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Suggestions / Alternate relationship model.
« on: November 20, 2015, 03:40:45 PM »
As is, although magnitude for actions as you get further from neutral reduce effects, it isn't really enough to prevent you from easily hitting vengeful or welcoming, which considering that once you hit one of those states, they tend to result in huge reputation issues all around, you may want to avoid them.
Crossing a reputation threshhold (away from neutral) requires specific actions. Each tier has lesser actions give no bonus to reputation.
Additionally, reputation (very) slowly degrades towards neutral unless at maximum state or neutral already.Maybe 1 per week, 1 per 2 week if at hostile, friendly.
Ascending
Vengeful:
Impossible to reverse
Hostile:
Decay only
Inhospitable:
Assist with Fights.
Suspicious:
Public trading, assisting with Fights, bounties, quests.
Neutral:
Public trading, Assisting with fights, bounties, quests.
Favorable:
Assisting with Fights, Bounties, Quests
Welcoming:
Reputation specific quests.
Friendly:
Faction Alliance Quest
Cooperative:
Decending
Cooperative
Full Betrayal
Friendly
major black market activity, fighting fleets.
Welcoming
significant black market activity, fighting fleets,
Favorable
black market activity, fighting fleets,
Neutral
black market activity, fighting small fleets.
Suspicious
Significant Black market activity, fighting medium fleets.
Inhospitable
Destroy a high level fleet
Hostile: requires
Destroy multiple high level fleets.
Vengeful
Decays over time towards neutral, unless neutral, cooperative, or vengeful. Maybe one point per week?
Reputation specific quests are required to get to welcoming or higher, which involves a significant investment in a faction. At that point, no other faction allows you to become welcomed.
A full alliance quest of some sort lets you fully join the faction, presumably with significant campaign-scale changes, and will drop all other factions down to match that faction's relationship + 1 level, or lower.
Quests which involve attacking a station/planet in some way would cause reputation loss with the target faction, and a gain with the enemy that launched it.
Attacks on pirate bases would be common.
Killing enemy fleets when not identified may cause an investigation of some kind instead of an instant reputation loss.
Fleets which were recently running with transponder off, or just activeated burn might not cause as much loss, or any, since they weren't showing themselves as part of the faction.
You have to take significantly larger and more specific actions to go further away from neutral.
Cooperative: Joined faction. Share reputation to large extent. Access to faction specific Missions.
Friendly: Allied with faction. Some reputation sharing, Access to faction specific Missions
Welcoming: Good relationship. Allows equipment/ship access, and allows for reputation quests.
Favorable:Positive relationship.
Neutral:Neutral
Suspicious:Negative relationship. Increased black market investigation issues.
Inhospitable:Loss of trading rights with transponder on/identified. Lack of transponder may cause you to be attacked on sight.
Hostile:Attacked on sight, cannot trade at all. Bounties will be posted.
Vengeful: Attacked on sight, considered a full scale threat/Enemy faction member. Large bounty is likely.
Pirate faction
Relationships are different from usual. Not going to go into specifics.
Killing pirates that attack you has no penalty. Black market transactions on pirate bases has a lower penalty.
Actively fighting pirates costs reputation, meaning you launch the attack.
A high reputation would cause pirate fleets to not attack you.
http://fractalsoftworks.com/2014/08/12/faction-relationships/
Crossing a reputation threshhold (away from neutral) requires specific actions. Each tier has lesser actions give no bonus to reputation.
Additionally, reputation (very) slowly degrades towards neutral unless at maximum state or neutral already.Maybe 1 per week, 1 per 2 week if at hostile, friendly.
Ascending
Vengeful:
Impossible to reverse
Hostile:
Decay only
Inhospitable:
Assist with Fights.
Suspicious:
Public trading, assisting with Fights, bounties, quests.
Neutral:
Public trading, Assisting with fights, bounties, quests.
Favorable:
Assisting with Fights, Bounties, Quests
Welcoming:
Reputation specific quests.
Friendly:
Faction Alliance Quest
Cooperative:
Decending
Cooperative
Full Betrayal
Friendly
major black market activity, fighting fleets.
Welcoming
significant black market activity, fighting fleets,
Favorable
black market activity, fighting fleets,
Neutral
black market activity, fighting small fleets.
Suspicious
Significant Black market activity, fighting medium fleets.
Inhospitable
Destroy a high level fleet
Hostile: requires
Destroy multiple high level fleets.
Vengeful
Decays over time towards neutral, unless neutral, cooperative, or vengeful. Maybe one point per week?
Reputation specific quests are required to get to welcoming or higher, which involves a significant investment in a faction. At that point, no other faction allows you to become welcomed.
A full alliance quest of some sort lets you fully join the faction, presumably with significant campaign-scale changes, and will drop all other factions down to match that faction's relationship + 1 level, or lower.
Quests which involve attacking a station/planet in some way would cause reputation loss with the target faction, and a gain with the enemy that launched it.
Attacks on pirate bases would be common.
Killing enemy fleets when not identified may cause an investigation of some kind instead of an instant reputation loss.
Fleets which were recently running with transponder off, or just activeated burn might not cause as much loss, or any, since they weren't showing themselves as part of the faction.
You have to take significantly larger and more specific actions to go further away from neutral.
Cooperative: Joined faction. Share reputation to large extent. Access to faction specific Missions.
Friendly: Allied with faction. Some reputation sharing, Access to faction specific Missions
Welcoming: Good relationship. Allows equipment/ship access, and allows for reputation quests.
Favorable:Positive relationship.
Neutral:Neutral
Suspicious:Negative relationship. Increased black market investigation issues.
Inhospitable:Loss of trading rights with transponder on/identified. Lack of transponder may cause you to be attacked on sight.
Hostile:Attacked on sight, cannot trade at all. Bounties will be posted.
Vengeful: Attacked on sight, considered a full scale threat/Enemy faction member. Large bounty is likely.
Pirate faction
Relationships are different from usual. Not going to go into specifics.
Killing pirates that attack you has no penalty. Black market transactions on pirate bases has a lower penalty.
Actively fighting pirates costs reputation, meaning you launch the attack.
A high reputation would cause pirate fleets to not attack you.
http://fractalsoftworks.com/2014/08/12/faction-relationships/
Code
Effects of Reputation
Adjusting the player’s reputation is all well and good, but it doesn’t mean anything unless it actually means something, if you know what I mean. Let’s take a look at what each level means in concrete, mechanical terms.
Favorable
Gain access to faction-specific military submarkets, where you can buy fuel, supplies, and weapons.
Welcoming
Higher-quality weapons available.
Friendly
Even higher-quality weapons available.
Cooperative
Best-quality weapons available.
hegemony_militaryThe Hegemony military market, reputation – favorable. Most weapons aren’t available yet.
Suspicious
No effect at this point; more of an indicator that maybe they don’t like you a whole lot.
Inhospitable
Markets will refuse to trade with you, except for pirates, who aren’t really a unified faction to begin with. Whether/how this applies to the black market and smuggling is TBD – that is to say, I’m in the process of working it out.
Hostile
Combat-capable fleets will attack you on sight. (This is the starting relationship with the pirates, and yes, they’ll still trade with you.)
Vengeful
You know things are bad when the pirates don’t want to trade with you. Right now, this category matters more for being impossible to get out of than being that much different from “hostile”. There’s some room for more targeted faction actions against you (posting a bounty? an organized effort to bring you to heel?), but it’s not concrete enough to really discuss.