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Per-Faction Reputation: Mechanisms
*Grograt*
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you will find a lot of people once they are established in BL have a certain scouting group of friends they stick with, open BL and gw scouts don't appear in open lobby as much as ss. You need to persuade some of your regular ss scouting partners to move south with you Rez'

Restricting movement due to faction loyalty would make this situation even worse imo
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vet marshal wv community

Posted Nov 21, 2009, 4:17 pm Last edited Nov 21, 2009, 4:18 pm by *Grograt*
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but grog... *sniffles*.... what if i dont have any friends? :(
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Posted Nov 21, 2009, 4:21 pm
*Grograt*
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Rezzy baby we all love you ( even after that pic you posted )
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vet marshal wv community

Posted Nov 21, 2009, 4:26 pm
*Rezeak*
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d'aww shucks, your soo sweeeet! ;)
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Posted Nov 21, 2009, 4:31 pm
*goat starer*
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you can come scouting with me rez.. i am looking for a replacement for grograt
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vet wv zom pvp4 cont community deathrceL1 marshal pvp3 pvp2

Posted Nov 21, 2009, 6:09 pm
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:D
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vet marshal wv community

Posted Nov 21, 2009, 6:45 pm
*Longo*
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4saken said:
Burden said:
With this, we would have to be able to choose what gangs we fight then, rather than fighting a random gang, in scouts.  ;)


Or at least which faction and pirates/traders of that faction, perhaps?

Anyway I think the worst a town should ever treat you is:

No safety when escaping into town.
Merchants will not sell or buy.
You can still buy on the market, but not sell.
You can still have a lockup, though it may be much smaller. This will allow you to keep fuel and some ammo.
Greatly increased gate fees (basically a bribe), maybe x5?

Without this you won't be able to get around. For instance, if GW locked you out you could not get from SS to BL. This could, of course change if direct routes, or routes to camps and then to far away cities, could be found.


All of these are punishments for being negative rep. Whats the positives here?

Or do you all want us to be good guys like you?
:rolleyes:
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vet combatL1 ped1 paintladder semiprocombat ped2 wv pvp4 pvp1 gwped paintball pvp3 pvp5 slay2013 marshal circuit2 combat1 e2g raceL1 gwextrav gateautumn pvp2 triangle1

Posted Nov 21, 2009, 7:58 pm
Joel Autobaun
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Longo said:
4saken said:
Burden said:
With this, we would have to be able to choose what gangs we fight then, rather than fighting a random gang, in scouts.  ;)


Or at least which faction and pirates/traders of that faction, perhaps?

Anyway I think the worst a town should ever treat you is:

No safety when escaping into town.
Merchants will not sell or buy.
You can still buy on the market, but not sell.
You can still have a lockup, though it may be much smaller. This will allow you to keep fuel and some ammo.
Greatly increased gate fees (basically a bribe), maybe x5?

Without this you won't be able to get around. For instance, if GW locked you out you could not get from SS to BL. This could, of course change if direct routes, or routes to camps and then to far away cities, could be found.


All of these are punishments for being negative rep. Whats the positives here?

Or do you all want us to be good guys like you?
:rolleyes:


Umm I have to say pirating is EFFING awesome right now, with all the lasers and MM and HVY Lasers falling off the backs of their trucks.
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Posted Nov 21, 2009, 8:02 pm
*Longo*
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Joel Autobaun said:
Longo said:
4saken said:
Burden said:
With this, we would have to be able to choose what gangs we fight then, rather than fighting a random gang, in scouts.  ;)


Or at least which faction and pirates/traders of that faction, perhaps?

Anyway I think the worst a town should ever treat you is:

No safety when escaping into town.
Merchants will not sell or buy.
You can still buy on the market, but not sell.
You can still have a lockup, though it may be much smaller. This will allow you to keep fuel and some ammo.
Greatly increased gate fees (basically a bribe), maybe x5?

Without this you won't be able to get around. For instance, if GW locked you out you could not get from SS to BL. This could, of course change if direct routes, or routes to camps and then to far away cities, could be found.


All of these are punishments for being negative rep. Whats the positives here?

Or do you all want us to be good guys like you?
:rolleyes:


Umm I have to say pirating is EFFING awesome right now, with all the lasers and MM and HVY Lasers falling off the backs of their trucks.



1 Hlaser is all I heard of....... and that was fixed?
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Posted Nov 21, 2009, 8:07 pm
Joel Autobaun
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In ss it was...cut down.

I hate to let the cat out of the bag, but seriously hunting traders down south almost always yields major dividends...

I only bag em when I get them accidentally at gates. 2 lasers, 3 mounted mortars in 6 encounters(one encounter I ruined their cargo). last month or possibly 2, still I wasnt even actively hunting them.
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vet northernsummer deathrce1 raceL1 deathrceL1 ww ped1 sssc paintball semiprocombat ped2 e2g gwextrav gwped combat1 paintladder elmsautumn gateautumn wv race1 combatL1 pvp1 pvp5 pvp4 zom pvp3 circuit1 pvp2 circuit2 circuit3 ss2fl67 slay2013 storm2013 geek triangle198,94,31

Posted Nov 21, 2009, 8:13 pm Last edited Nov 21, 2009, 8:13 pm by Joel Autobaun
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I havent hunted them....when I saw positive rep guys trucing as much as I could with good fame and very low negative rep I decided the pirate life had come to an end.
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Posted Nov 21, 2009, 8:26 pm
Joel Autobaun
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Well that is probably part of what this new faction system will be about...so it might make you able to truce pirates more if you are a pirate.
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Posted Nov 21, 2009, 8:42 pm
*Longo*
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I just dont want there to be only 1 way to play the game...everyone kills pirates but you can do an occasional trader and be ok.
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Posted Nov 21, 2009, 9:08 pm
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Longo said:
All of these are punishments for being negative rep. Whats the positives here?

Or do you all want us to be good guys like you?  :rolleyes:


It has nothing to do with that, these are just suggestion for the worst case scenario, and they are offered to still provide a way to travel to the towns in some capacity, as opposed to being restricted.


I can see one possible problem with factions, though. What happens if you get too set in your ways? Everyone starts in SS, presumably killing pirates. So what happens when you want to expand? As you travel farther south you end up more in enemy territory. If you truly want to change bases of operations, or for that matter have people spread over the whole map, this becomes very difficult...

Hrmm... Law of Unintended Consequences?
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Posted Nov 23, 2009, 2:34 am
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well if you can hunt elmsbound traders from gw with no loss at ss, then having a crew in gw would just be natural, and by then we've broken the ss tabu?
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Posted Nov 23, 2009, 3:20 am
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Just a thought.

Let's say that you only hunt traders that are based out of Texan and only hunt pirates that are based out of GW.

Shouldn't you have a positive rep with traders based out of GW but a negative rep with traders based out of Texan.

And flipside, a negative rep with all pirates out of GW but a positive rep with pirates based out of Texan.

To everyone else (say pirates out of BL or traders out of Elms) you are neutral.
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vet wv

Posted Nov 23, 2009, 4:36 am
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TKWPrime said:
Just a thought.

Let's say that you only hunt traders that are based out of Texan and only hunt pirates that are based out of GW.

Shouldn't you have a positive rep with traders based out of GW but a negative rep with traders based out of Texan.

And flipside, a negative rep with all pirates out of GW but a positive rep with pirates based out of Texan.

To everyone else (say pirates out of BL or traders out of Elms) you are neutral.


That sounds about how I'd see it panning out, yes.
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Posted Nov 23, 2009, 11:38 am
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*sam* said:
TKWPrime said:
Just a thought.

Let's say that you only hunt traders that are based out of Texan and only hunt pirates that are based out of GW.

Shouldn't you have a positive rep with traders based out of GW but a negative rep with traders based out of Texan.

And flipside, a negative rep with all pirates out of GW but a positive rep with pirates based out of Texan.

To everyone else (say pirates out of BL or traders out of Elms) you are neutral.


That sounds about how I'd see it panning out, yes.
Then again, they are Pirates, bandits and outlaws, they couldn't care less what you hunt, for as long as you don't mess with them, right?
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Posted Nov 23, 2009, 11:58 am
*sam*
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Notes for implementation:

1. Having high rep with mutant factions will boost the percentage of your gang that can be mutants, having a low rep with them will reduce this percentage
2. Having mutants in your gang will reduce your rep. with factions that hate mutants and increase your rep. with the mutant faction(s)
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Posted Nov 23, 2009, 12:35 pm Last edited Nov 23, 2009, 12:38 pm by *sam*
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*sam* said:
TKWPrime said:
Just a thought.

Let's say that you only hunt traders that are based out of Texan and only hunt pirates that are based out of GW.

Shouldn't you have a positive rep with traders based out of GW but a negative rep with traders based out of Texan.

And flipside, a negative rep with all pirates out of GW but a positive rep with pirates based out of Texan.

To everyone else (say pirates out of BL or traders out of Elms) you are neutral.


That sounds about how I'd see it panning out, yes.


What this would really seem to need is a good set of advantages and disadvantages to reps.  And this needs to be balanced.  There should be different but equal sets of ads and disads for having positive or negative rep.  There should be some tangible benefits to being a pirate player.
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vet wv

Posted Nov 23, 2009, 1:22 pm
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