Darkwind - Viewing Topic: Per-Town and Per-NPC-Gang Reputation
Welcome Guest! » Darkwind » Announcements » Game Announcements » Per-Town and Per-NPC-Gang Rep...

Pages: << prev 1, 2, 3 next >> Reply to Topic Create New Topic Create New Poll
Per-Town and Per-NPC-Gang Reputation
*sam*
The Salthill Sluggerz
Darkwind Guru

Renegade

Avatar

Member Level

Group: Lead Developer
Posts: 16,782
Joined: Jan 19, 2006

Send an email to *sam* Send a personal messsage to *sam* Reply with a quote from this post Go to the top of the page

I'd like to do some brainstorming on how per-town reputation and per-NPC-gang reputation should affect the game. It seems to be a feature that most people like the idea of, and now would be a good time to think about what exactly it would mean.

Some initial ideas:

* If you have very low rep. in a town you could get town entry encounters from local militia. In extreme circumstances you could even be blocked from entering the town and be attacked by its gate defences (--this is a feature I'm hoping to add soon: HMG bunkers near town gates, operated by the town guards)
* If you have very high rep. in a town you could find that the gate defences helped you when you were fighting nearby
* If an NPC gang really disliked you they could order assassination hits on you. They would also tend to attack you in preference to other people when in combat. They could also enter arena combats/deathraces with the intention of attcking you
* If an NPC gang really liked you, they would always agree to truces
.........................
marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Nov 18, 2008, 12:59 pm
*Tinker*
BibleThumpers Anonymous
Darkwind Guru

Mutants Faction

Member Level

Group: Marshals + Contributors
Posts: 4,546
Joined: Aug 1, 2008

Send an email to *Tinker* Send a personal messsage to *Tinker* Reply with a quote from this post Go to the top of the page

1) What would make an NPC gang like you? (pirate or otherwise)

2) Why would an NPC hate you?
a) Killing off their drivers in races/DRs/combats after they have resigned?
b) Constantly attacking the same Pirates/traders, and also blood-thirstily killing them, especially at gates encounters?

3) In a DR would the Bounty hunter turn around to attack you?




.........................
vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted Nov 18, 2008, 2:38 pm Last edited Nov 18, 2008, 2:42 pm by Tinker
This member is currently online *Longo*
Longos Merry Men
Darkwind Guru

Mutants Faction

Avatar

Member Level

Group: Marshals
Posts: 6,673
Joined: Dec 15, 2007

Send an email to *Longo* Send a personal messsage to *Longo* Reply with a quote from this post Go to the top of the page

Im thinking-
If you bribe them they will obviously like you more

If you do a trader escort thats going to supply their gang in whatever city, they will like you.

You sell them gear/cars/guns (maybe weave this in to a new type of economy

you free their gangers from FL prison
.........................
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 18, 2008, 3:43 pm
*jimmylogan*
MADHAT
Darkwind Guru

Civs Faction

Member Level

Group: Marshals + Rule Council
Posts: 5,605
Joined: Jun 11, 2008

Send an email to *jimmylogan* Visit *jimmylogan*'s web site Send an AIM message to *jimmylogan* Send a personal messsage to *jimmylogan* Reply with a quote from this post Go to the top of the page

Sam,

I like it - my thoughts...

Per town rep would be based on their actions "from" that town, right? As far as scouting, etc. ? Chasing traders from Elms but killing Pirates in SS would cause negative rep in Elms & Positive in SS, right?

That being the case - I like the "town defenses" thing in a gates encounter with high rep. As for low rep and the "town defenses" attacking you, I agree, but also wonder if it should be like FL in that if you're negative rep then you can't "escape into the city limits?" Or is that what you meant by being blocked from entering? Would you not be able to enter at all? (Not a bad idea for extremely low rep - would add to the RL aspect in that low rep Trader Hunters can't easily bring that Lorry back to town to sell to another player...)

I like the idea of NPC gangs liking/disliking you... I would think this would be based on your combat with that gang - letting them escape, killing them to red, etc. I like the idea of them targeting you in a multi-gang scout.

I don't do as much racing/deathracing, but I can see this being a factor as well... For those that race/DR only, I don't know that it would affect them as much, so there should be no complaints there.

JL

.........................
vet marshal deathrceL1 wv community combatL1

Posted Nov 18, 2008, 3:48 pm





Member Level

Group:
Posts: 0
Joined: Today

Reply with a quote from this post Go to the top of the page


Posted Today, 1:29 am
Mad Mike
the mad mad crushers
Darkwind Guru

Anarchists Faction

Member Level

Group: Members
Posts: 2,900
Joined: Aug 1, 2007

Send an email to Mad Mike Visit Mad Mike's web site Send a personal messsage to Mad Mike Reply with a quote from this post Go to the top of the page

town rep would be nice but at this time all towns are looked at as good with FL the only evil town. scouting FL is a mess and very unfriendly and just almost impossible. The very low neg rep players would be punished by this move if all the towns except firelight banned them.

Could badlands be a neg rep player friendly place? gateway nuetral with elms and somerset for high rep players
.........................
vet wv

Posted Nov 18, 2008, 5:27 pm
*Lugal*
Luna Sea
Darkwind Guru

Renegade

Member Level

Group: Marshals
Posts: 2,246
Joined: Jan 27, 2008

Send an email to *Lugal* Send a personal messsage to *Lugal* Reply with a quote from this post Go to the top of the page

Mad Mike said:
Could badlands be a neg rep player friendly place? gateway nuetral with elms and somerset for high rep players

That would likely just encourage people to be "bad" if they wanted to hit the harder towns for better gear / training.

Perhaps instead have Somerset and Elmfield positive (as you said), the two truckstops being neutral (contested territory, if you will), and Firelight negative.  Gateway and Badlands are more or less in the center of the map, anyway.

I assume this would mean for ALL NPC gangs?  I have a special hatred for Dirge and DPU from town events, and I wouldn't mind if they knew that.

I'm really excited about seeing this moving closer!
.........................
vet marshal wv

Posted Nov 18, 2008, 5:53 pm
This member is currently online *Longo*
Longos Merry Men
Darkwind Guru

Mutants Faction

Avatar

Member Level

Group: Marshals
Posts: 6,673
Joined: Dec 15, 2007

Send an email to *Longo* Send a personal messsage to *Longo* Reply with a quote from this post Go to the top of the page

I agree on SS as Good, FL as Bad, and GW as Neutral. But BL and Elms I'm just not sure... they are my two favorite scout areas I have to say...
.........................
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 18, 2008, 6:04 pm
Whiskey
Whiskey Runners
Darkwind Guru

Renegade

Member Level

Group: Members
Posts: 691
Joined: Sep 19, 2008

Send an email to Whiskey Send a personal messsage to Whiskey Reply with a quote from this post Go to the top of the page

Negative rep players could "bribe" the town militia to allow the neg rep player to enter a "good" town. Positive rep players would need to pay a "toll/ransom" to enter a "bad" town.

Expand the towns to provide more variations? You have the Marketplace but you also have the Black Market? You have the bar where the good folk hang out, and you have the bar where the drug lords and pirates hang out? Jake's vs. "The Grease Pit?"
.........................
vet wv

Posted Nov 18, 2008, 6:18 pm
This member is currently online *Longo*
Longos Merry Men
Darkwind Guru

Mutants Faction

Avatar

Member Level

Group: Marshals
Posts: 6,673
Joined: Dec 15, 2007

Send an email to *Longo* Send a personal messsage to *Longo* Reply with a quote from this post Go to the top of the page

I think even more importantly, we have to ask ourselves - What is Good, and what is Bad? Pirates - Bad, Traders - Good? or do we totally revamp this whole system?
.........................
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 18, 2008, 7:27 pm
*Tinker*
BibleThumpers Anonymous
Darkwind Guru

Mutants Faction

Member Level

Group: Marshals + Contributors
Posts: 4,546
Joined: Aug 1, 2008

Send an email to *Tinker* Send a personal messsage to *Tinker* Reply with a quote from this post Go to the top of the page

Longo said:
I think even more importantly, we have to ask ourselves - What is Good, and what is Bad? Pirates - Bad, Traders - Good? or do we totally revamp this whole system?


I know of at least one bad trader gang in elms, wonder what happens to your fame if you hunt them?
.........................
vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted Nov 18, 2008, 9:43 pm
Dr Mathias
Wasteland Extravaganza
Darkwind Guru

Renegade

Member Level

Group: Contributors + IP
Posts: 1,418
Joined: Oct 9, 2007

Send an email to Dr Mathias Visit Dr Mathias's web site Send a personal messsage to Dr Mathias Reply with a quote from this post Go to the top of the page

If it hasn't been implemented yet, scouting from camps will get around some of the problems presented. If one wants to hunt Elms traders, he can do it from his hideout. True, he couldn't then sell his captured lorry in Elms, but that makes sense.

When Jesse James robbed a town's bank, he didn't stay there to spend the money. He went somewhere else, where he was viewed as a hero of the people, a sort of Robin Hood. Merchants in the towns where he spent money would view him positively.

At its best, town specific rep will help get rid of the silly good/bad duality we have now. Players can decide where they want to be viewed as badguys, good guys, or a mix of both. Morality in a post-apoc setting is, in my mind, mostly a murky shade of gray.

EDIT: I like the idea of bribing the towns guards to get into a town that is unhappy with you. Could be a good money sink. I wouldn't mind seeing NPC pirates asking you to pay a toll before combat is engaged. Death or Taxes is a prime example of a gang that should be doing this. The rate can be exorbitant, but it would be a neat option.
.........................
vet combat1 ped1 wv cont

Posted Nov 18, 2008, 9:55 pm Last edited Nov 18, 2008, 10:01 pm by Dr Mathias
Mad Mike
the mad mad crushers
Darkwind Guru

Anarchists Faction

Member Level

Group: Members
Posts: 2,900
Joined: Aug 1, 2007

Send an email to Mad Mike Visit Mad Mike's web site Send a personal messsage to Mad Mike Reply with a quote from this post Go to the top of the page

elmsfield is described as a vigilante police type system. that would lead to guards being able to be bribed. elmsfield has kind of been the bad town anyway. its a favorite for trader hunting.

if player traders fought off the npc traders and sold the captured goods to the towns people at better prices would they then be considered robin hood? Take from the rich traders and give to the poor townsfolk of elmsfield. I would even tribute alot of loot to elmfield to allow me to hunt traders exclusively.

for the time being until more towns are opened lets make elmsfield a player town were the goods are sold by the players to the townsfolk. We could even have a notice in the marketplace telling us what the people need before they turn back to the npc traders. if the players do not keep the townspeople supplyed then they revolt against the players. maybe have a happy to sad scale similar to the pirate scale?

a number that tells us what is needed like food water in a camp. If we do not supply the amount needed they start killing the neg rep players trying to come to the town.

with this we could actually try the ammo limitations where to scout elmsfield bring your own ammo or buy from another player.

I could see alot of possibilities here AND elmsfield could be a test bed for all the other towns, there has been talk of a test server to test different aspects, here we could have a test town...
.........................
vet wv

Posted Nov 18, 2008, 10:42 pm Last edited Nov 18, 2008, 10:43 pm by Mad Mike
ISHOULDCOCO
COCO and the BURPERS
Darkwind Guru

Civs Faction

Member Level

Group: Storytellers
Posts: 1,440
Joined: Jul 5, 2007

Send an email to ISHOULDCOCO Send a personal messsage to ISHOULDCOCO Reply with a quote from this post Go to the top of the page

Longo said:
I agree on SS as Good, FL as Bad, and GW as Neutral. But BL and Elms I'm just not sure... they are my two favorite scout areas I have to say...


I agree with the above.

But would also suggest that BL should be corrupt and 'buyable'.
Elm might even have a mayorship with each character in town getting a vote on a certain date ?

COCO
.........................
vet wv

Posted Nov 18, 2008, 10:49 pm
Mad Mike
the mad mad crushers
Darkwind Guru

Anarchists Faction

Member Level

Group: Members
Posts: 2,900
Joined: Aug 1, 2007

Send an email to Mad Mike Visit Mad Mike's web site Send a personal messsage to Mad Mike Reply with a quote from this post Go to the top of the page

coco for mayor of elmsfield!
.........................
vet wv

Posted Nov 18, 2008, 10:56 pm
This member is currently online darthspanky
McSPANKYS LOLLIPOP GANSTAS
Darkwind Guru

Anarchists Faction

Member Level

Group: Subscribers
Posts: 4,031
Joined: Jul 29, 2007

Send a personal messsage to darthspanky Reply with a quote from this post Go to the top of the page

i dont like ideas about banning players from towns, but maybe we could have town friendly rep give faster repair times, less to live there. loot prices better, they take care of ya better at hospitals, put a training center in each town let rep affect training? more bad rep towns.

a way to get pos or neg rep besides scouting, like doing missions for certain gangs, calling a npc gang to give em left over loot you cant carry to build favor with that gang. paying them directly,

i would like to someday to capture npc as well, do ransoms to them or turn them into authorities of towns build rep that way, a way to get a bad rep in fl, how can we do it if theres no traders to attack. we should be equal in benifits to having a good or bad rep.
.........................
vet paintball wv1,0,3

Posted Nov 19, 2008, 5:36 am
This member is currently online *Longo*
Longos Merry Men
Darkwind Guru

Mutants Faction

Avatar

Member Level

Group: Marshals
Posts: 6,673
Joined: Dec 15, 2007

Send an email to *Longo* Send a personal messsage to *Longo* Reply with a quote from this post Go to the top of the page

All great ideas Darth...
you off your meds?

:)
.........................
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 19, 2008, 3:33 pm
*Lugal*
Luna Sea
Darkwind Guru

Renegade

Member Level

Group: Marshals
Posts: 2,246
Joined: Jan 27, 2008

Send an email to *Lugal* Send a personal messsage to *Lugal* Reply with a quote from this post Go to the top of the page

Dr Mathias said:
At its best, town specific rep will help get rid of the silly good/bad duality we have now. Players can decide where they want to be viewed as badguys, good guys, or a mix of both. Morality in a post-apoc setting is, in my mind, mostly a murky shade of gray.

Once again, Doc comes out of the shadows with a VERY good point.  This has the potential to completely restructure the rep/fame system we have - why not fully embrace that rather than simply expand on the existing dichotomy. 

With different reps with different gangs, why should we settle for "good towns" and "bad towns"?  Could we make various "non-gang" organizations  (NGO, hehe) such as Jake's have rep as well?  I don't want to overly obfuscate the system, but a full rep system should be an interconnected network.

If at all possible, make it so different factions have different reps with each other, so that interacting with group A also affects how B sees you.  Maybe hijacking Trader C raises rep with Trader D?  Returning rentals raises rep and lowers fees?  Selling rares to a vendor raises rep and lowers his prices? (a potential sink for excess rares, too)

Create the networks so that towns still have a general "feel", similar to the current positive/negative system.  The Somerset factions tend to react negatively to piracy, and vice versa down at Firelight, for example.  Maybe the proposed "neutral" towns have weaker or no connections between factions - unless you interfere with them, they don't care what you do to the other guy.
.........................
vet marshal wv

Posted Nov 19, 2008, 5:19 pm
Valiance
The Vanguards
Darkwind Guru

Civs Faction

Member Level

Group: Storytellers
Posts: 1,177
Joined: Jan 15, 2008

Send an email to Valiance Send a personal messsage to Valiance Reply with a quote from this post Go to the top of the page

I love this idea, and Doc is as always really smart.

Have a rep with every major faction (traders, pirates, Dexters, Jakes etc). Those reps can vary with actions, successful missions, selling a lot etc.

There should be an interconnected web too - so traders hit often by pirates start to hate those pirates more

If a trader gang A, for example, has a positive relationship with Trader gang B, then when you hit Trader Gang A, your rep goes down a lot with A and a little with B. Similarly, if you hit a pirate gang that has been hitting Trader Gang B, then your rep goes down with the pirate gang and up with Trader Gang B.

Could we consider having "special prices" in Jakes. "This weapon is available at a discount to you because of your special relationship with Trader Gang A". Could we do the same with pirate gangs - after all, they must sell their loot somewhere.

For example, I would love it if this system made the firelight market more attractive (cheaper, more rares etc)

And I think, as I always do, that per-gang/town reps and roleplaying missions tie in closely together. So let's do both...
.........................
vet combat1 wv ped1 northernsummer

Posted Nov 19, 2008, 9:08 pm
This member is currently online darthspanky
McSPANKYS LOLLIPOP GANSTAS
Darkwind Guru

Anarchists Faction

Member Level

Group: Subscribers
Posts: 4,031
Joined: Jul 29, 2007

Send a personal messsage to darthspanky Reply with a quote from this post Go to the top of the page

maybe players with camps can sell loot in there markets to npc who there good rep with? but would loose rep in the towns there in with other traders? and instead of being about being good or bad its becomes more like who are yer friends and who are yer enemys?
.........................
vet paintball wv1,0,3

Posted Nov 19, 2008, 9:41 pm Last edited Nov 19, 2008, 9:44 pm by darthspanky
Reply to Topic Create New Topic Create New Poll E-mail me when replies are made to this topic View Printable
» Darkwind » Announcements » Game Announcements » Per-Town and Per-NPC-Gang Rep...

0.15 seconds - 30 queries - 0.61 load