fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • December 23, 2024, 02:58:55 pm
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Play WikiBoy BugTracker Developer's blog
Pages: [1]

Author Topic: Random encounter reputation gain  (Read 1572 times)

Random encounter reputation gain
« on: June 25, 2010, 07:29:26 am »

Another though that clattered around my head, found nothing to latch onto, and flew out:

How about a script that, for players (and this is the important bit) with reputation 0 at the minimum, adds a single reputation point at the end of an encounter for each NPC belonging to a particular faction still standing (or simply for the entire group if the gain for each NPC works out to be too much) - of course, only if the combat ends through "End Combat" rather than grid exit.

To avoid "build up then drop" approach, I guess another flag would be required that would mark a player as non-hostile, or hostile if any such attempt was taken against a particular faction. For any character with the hostile flag toggled, no reputation gain through this mechanism would occur.

Also, perhaps it would be possible to pay a substantial caps amount (or make a trade of items for the given value) to clear the flag - basically, paying "blood" money, and only within a limited negative reputation threshold (-199 upwards?). Again, this amount would be very large to avoid exploitation and make it simply a viable option for somebody with true vested interest in maintaining good standing with a faction regardless of a chance occurrence (for instance, despite having never attacked Regulator patrols in random encounters, a single miss shot during an encounter with a thief dropped me to -125 with them).

It would allow a hon-hostile (to a particular faction) character to build up reputation with factions that may not be considered interesting trading choices. Since the gain is pretty small, and any hostile action would result in loss of such gains until the matter is addressed as described above, it would also require the character to maintain non-hostile approach to a faction for a prolonged period of time.

The reasoning behind this, in "in character" terms, is that through continuous display of good faith a person would gain reputation for being a trustworthy (or at least, non-violent toward a particular faction) person. Since "other people" (NPCs) met during the encounters survived to spread the word, it would be simply a matter of time before one is known for their non-hostile stance.

I'm positive the details would require tweaking to avoid exploitation, but also convinced that with care such a system would be a valuable addition to the current reputation system.

tl:dr version: people killing NPCs get loot and exp. People not killing NPCs, under certain strict conditions, would receive miniscule reputation gain with the represented faction.
« Last Edit: June 25, 2010, 07:36:11 am by Sheepify »
Logged

Michaelh139

  • Goin for 900,000...
  • Offline
Re: Random encounter reputation gain
« Reply #1 on: June 25, 2010, 07:54:46 am »

I already made the bribery suggestion, but everyone just did that shitty wasteland is harsh deal with the consequences crap... which wasn't what i was getting at, I was just hoping to make another way to deal with it...
Logged
Whenever I say something, imagine \"In my opinion"/ being in the front of every sentence.
Re: Random encounter reputation gain
« Reply #2 on: June 25, 2010, 08:52:05 am »

I have yet to get acquainted with the details of your suggestion, but please note that mine is extremely limited - basically, a recourse to "oh shit!" situation like I described. Also, it should carry a hefty cost, so that it cannot be abused to gain greater amount of wealth in items from an assault at such faction's representative.
Logged

Michaelh139

  • Goin for 900,000...
  • Offline
Logged
Whenever I say something, imagine \"In my opinion"/ being in the front of every sentence.
Re: Random encounter reputation gain
« Reply #4 on: June 25, 2010, 09:15:18 am »

Thank you for the link.

To outline the difference between our suggestions:

What I propose in terms of payment does not increase reputation. It merely allows, under strict conditions, the ability to gain reputation through continuous nonviolent encounters with faction members.

What you suggested was paying for reputation gain, which, as was noted, would allow rich characters to go through unrealistic reputation swings.

My suggestion would keep the change in reputation very controlled - if, through some means, your reputation was, for instance, -100, you would need 100 encounters (or encounters with 100 NPCs belonging to that faction) in order to even reach reputation 0.

And if during that time you attacked them, you would lose reputation as always and had to (assuming you did not drop below the -199 rep or some such cutoff level) pay a large amount simply to be able to resume gaining reputation from the encounters.

Quite a different mechanism, if you'll note.

Edit: forgot important sentence part :)
« Last Edit: June 25, 2010, 09:25:07 am by Sheepify »
Logged

Michaelh139

  • Goin for 900,000...
  • Offline
Re: Random encounter reputation gain
« Reply #5 on: June 25, 2010, 09:22:16 am »

oh ok I see what your getting at now...  Similar but ultimately different ideas, my bad.

Not a bad idea though I must say, it at least makes it possible to not kill 1000 enemy npcs for the +1 from each...
Logged
Whenever I say something, imagine \"In my opinion"/ being in the front of every sentence.
Pages: [1]
 

Page created in 0.073 seconds with 22 queries.