[project1dev] Re: Faction reputation system

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 15 Apr 2009 14:16:51 -0400

alan, i actually think idea 2 is the best for this game.  i would say
factions view you in either a positive, negative or neutral light, or maybe
we could add a scale of 5 total - love, like, neutral, dislike, hate.  an
action FOR the faction = +1 (hidden of course) an action against -1, with
factions reacting to your presence accordingly.  what are your thoughts?

On Wed, Apr 15, 2009 at 12:40 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> Ok so part of this game is that each time you play it through it's
> different based on decisions you make etc.
> My idea for this is 2 fold:
> 1) We have faction reputation.  For instance if you quested a bunch against
> some gnome miners to get their gems for helping a king make a crown for his
> new queen, whenever you do stuff against them you lose faction rep for
> them.  That means when you go talk to them they are less friendly to you,
> and perhaps even straight up hostile and attack you on sight.  Alternately,
> if you were friendly with them, they might sell you items, give you quests,
> give you safe passage through their tunnels etc.  This is just like WOW
> except i'm thinking we should HIDE a player's faction rep scores.  Dont even
> show em.  The reason for that is that faction rep grinding is sooo retarded,
> and also, if we don't show it, people won't as easily understand the
> mechanism for why the game is different each time it's played, which will
> give it the illusion of increased depth!
> 2) There will be certain things where when you make a decision one way or
> the other, it just straight up sets a variable to a value (instead of
> chaning a rep score).  So, in this case, you can have npc's check specific
> variables for values instead of doing a rep score check.  That way, for
> instance, like in FF3 when you choose to make the esper into a sword or keep
> it an esper, if you made it a sword and visit some espers they might hate
> you and say "we can't trust you, you would turn us all into magical weapons
> for your own gain", but if you left it an esper they might say "welcome
> friend".
> Basically how i see bowh of these working from a technical stand point...
> * We'll have a storage system for game variables.  From the scripts you
> will call something like Faction=GetGameVariable("Faction_CaveGnomes");  and
> it will return that variable's value.
> * You can call SetGameVariable("Faction_CaveGnomes",Faction+0.05); to set a
> game variable's value
> * When you save your game, it saves all the game variables to disk
> (encrypted to make for more difficult cheating!) and when you load your
> save, it just loads the game variables back in.
> * everything that we need to save - including inventory, experience points,
> etc - will all be stored in this game variable system.
> * it will also be used for things such as keeping track of which treasure
> chests the player has already opened, and will keep track of permanent
> status of things (ie is the cave caved in? if so different models will be
> loaded when loading that level)
> * when you make an NPC, right there in your NPC script you can pull up any
> variable you want and do if statements against them to do checks for
> specific items in the players inventory, do faction rep checks to see how
> certain groups feel about the player, see what level the player is, etc so
> basically you should be able to test against ANYTHING when deciding how the
> NPC/enemy will react to the player.
> What do you guys think?

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