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Aria is not online. Last active: 4/27/2007 1:23:01 AM Aria
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Posted: 30 Jun 2003 12:37 AM
Yup yup, they will be in (faction reputations); mechanics-wise I just figured out how to do them ;)

But more ideas about how they should be persistent, and other actions/consequences that can/should result from persistent faction reputations would be helpful in determining the priority of such.

Aria

So talented, so troubled.
Gorak is not online. Last active: 3/14/2005 7:35:31 PM Gorak
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Factions and Reputation
Posted: 30 Jun 2003 12:37 AM
Is it possible to get persitent reputation? Like if I kill some guards in Midor they should attack me on site forever or for at least a long stretch of time.

Now we wouldn't want every "defender" faction member attacking a person on sight for killing a Midor guard. So maybe we could make each city a seperate faction. That way if you kill a Midor citizen only those in Midor will be angry with you.

Then possibly there could be different levels of faction reputation. Say someone in Port Royale could have you complete a mission that is detrimantal to Midor. As a result merchants in Port Royale become a bit friendlier and Midor merchants become a little hostile.

And say after completing a few missions for Port Royale your faction reputation would become high enough that it would "unlock" missions for dedicated Port Royale citizens or something like that.

-from the desk of Gorak

I do what the voices in my head tell me too.
Arani is not online. Last active: 6/29/2003 5:03:29 PM Arani
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Posted: 30 Jun 2003 12:37 AM
i like that it would be great for rp but you would have to worry about respawning and the such as right now everyone respawn in midor although there is a heaven and hell being put in game... i thinkl
Fenarisk is not online. Last active: 12/19/2006 12:58:53 AM Fenarisk
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Posted: 30 Jun 2003 12:37 AM
Factions (Per each city)---
*Commoners
*Merchants
*Nobles
*Guards
*Illegal Members (Rogues, black market, etc)

All these would be seperate factions, so some quests/actions will be detrimental to one while helpful to another, keeping each city in a balance and not ruining it so you could never go to Midor if some AoE hit a guard...

~Fenarisk


Gorak is not online. Last active: 3/14/2005 7:35:31 PM Gorak
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Posted: 30 Jun 2003 12:37 AM
I don't really know if we would need so many factions for each city:
1. It would be a pain in the butt having a list of 200 different factions
2. The way I see it if you attack a commoner, merchant or noble they will report it to the guards. The guards will put up posters with a bounty on your head and as a result most everyone in the city will be out to get you. They will turn you in either to get a criminal off the street or just to get the reward depending on their personality. Of course the illegal members of society wouldn't care one way or the other.

I also think there should be varying degrees of hostility. If you say attack and injure a guard maybe the city will be hostile to you for one week RL to simulate letting the heat blow over. But if you kill a guard you will be lucky if you can ever set foot in that city again. I think people will be more careful then usual if they know their actions can have permanent consequences.

I would like to see there being varying degrees of reputation. Maybe something like "levels" of city friendliness. So upon attaining a new "level" of fame certain benefits of the city would come availible.
Such as:
-discounts from merchants
-gaining the ability to converse with NPCs who will only speak with "friends" of the city or will share more with those lucky indivduals
-gaining access to restricted areas in the city
-gaining access to more quests
-gaining access to a "special" shop
-the ability to become a citizen/guardsmen
-recieving the key to the city!
-gaining the option to buy a house in the nice part of town at a good deal

Or Something . . .

I do what the voices in my head tell me too.
Aria is not online. Last active: 4/27/2007 1:23:01 AM Aria
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Posted: 30 Jun 2003 12:37 AM
Nice! Thanks Gorak & Fen those are some good suggestions, and I definitely agree that consequences is very important in determining player actions (analogous to the experience/death system).

Keep the floor open... Along the same lines I couldn't stop laughin' imagining our dear Candy sayin', "Sod off! I don't do [i:400e260b5e]stinky[/i:400e260b5e] Midorians." :P

Aria

So talented, so troubled.
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