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Topics - lunaticneko

#1
Ideas / Player Reputation
January 15, 2021, 09:23:22 AM
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.
#2
Ideas / Outfit rules inheritance
January 06, 2021, 07:37:12 PM
It should be possible to inherit clothing rules.

Inherited rules are in tri-state: a piece of item is either allowed or rejected (overriding the parent outfit), or follow the parent outfit.

This should allow more types of outfits to be quickly created and centrally managed, such as role specialization for protection suits introduced by different mods.