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Author Topic: Reputation gain caps  (Read 4982 times)

Whyeven

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Reputation gain caps
« on: December 26, 2018, 02:54:58 AM »

During my personal quest to improve relations with the more unusual factions (Luddic Path and Pirates) I noticed that the more convenient exploration and procurement missions stop giving reputation increases at 50 (welcoming).

Since I've noticed a few items for sale in pirate military markets requiring friendly (>50) I was wondering if there are specific methods currently in game to increase reputation past 50 (or even to cooperative, past 75).
Independents for example have a lot of random cargo quests which have no reputation cap. Major factions have targeted and system wide bounties and a few rarer bar interactions as well.

I've also tried joining battles on the side of pathers or pirates but I don't seem to get the chance to side with them (although I haven't tested yet dropping the reputation of the faction they're currently raiding to hostile in advance).

Not a major issue as I don't think they have any exclusive items, and they stop attacking you long before you reach those reputation levels. Just curiosity.

Thanks in advance.
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CopperCoyote

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Re: Reputation gain caps
« Reply #1 on: December 26, 2018, 04:22:12 PM »

To help pathers or pirates you need to be hostile to their foes. Well to help anyone really you need to be hostile to their foes. Otherwise it says neither side trusts you enough to allow you to join.
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Vind

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Re: Reputation gain caps
« Reply #2 on: December 27, 2018, 06:54:53 AM »

Maybe take any commission and then help pirates in combats versus current enemy. Luddites sometimes post mission for pirate base destruction but it is very rare as they got only one owned system.
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Whyeven

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Re: Reputation gain caps
« Reply #3 on: December 27, 2018, 03:07:45 PM »

Yeah, I imagined you need to have one of the factions in a battle at hostile to join in, but in this run I'm trying to stay friends with everyone. It's actually doable, for some reason one exploration mission from pathers or pirates more than offsets blowing up one of their stations with annexed fleet and thousands of lives.
Just the scientific interest was in finding something to get you past 50 as the "comm relay" missions don't seem to cut it anymore. I guess turning in AI cores still does but only pathers accept them, not pirates.
Pathers asking to blow up a pirate station doesn't seem to happen reliably at all either, I've seen it once in many hours of play.
Really what would be interesting (not necessarily for the purpose of "all friends" gimmick runs) is having more variety in the faction npcs you find in bars.
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RawCode

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Re: Reputation gain caps
« Reply #4 on: December 27, 2018, 07:22:26 PM »

getting pirates and pathers friendly does not prevent negative events from said factions on your colonies.

due to current implementation and logic, only viable way of playing, is attacking both pirates and pathers, also no matter "trust" level, factions won't share blueprints for ships, as result, there are little reasons to befriend pirates beyond -49 just to prevent trash spawns from attacking you.
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Whyeven

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Re: Reputation gain caps
« Reply #5 on: December 28, 2018, 04:36:32 AM »

It doesn't prevent destabilization events for your colonies and the shop unlocks aren't any better than what you can get in a random black market, but having pathers and pirates non hostile makes your life significantly easier, especially in early to mid game where they're the biggest threat for your normal / hard start ironman runs.
The effort in getting them to -49 or above isn't extraordinary like in previous versions, too: for pathers it's a matter of one single rep increase while dodging their early patrols, for pirates it takes about 11~ exploration missions, plus a few more if you had to fight them (and you avoid running retreating ships down).

In mid to late game it can be fascinating watching major faction expeditionary forces sent to your colonies smash repeatedly against pirate raiders because you settled in the general direction of pirate orbitals. I'm also not sure if the trade fleets they send from "Suspicious" reputation and above have actual positive effects on your returns.
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RawCode

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Re: Reputation gain caps
« Reply #6 on: December 28, 2018, 05:03:29 AM »

65 base is just 4 survey missions to -45, not 11, each mission is +5 rep.

issue with pirates is simple, when you defend yourself from aggressive pirate, each event is -3, getting two attacks invalidate your exploration quest, and unlucky visit to core sector may result in 5 or more attacks in row each will drop 3 points of rep.

rep in general does not prevent any events, ever with +100 and commision with sindria, they will try to burn your fuel production with colony in saturation bombing, just for lulz.

and in such case you won't be allowed to help your space station in defending versus raid, and this can and will cause issues, especially when raid beat station and instantly trigger saturation bombing without giving you chance to respond.
in such case positive reputation can be harmful actually
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