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Patch Announcement: Factions
*sam*
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This post describes the implementation of factions and related changes to fame and reputation that I will be patching in very soon (probably tomorrow morning). I’m just rechecking the code.

Some additional items remain to be done but the details below will form the core of the new factions system.

I would ask you to keep a close eye on your rep/fame with the various towns and your rep with the factions and NPC arena gangs. Let me know if they’re changing at a reasonable rate, and whether the effects of them are noticeable but not too strong. The more I can get help and feedback on this stuff in operation, the quicker it can be tweaked to balance correctly.

A number of minor bugs are likely since retrofitting the per-town code for rep. fame and bounties involved many changes throughout the various bits of software running the game. Please bear with me on this and report any weirdnesses here!


General Points
·    Fame and Reputation will be displayed as descriptive text rather than as numbers
·    You’ll see the new details shown on gang pages, town pages and various other relevant places

Towns
·    Fame and Reputation will be stored on a per-town basis. So you can be famous/liked in SS and unknown or disliked in BL, for example.
·    Each town is affiliated primarily with one of the factions, and your town rep. will be very similar to your rep. with that faction
·    If you’re hated in a town, you will not be able to escape at the gates
·    If you’re hated in a town, any squads you control may be attacked by the town militia at the gates (these are the same as bountyhunter hits)
·    Towns may hike gates fees, lockup fees, garage fees if they hate you; they may reduce gates fees, lockup fees and garage fees if they like you.
·    Any characters in a town where you’re disliked can occasionally be beaten up by local thugs. (This manifests as minor injuries such as broken arms).
·    You can now modify your hometown. Requires: high rep and fame in that town; substantial percentage of gangers there. Your squads pay reduced gates fees when entering your home town
·    Global Fame will be an average of your fame in all towns. Desert hyenas: new rule is max 50 global fame (not 150) to scout against them
·    Local fame in a town, rather than global fame, affects the likelihood of recruiting good characters. The Recruiter specialism is also required in the actual town of recruitment if you wish to use it.

Faction Reputation
·    Your reputation with a faction can change at various times: wilderness combats (depending on how much injury you caused); roleplaying missions (e.g. Racing for the Mob will potentially earn/lose you rep. with the Deathracing Mafia faction); escort missions; assassination missions
·    Note that factions also have inter-relationships, so gaining reputation with one will automatically gain some with its allies and lose some with its enemies, depending on the strength of association between them and on your own local fame
·    If you have a very negative rep. with the NPC faction that beats you in a wilderness combat, they might murder your remaining characters. You will have the option to do the same thing to them, if they’re enemies (at a large rep cost versus them and potentially in the local town also) – you’d earn bounties also if applicable, in this case. 
·    In terms of trucing/attacking, a squad’s faction affiliations are determined by those of the squad owner. In other ways (e.g. if the NPCs kill hostages at the end of a combat) the individual player gang’s faction affiliations are used.
·    The code that matches you up against an enemy while scouting will wherever possible avoid matching you with gangs whose faction you’re friendly with. This is not true in travel, where you might meet anyone.
·    NPC attacks on camps will not be carried out by NPCs who’s faction are in positive rep with the camp owner
·    Some factions are liable to order contract hits on their enemies
·    All wilderness combat-related faction rep. effects are scaled according to the local fame of your squad. So it's possible to operate "out of character" and get away with it, more-or-less, by doing so in a region where you're unknown.

Trucing
·    Friendly gangs (and all trader gangs, friend or foe) may offer you a truce
·    The chance of a truce proposed by you being accepted is now mostly to do with your negotiator skill

Per-Gang Reputation
·    Factions only apply to wilderness interactions. Within the arena and racetrack, your relationships with NPC gangs are handled on a per-gang basis; so individual NPC gangs may grow to like or dislike you and will behave accordingly.
·    Actions such as firing on them when they have resigned will lose reputation with them, or ceasing fire when they resign will gain it
·    Firing on peds in arena/deathrace events is always considered to be rep.-loss behaviour. (Ped combats aren’t included in this of course).

Faction-Specific Rules
·    Having high rep with the mutant faction will boost the percentage of your gang that can be mutants, having a low rep with them will reduce this percentage. Having mutants in your gang (and especially if your leader is a mutant) will reduce your rep. with factions that hate mutants and increase your rep. with the mutant faction
·    I’m sure there’s some other circumstances that we can bring factions into play, in order to make each one unique and related to play-style choices. I have a number of ideas I’m planning to work on already, e.g. some nice ways for the Deathracing Mafia faction to play out.
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marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Feb 11, 2010, 3:10 pm Last edited Feb 24, 2010, 8:34 am by *sam*
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This all seems quite soundly constructed... I'm sure I'll have boundless amounts of questions once I see all this in practice.
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vet combatL1 wv cont0,5,0

Posted Feb 11, 2010, 3:32 pm
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Getting friendly with the slavers could be a getting out of jail (arena) free card, right?
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vet wv zom gateautumn deathrceL1 elmsautumn pvp1 pvp2 sssc raceL1 e2g combatL1 santa1 pvp3 gwextrav ww circuit32,18,0

Posted Feb 11, 2010, 3:36 pm Last edited Feb 11, 2010, 3:36 pm by FireFly
*Longo*
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My head is spinning. :rolleyes:
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Posted Feb 11, 2010, 3:41 pm
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Wait...murdered?

Lot-o-newbs gonna be dead....

Mugged in town? Interesting.

So...people who regularly hunt traders are going to have a hard time in BL and GW, correct? Can't wait.

And what effect will it have on trader-hunters in Somerset and Elms and Sarsfield and Texan? Does this mean those militia will start jumping players when they return from trader-hunting? What about Hero Points in these places earned by trader-hunters? Can you be a hero when you're one of those low-life fence sitters that supplement their Fame/Rep with traders?

Can't wait to see how this plays out. Should be a great addition to the game. Thanks for the effort and time spent, Sam.
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vet wv

Posted Feb 11, 2010, 3:49 pm





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Posted Today, 10:07 am
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*SirLatte* said:
Bout Time  :p


My thoughts exactly. And just as I'm about to resub, too!
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vet wv zom

Posted Feb 11, 2010, 4:10 pm
*Longo*
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*sam* said:

    Each town is affiliated primarily with one of the factions, and your town rep. will be very similar to your rep. with that faction
   


Obviously Badlands is Badlands rep, but what will the others be? Also, will this mean that if you have good FL rep, you will now be able to escape in town in FL?
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Posted Feb 11, 2010, 4:10 pm
*Wolfsbane*
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Should depend which traders you hunt.  Hunting anarchist traders will presumably boost your rep with the civ faction?

Also, this seems like a good place to repost the web of relationship thingies I did a while back:

First, friends and allies:
http://kimag.es/share/89156735.jpeg

Next, enemies:
http://kimag.es/share/56541508.jpeg

Size of the arrow shows strength of feeling, so the reds really hate the deathrace mafia, while the mafia aren't too bothered about the reds.  Size of the ovals is a rough representation of the size of the faction.

edit:  Who is in what faction shown here.
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vet wv marshal pvp2 cont

Posted Feb 11, 2010, 4:22 pm Last edited Feb 11, 2010, 4:24 pm by Wolfsbane
*sam*
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FireFly said:
Getting friendly with the slavers could be a getting out of jail (arena) free card, right?


Good idea, I'll add that ASAP.
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Posted Feb 11, 2010, 4:22 pm
Flaming savage
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I think this will be a great addition to the game. I'm sure you spent a while on this so I thank you greatly. this is gonna be awsome
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Posted Feb 11, 2010, 4:25 pm
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Potential minor roadbump: Will people who have done the Racing For The Mob quest line already have their reputations set accordingly?
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vet deathrceL1 wv cont

Posted Feb 11, 2010, 4:27 pm
*sam*
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Damon_Angel said:
Wait...murdered?

Lot-o-newbs gonna be dead....


Obviously I'm not aiming for that.. it may need balancing but the way I have it set up, a faction has to dislike you quite a lot before its gangs will murder your characters.


Damon_Angel said:
So...people who regularly hunt traders are going to have a hard time in BL and GW, correct?  Can't wait.


It depends on which traders they attack (see Factions Members). If you choose your targets carefully, you should be able to keep yourself safe in selected areas.


Damon_Angel said:
And what effect will it have on trader-hunters in Somerset and Elms and Sarsfield and Texan? Does this mean those militia will start jumping players when they return from trader-hunting?


Potentially, yes.


Damon_Angel said:
What about Hero Points in these places earned by trader-hunters? Can you be a hero when you're one of those low-life fence sitters that supplement their Fame/Rep with traders?


Currently, yes. I haven't done anything yet to the HP system. Possibly you will be unable to gain HPs in a town where you're disliked.


Damon_Angel said:
Can't wait to see how this plays out. Should be a great addition to the game. Thanks for the effort and time spent, Sam.


Yer welcome :-)  Yeah, I hope it will add a substantial amount of depth and roleplaying-flavour to your interactions with the NPCs, as well as forcing more complex strategic choices.

Flaming Savage said:

I think this will be a great addition to the game. I'm sure you spent a while on this so I thank you greatly


Thanks!

Quote:
Will people who have done the Racing For The Mob quest line already have their reputations set accordingly?


I wasn't going to do that, no. I'm not sure if the final outcome of that mission is recorded in the database.

Wolfsbane said:
Hunting anarchist traders will presumably boost your rep with the civ faction?


Yes
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Posted Feb 11, 2010, 4:30 pm Last edited Feb 11, 2010, 4:55 pm by *sam*
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Probably the perfect (and only) time to reset everybody's 'Completed RP Mission X' flag, so they can all be done again, and rep gets handled appropriately.

:o
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vet wv community

Posted Feb 11, 2010, 4:43 pm
*sam*
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Marrkos said:
Probably the perfect (and only) time to reset everybody's 'Completed RP Mission X' flag, so they can all be done again, and rep gets handled appropriately.

:o


Possibly so, yes.

Of course, the rep. change you get with the Deathrace Mafia due to that mission will wear off over a few weeks anyway.. you'll have to continue to behave appropriately towards their interests to keep it a certain way

edit: now I think about it, maybe faction-rep shouldn't wear off at all? Maybe only town-fame should wear off?
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Posted Feb 11, 2010, 4:48 pm Last edited Feb 11, 2010, 4:49 pm by *sam*
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