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Per-Faction Reputation: Mechanisms
*sam*
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Marc5iver said:

Personally I think it is time to come up with a system to do away with liars. It doesn’t make game play sense other then, this is how it has always been so this is how it needs to stay.


I'd have no problem doing this. Maybe the current 'liar' could simply be someone with 15-ish in their primary skill rather than 20-ish..; but this primary skill is guaranteed to be as requested?
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Feb 26, 2010, 8:43 am Last edited Feb 26, 2010, 8:44 am by *sam*
*Grograt*
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I cant see any reason not to remove the lie aspect, even when i have recruited a liar, i just train them up in whatever sector i needed anyway, so only effected the time it takes to get to the basic 20 in that skill.

New angry factor would be cool, the Anarchists do seem to have far too many gangs, what about 'Rebel Punks' factor containing all the misfit dregs of society who have no real major faction goal other than too cause as much disruption as possible, have a good killing spree, and party with their ill got gains
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vet marshal wv community

Posted Feb 26, 2010, 11:04 am
St Germain
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*sam* said:
Marc5iver said:

Personally I think it is time to come up with a system to do away with liars. It doesn’t make game play sense other then, this is how it has always been so this is how it needs to stay.


I'd have no problem doing this. Maybe the current 'liar' could simply be someone with 15-ish in their primary skill rather than 20-ish..; but this primary skill is guaranteed to be as requested?



That sounds much more fair. 
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vet wv

Posted Feb 26, 2010, 11:05 am
St Germain
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What seems to be happening with scouting specific factions is that in a high activity town like SS there are only the 'Good Guys' to hunt, who happen to be the allies of SS.... But there was only one 'Anarchist Trader' that I imagine everyone jumped on and scouted into near extinction.

Sam, could you create some sort of contrivance in-game that would justify regular trader runs by either/or anarchists and traders? Maybe even because it's a 'high threat' area for them, one or two high fame anarchist gangs may try a hand.

I know you said this was the time for feedback and tweaking, but I wasn't sure where you wanted this stuff posted.
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vet wv

Posted Feb 26, 2010, 11:10 am
*sam*
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St Germain said:
*sam* said:
Marc5iver said:

Personally I think it is time to come up with a system to do away with liars. It doesn’t make game play sense other then, this is how it has always been so this is how it needs to stay.


I'd have no problem doing this. Maybe the current 'liar' could simply be someone with 15-ish in their primary skill rather than 20-ish..; but this primary skill is guaranteed to be as requested?



That sounds much more fair. 



OK, I have done this.

But you have to promise to read this:

The Dirty Liars Club
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Feb 26, 2010, 12:57 pm Last edited Feb 26, 2010, 1:01 pm by *sam*
betterlucky
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I had thought that the generic search for pirate/trader might  occasionally throw in a high rep gang from another location but it's only given me listed gangs for SS so far. Maybe depending on your scout level and the faction you prefer to hit, it could throw in the odd wanderer?

St Germain said:
What seems to be happening with scouting specific factions is that in a high activity town like SS there are only the 'Good Guys' to hunt, who happen to be the allies of SS....  But there was only one 'Anarchist Trader' that I imagine everyone jumped on and scouted into near extinction.

Sam, could you create some sort of contrivance in-game that would justify regular trader runs by either/or anarchists and traders?  Maybe even because it's a 'high threat' area for them, one or two high fame anarchist gangs may try a hand.

I know you said this was the time for feedback and tweaking, but I wasn't sure where you wanted this stuff posted.
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vet wv zom

Posted Feb 26, 2010, 1:47 pm
*Dark Tempest*
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The fact that characters lie has never really been an issue for me. Its part of the game. The reason this has come up as an issue (or at least what started it) is an older vet who missed The Great Change to Factions and lost all of his accumulated fame. Anyone who takes the same time to build fame in the new system as they did in the old system will find that gangers go back to being the truthful blokes we all know and love.

The lack of any higher fame gangs "bad guy" gangs around SS, while a major pain for my newb gang trying to make friends with the locals, makes sense in terms of the gang. Why would a town with a strong milita, and extremely strong vigilante presence (not to mention the newb area of the game) ever have a selection of powerful pirate gangs. It makes sense for FLMH or Butane to roll through town occasionally enough to give SS players a sense of the stronger foes out there, but for most of the time SS being relativly safe makes sense.

If nothing else its nothing encouragement to go somewhere else. If all the player scouting in SS got rid of the pirates and strengthened the civs and merchants, it makes sense to go clean out other towns. Likely while the player base in SS dropped the pirates activity would pick up again, main SS once again a favorable scouting destination. This type of boom and bust game mechanics is what gives Darkwind its polish and flavor, the fact that player actions have such a noticeable effect on the game
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vet wv marshal pvp2

Posted Feb 26, 2010, 2:59 pm
*Marc5iver*
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From my "Recruiting" post in "Darkwind Discussion" thread:

I would love to see the lying recruits go away. With all the time and money we invest in them, wouldn’t you give them a test or something before taking them on? If I am looking for a LG Gunner and your best skill is Driving with a Lg Gun skill of “1” wouldn’t a test show me that you are not who I want?

What if there was a one day waiting period to get a ganger who would not be a liar? The RP for this would be the time it takes to set up testing for potential new gangers. We could have the choice to hire someone immediately and take the chance or wait a day, and maybe have to shell out a little cash, to get someone who has the main skill we are looking for. I know anyone can be trained in anything and that the highest skill they have when they are recruited might not be their fastest training skill but IMO the lying bastard recruits just don’t make sense RP wise. Just because it has always been this way doesn’t mean it is the best way, i.e. Tribal Knowledge.
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vet wv gwextrav e2g marshal pvp4 pvp3 pvp2

Posted Feb 26, 2010, 5:43 pm
St Germain
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betterlucky said:
I had thought that the generic search for pirate/trader might  occasionally throw in a high rep gang from another location but it's only given me listed gangs for SS so far. Maybe depending on your scout level and the faction you prefer to hit, it could throw in the odd wanderer?

I'm sorry, I should have been more specific, I was speaking about scouting against specific high fame gangs.  When the switch was made, from SS there was one Anarchist Trader gang, among the several Civ/ Merchant ones.  Now there are nothing but the several Civ/Merchant specific high fame gangs and no longer even the one high rep/fame Anarchist Trader gang.

Does this make more sense?

When going after weak pirates of a specific faction, that's works spot on. :)



St Germain said:
What seems to be happening with scouting specific factions is that in a high activity town like SS there are only the 'Good Guys' to hunt, who happen to be the allies of SS....  But there was only one 'Anarchist Trader' that I imagine everyone jumped on and scouted into near extinction.

Sam, could you create some sort of contrivance in-game that would justify regular trader runs by either/or anarchists and traders?  Maybe even because it's a 'high threat' area for them, one or two high fame anarchist gangs may try a hand.

I know you said this was the time for feedback and tweaking, but I wasn't sure where you wanted this stuff posted.
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vet wv

Posted Feb 26, 2010, 5:51 pm
*Bastille*
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I get lots of liars... my own fault really, I have no decent recruiter. Dan just goes into the Pub and nabs someone by the scruff of his neck and yanks 'em into an Apache, then its Chester's job to work em hard. Every now and then we find one of the original Bastille members that were hiding in the sewers all those years ago. We feed them well and take care of our friends, only to see them die in a horrible accident.

I fear if there were no more Liars, my gang would cease to exist. ;)

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Posted Feb 26, 2010, 11:10 pm
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