was when I tried to recruit a Buckingham Palace guard, but he disliked DedSec. With these people, you have to use the Deep Profiler in order to scout them out and pretend to run into them or help them in some way in order for them to like you.
Granted, not every NPC likes DedSec, which makes it a bit more realistic. There’s seemingly no risk to recruiting people at random everyone on the street is ready to fight, apparently. As a member of the resistance, you’re supposed to be low-key, so some nuance in these conversations is desperately needed. You can’t just run up to people on the street and tell them you’re a part of a secret underground resistance group of hackers. You can play as anyone because you can recruit damn-near everyone, so every recruitment should be unique, subtle and made with major discretion. But this ultimately takes away from what makes the game so unique. It’s like the developers attempted to speed up the process of recruiting people by making it so recruits are well-informed. Yes, Watch Dogs: Legion is a game, but it’s supposed to be a narrative experience with characters that feel real. Recruit: “Hey, you’re DedSec? Do something for me and I’ll join up.”