[project1dev] Re: Faction reputation system

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 15 Apr 2009 12:38:50 -0700

Yeah for sure, the charisma tie in (:

charisma could be a modifier for faction rep even, or maybe when you meet a
new faction, your starting score is just higher or something (betetr 1st
impression or something)
On Wed, Apr 15, 2009 at 11:44 AM, eric drewes <figarus@xxxxxxxxx> wrote:

> 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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