Post by mase on Feb 12, 2020 8:42:03 GMT
Another important topic that needs to be discussed soon is Faction interaction.
The player has a reputation with all major gangs. It changes according to player actions, e.g. kill member of certain gang decreases player reputation with that gang, but increases reputation with rival gangs. I would like to propose the following scoring system:
Hate: -1000 ... -300 --> Gang Members shoot you on sight
Neutral: -300 ... +300 --> Gang Members ignore you / gives access to city facilities
Love: +300 ... +1000 --> Gang Members support you and even follow you / gives access to jobs, quests
* The greater your reputation, the higher your pay for jobs & quests.
1 gang member kill = -1 to -2 reputation
1 rival gang member kill = +0.25 to +0.5 reputation
1 gang car destruction = -4 to -8 reputation
1 rival gang car destruction = +1 to +2 reputation
There will be unique ways to gain greater reputation during quests (e.g. assassinate rival high profile target).
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Now what about cross AI faction interaction? Are all gangs rivals of one another all the time, or do they (like the player) have an actual reputation system? If the answer is yes, they should follow the same system as the player, then we have to discuss in great detail how it's supposed to be implemented (potentially very complex / risky).
Unlike the player, the AI cannot embark on real-time gang wars with one another (drains device battery and slows down older devices unnecessarily). AI gang wars are simulated (unless player decides to join the party in time), therefore the scoring system above cannot be used to compute a reputation between AI factions. We need to think of something else and something that cannot result in deadlock situations where all AI factions are at peace, or one faction gets wiped off the map and never retaliates because it's friends with all other factions etc.
Before we do that however, let me ask you if there is any major benefit to actually having a reputation system between AI factions vs permanent hate between them.
The player has a reputation with all major gangs. It changes according to player actions, e.g. kill member of certain gang decreases player reputation with that gang, but increases reputation with rival gangs. I would like to propose the following scoring system:
Hate: -1000 ... -300 --> Gang Members shoot you on sight
Neutral: -300 ... +300 --> Gang Members ignore you / gives access to city facilities
Love: +300 ... +1000 --> Gang Members support you and even follow you / gives access to jobs, quests
* The greater your reputation, the higher your pay for jobs & quests.
1 gang member kill = -1 to -2 reputation
1 rival gang member kill = +0.25 to +0.5 reputation
1 gang car destruction = -4 to -8 reputation
1 rival gang car destruction = +1 to +2 reputation
There will be unique ways to gain greater reputation during quests (e.g. assassinate rival high profile target).
-------
Now what about cross AI faction interaction? Are all gangs rivals of one another all the time, or do they (like the player) have an actual reputation system? If the answer is yes, they should follow the same system as the player, then we have to discuss in great detail how it's supposed to be implemented (potentially very complex / risky).
Unlike the player, the AI cannot embark on real-time gang wars with one another (drains device battery and slows down older devices unnecessarily). AI gang wars are simulated (unless player decides to join the party in time), therefore the scoring system above cannot be used to compute a reputation between AI factions. We need to think of something else and something that cannot result in deadlock situations where all AI factions are at peace, or one faction gets wiped off the map and never retaliates because it's friends with all other factions etc.
Before we do that however, let me ask you if there is any major benefit to actually having a reputation system between AI factions vs permanent hate between them.