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Author Topic: Karma System  (Read 2167 times)

Karma System
« on: September 30, 2010, 06:56:33 pm »

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).
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Re: Karma System
« Reply #1 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
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Re: Karma System
« Reply #2 on: October 01, 2010, 01:06:25 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

How come? They represent the gang, not?
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Re: Karma System
« Reply #3 on: October 01, 2010, 10:34:16 am »

How come? They represent the gang, not?

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.
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Re: Karma System
« Reply #4 on: October 01, 2010, 04:08:40 pm »

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.

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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Surf

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Re: Karma System
« Reply #5 on: October 01, 2010, 04:10:09 pm »

This is not "Karma" what you are speaking of, it's "Reputation".
Just sayin'.
Re: Karma System
« Reply #6 on: October 01, 2010, 04:33:22 pm »

I'm not talking about attacking guards, I'm talking about attacking people in guarded towns.

It's abuseable.
You just put the ones with high karma in 1 faction, the rest can pick up the loot and carry it out of town.
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kraskish

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Re: Karma System
« Reply #7 on: October 01, 2010, 06:02:08 pm »

I support the first post.

HertogJan, we would need no replenishment of reputation or a much more slower... (they could do it only once...) or guards could kill the ones that pick the loot before them...
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Re: Karma System
« Reply #8 on: October 01, 2010, 10:29:10 pm »

You just put the ones with high karma in 1 faction, the rest can pick up the loot and carry it out of town.

Thats the exacly thing that would not happend. Becouse if one player in a faction attacks then he's fellow faction mates would loose reputation straight away aswell. The situation as it is now, is one that allows just the thing you wrote, becouse if one player shots someone in NCR he will loose reputation but the one who picks up after him would not.

Also, i believe together with this the faction (like i wrote in diffrent post) should be able to have more bases aswell, to avoid this many faction names each faction uses. (as far i am concerned currently it works like tents, you make a new base you have to make new faction otherwise the old one dissapears.)

The main point with this all is to start representing the factions as factions. To make their actions have consequence. This could even be builded on and players could have reputation towards player factions and player factions towards other player factions. And finally NPC factions (like diffrent towns and their inhabbitants) towards the player factions.
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Re: Karma System
« Reply #9 on: October 04, 2010, 10:57:06 am »

Like I said, put the ones with high rep in 1 faction, put the others in another faction.
High rep faction does the killing, the other faction does the looting.
Loot picking shouldn't influence reputation.

Faction bases should be unlimited per faction.
Simply add a number to it:
faction name - Base #1
faction name - Base #2
etc.

I think Mudguts' suggestion towards faction rep. sounds better.
Still it's avoidable by staying friends with a faction instead of a member. All you need is a faction leader, everyone else can be friend of the faction.
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Re: Karma System
« Reply #10 on: October 04, 2010, 03:09:52 pm »

Like I said, put the ones with high rep in 1 faction, put the others in another faction.
High rep faction does the killing, the other faction does the looting.
Loot picking shouldn't influence reputation.
No... Its unlogical what you are saying. High rep faction cannot be high rep faction by shooting people in a town, what would it help that a faction would have good reputation with a town anyways?? Guards would still shot them ::)
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Re: Karma System
« Reply #11 on: October 04, 2010, 03:17:51 pm »

No... Its unlogical what you are saying. High rep faction cannot be high rep faction by shooting people in a town, what would it help that a faction would have good reputation with a town anyways?? Guards would still shot them ::)

If they're idolized they can shoot players who have a reputation lower than liked (< 901) with that town.
Without guards shooting them, because they are idolized.
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Re: Karma System
« Reply #12 on: October 04, 2010, 03:25:57 pm »

If they're idolized they can shoot players who have a reputation lower than liked (< 901) with that town.
Without guards shooting them, because they are idolized.

Wow, didint know that, thanks. However, if that is so now, then why nobody uses this?
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Re: Karma System
« Reply #13 on: October 04, 2010, 04:39:52 pm »

The way faction works now it would only lead to off-faction alts. And guarded towns would be even less safe than now. I think this should not be implemented.
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