[project1dev] Re: Faction reputation system

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 15 Apr 2009 14:44:46 -0400

yeah, this could also tie in with charisma too, i like everything being sort
of interconnected so it seems cohesive and not separate systems

On Wed, Apr 15, 2009 at 1:06 PM, Chris Riccobono <crysalim@xxxxxxxxx> wrote:

> This is a really cool idea -  it is akin to one of my favorite rpg
> series ever, Star Ocean.  The things you do give you friendship and
> romance points, and depending on those values, different character
> scenes take place.  It also leads to characters getting endings
> together romantically, or the protagonist even joining up with one of
> the side characters to end up building a house together in the end.
> These scenes also influence the creation of skills, where a character
> that has enough friendship points with another one can show that
> character how to do their move better, and it becomes an upgraded
> move.
> I love the idea of using these faction points to track in game events
> though, it will help with a lot of things!
> On Wed, Apr 15, 2009 at 9:40 AM, 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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