Player Reputation

Started by lunaticneko, January 15, 2021, 09:23:22 AM

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lunaticneko

Player actions should result in qualitative reputation, known by the other factions. This may be positive or negative, such as:

* Poacher: Frequently taming or killing rare species. Hated by Good Outlanders, for example. Modders can implement WWF or SJW factions to suppress the player.
* War Criminal: Caused by executing enemies in the field or sending mutilated prisoners back. Enemies are more likely to take personal revenge by executing downed pawns in subsequent raids or pursue total annihilation. Raids from affected factions are also larger.
* Thrumbo Killer: Among protected wildlife species, Thrumbos are among the most respected by the tribespeople. Killing Thrumbos in sight of other factions or while being observed may reduce relations with tribes or trigger raids.
* Contraband Trader: Trading in animal horns and drugs increase frequency of outlaw raids, deterioration of relations to peaceful factions, and attracts more drug users in subsequent raids.
* Imperialist: Being too fond of the Empire affects your relations with other factions.
* Cannibal: Different cause, similar effects to War Criminal, and stack with each other.
* Dependable: Completing many quests generate even more quests.
* Hermes: Earned by frequent trade. Your colony attracts caravans and may even drive hostile relations into neutral.
* Honorable: Enemies may accept your surrender and agreement to pay to dismiss a raid. Earned by sending enemies back alive and well, or avoid executing downed enemies when you go out to raid them.
* Sanctuary: Your colony has earned a reputation of being a leader of multiple factions. Your allied factions, who may be enemies of each other, respect your status as "the Geneva" and will never fight each other while in your territory. It also allows you to arrest and detain a few peaceful visitors without causing hostility (they believe that you have a just reason).
* Enemy of Mankind: Multiple factions will band into a coalition to raid and purge you. How much of an asshole are you?
* Mech Killer: More mechanoids for you, and other factions will warm up to you for this.
* Seclusionist: Serially avoiding trading (just don't talk to the traders) and traveling (limit yourself to about no more than 5 tiles on the world map) earns you this reputation. It reduces threats from humans while increasing other incidents.

How do they know?

* Other factions will know if they are present in your colony.
* They may also send scouts, not visible to you, to check on you. You can notice their presence if you have your own hunters outside patrolling the perimeters of your territory.
* You may live on a trade corridor where pods frequently fly over. Outlander settlements sometimes send observers with their pods to locate natural resources or migrating animals to hunt. Your weed plantation might be detected.
* Some of your colonists may report to other factions using the comms center. You can reeducate them if you catch them. These colonists tend to get "spared" during raids.

Canute

Basicly nice idea's.
But you should overthink them.
Rimworld isn't today earth, there arn't any Geneva Convention, slavery is pretty common and accepted,drugs arn't forbidden and well used.

I don't realy think the current reputation system need an overhaul, just the rapid regain of bad reputation should be changed (Ops i wipe out your caravan again, would you accept these 2000 silver instead ?).

lunaticneko

That's why I tried to explain that these qualitative values are not universal. For almost everything you do, there will be someone who agree and disagree.

Only some of the factions that consider themselves moral will hate poaching. War Criminal debuff is intended to be subjective, affecting only the "SJWs" and the victim factions. Pirates and tribes don't care about contraband, but the Empire probably will. Some factions might have "an eye for an eye" attitude and keep track of how many men they lost, and they will execute the same number captured from you. Probably.

But the reason for this qualitative system is to put the game on more than a single -100~+100 scale. I think factions should form qualitative opinions more than like or dislike. This isn't The Sims 2000 anymore. People can have mixed or complicated feelings, and this should be reflected somewhat in RimWorld.