Forums » Suggestions

Revised Faction Update

Apr 18, 2010 PaKettle link
In view of the newer changes such as the blockades I think it might be time to create a more expressive faction system

I don't remember if I previously posted some of this so I am going to present the whole thing. - Sorry if its in pidgeon code but I couldnt find a better way to express the overall system

// Revised Faction System

PublicFaction // range 0 to 2200 (-1100 for display)
PrivateFaction // range 600 to 1800 (Not displayed)
FactionAdjust // Rate of adjustment 0 to 4 (-2 for use)
TimePOSorKOS // how long player has held top or bottom status

each in game week
if POS and timePOSorKOS > 8 hours then increase PrivateFaction by 1
If KOS and timeKOSorPOS > 8 hours then decrease Privatefaction by 1

each In Game Hour:
if not POS or KOS then timePOSorKOS = 0
else TimePOSorKOS increased by 1

if (PrivateFaction>1800) then PrivateFaction = 1800
If PrivateFaction < 600 then PrivateFaction = 600
FactionAdjust =(PublicFaction - PrivateFaction) / 600;
if (PublicFaction == PrivateFaction) then return

if(PublicFaction > PrivateFaction) then PublicFaction = PublicFaction - FactionAdjujst;
else PublicFaction = PublicFaction + FactionAdjust;

// notes
Based overall on a "what have you done lately" system
allows compensation for "rumored" and non-public deeds

Private Faction should be a hidden value - players should not be aware of its actual value or what/how activities influence it except in broad overall terms.

FactionAdjust would also be added/applied to all other faction related adjustments such as procurement missions to reflect overall "trust" in a hero or "suspicion" in a evildoer. We expect bad things from bad people so we tend discredit any good they do - likewise we expect good deeds from our heros so we also tend to discredit any evil deeds they do.

Range for POS and KOS should extended a small amount to allow a reserve so players would not have to proc every hour to preserve status - I showed a 100 point reserve here.

Private Faction adjustments for all activities including kills in unmonitored space - convoy deaths and convoy kills. Ie also those activities not normally publicly rewarded or punished to reflect the players "real" reputation.

Players not activly engaged in an area will basicly be forgotten over time depending on thier actual reputation. A long term pirate will never be completely forgotten nor will the local hero. Most players will drift towards a neutral state unless they have a long term relationship with the faction which changes thier overall PrivateFaction

any large increase in a faction should also cause a small private decrease in an opposing faction for example a 10 point increase in serco public should cause a 1 point loss in Itani private faction.
Apr 18, 2010 toshiro link
Do in-game weeks mean weeks of actual game time?
Apr 18, 2010 PaKettle link
aye as in 7 * 24 hours of actual playtime.

too much?
Apr 18, 2010 toshiro link
Casual gamers won't log that much time at any reasonable rate. It's good to reward commitment to the game, but not using something as central to gameplay as this.
Apr 18, 2010 PaKettle link
32 hours sound better? 7days * 8 hours

Its not really a "reward", its just a single adjustment to the bias that controls the faction system behaviour. It is meant to reflect the overal effect of a long standing reputation.