Other > Suggestions

Karma System

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kttdestroyer:
I think it would be good idea to make factions stand for their actions (like they always did in fallout universe). Meaning, if every player has his own karma affected by his actions, and a gang/faction has its own karma affected by its members actions. For exemple if a player has -5000 with SF, and he joins a gang that has 0 with SF, the gang still remains 0, now if the player while beign in this gang gets -6000 with SF then the gangs gets -1000. Another way to do it, maybe a bit more reasonable would be that the factions Karma is counted out as in the middle of all its members karma, meaning one player has -1000 with SF another player has +1000 with SF then the faction is neutral (0 Karma) towards SF. When the player leaves faction his own karma is used. The faction karma could become of use in several ways, if players in faction kill a lot of bluesuits (and they are neutral, no faction that to say) and get marked by them with negative karma then the faction could get pubic enemies kind of tag (all in red for neutrals? enemies of rangers?). What if factions could become underdogs of other factions like NCR or The Hub? which would limit them a lot in their actions that cannot go against NCR (or would end in exaltation from the NCR faction familiy) and maybe member ship payment aswell, maybe the leaders of the factions (starts when more then 5) could vote on diffrent things that NCR put foward (GMs creates roleplay situations?) (its a republic after all) for exemple attacking one northen town bringing it into republic (the NCR would give a specific time of the attack if the attack is accepted).

corosive:
I see a problem with that idea :P What if a few of your members are idolized in a town? Your entire gang and all it's new members become idolized too? Kinda unfair :P

kttdestroyer:

--- Quote from: corosive on October 01, 2010, 12:59:47 am ---I see a problem with that idea :P What if a few of your members are idolized in a town? Your entire gang and all it's new members become idolized too? Kinda unfair :P

--- End quote ---

How come? They represent the gang, not?

HertogJan:

--- Quote from: kttdestroyer on October 01, 2010, 01:06:25 am ---How come? They represent the gang, not?

--- End quote ---

Highly abuseable.
Imagine having a gang idolized with NCR or the Hub.
They will shoot everyone who comes into town as they can do so.
If other liked or idolized persons get killed, guards only shoot the 1 or 2 idolized persons who did that.
Who than come back shortly after due to close by respawn ...
Any idolized gang can therefore control any guarded town, so it's basically and alternative to the current TC in northern towns, but now for all towns.

kttdestroyer:

--- Quote from: HertogJan on October 01, 2010, 10:34:16 am ---Highly abuseable.
Imagine having a gang idolized with NCR or the Hub.
They will shoot everyone who comes into town as they can do so.
If other liked or idolized persons get killed, guards only shoot the 1 or 2 idolized persons who did that.
Who than come back shortly after due to close by respawn ...
Any idolized gang can therefore control any guarded town, so it's basically and alternative to the current TC in northern towns, but now for all towns.

--- End quote ---

Impossible, if a gang member attacks a guard in guarded town the karma drops. And so they could only manage this once, exacly same as it is right now. If 2 gang members are idolized and other 8 are neutral, they would all be closer to neutral then idolized.

Gang member A got +2000 with NCR
Gang member B got +2000 with NCR
Other 8 gang members have 0 with NCR.
+4 000 divided by 10 is 400. That means 400 for everyone in the gang, even those with +2000.

Two of gang members attack guards in NCR and gets -2000 each. And suddently every members reputation is towards NCR is neutral. In the end meaning, that your actions as a faction member do matter, together with faction friend count as a faction member and goodbye schysofremic alts. Ofcourse, some smaller adjustments to karma drop if attacking guard in town could also be implemented together with this, to make it more "clear". The personal karma could also be affected, meaning if gang member "A" has +2000 personal karma towards NCR, now if gang member "C" attacks NCR then "A"s's karma will be dropped aswell (divided by amount of the members the gang holds), meaning when gang member "A" that have + karma leaves, he will get back his karma stats he had before he joined, with smaller (divided by 10 in this example) reductions of his karma that happend during his time as a member (his name got a bit bad reputation becouse his past affilites with wrong people and gangs in RP way to say it).

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