I wasn't thinking that way anyway.
Cheers! Just wanted to make sure.
I very much appreciate you being critical of the ideas being proposed. It certainly helps a lot to have you considering things that I might not.
Hopefully eventually we'll converge to a proper "best" solution for this all.
You're going to need to go through all those different spots anyway to decide whether to change the reputation gain or loss to fit in with the central system. For example, I believe you get +2 reputation if you caught someone with his hand in your pocket and decide to let him keep some gold, and you also get +2 for doing bodyguard duty and refusing the reward. You'd either need to change one of them, allow both to contribute towards Hero, or allow neither to contribute towards Hero. Personally I'd disallow giving the pickpocket some gold but allow guard duty without reward. But since giving the pickpocket some free money in the hope that it will give him a start toward an honest career is better than merely telling someone he's just dropped his purse, maybe allow it to contribute toward Dashing. Then there are the reputation rewards from various side quests - you'd need to check how they all fit into your central system. Whereas I'd just say that doing a quest automatically contributes towards Hero and leave them alone. And that means the only file which needs a bit of work is "Enc_Walker.c". See attached.
I envisioned doing a global search for
ChangeCharacterReputation with Notepad++ and changing any numbers that don't seem right.
Eventually I might still do that. But not yet, so thanks for that one.
Very! It means unless you can find something to raise your reputation again very soon, you'll never get away from Neutral. Don't plan on any long voyages otherwise you'll be Neutral by the time you reach land.
Indeed let's not do that one then...
Also, presumably this only applies to the player character, not to officers? They never do any heroic actions themselves and rarely do anything villainous (apart from being in a combat in town, shooting at a genuine enemy, missing and hitting a civilian).
Haven't thought about officer reputation yet. At the moment their reputations have absolutely zero impact on the game.
Only exception is the "companion mutiny" functionality. I'd hope to do something about that so officer reputations DO matter.
But I'm not quite sure yet how. There are several approaches:
1. Officers' reputation is affected by
ChangeCharacterReputation, so if the player does good, his officers start changing to 'good' as well
2. Officers' reputation is NOT affected by anything; it is randomly set when the officer is generated and then doesn't change
3. Officers' reputation is affected ONLY by
ChangeCharacterReputation IF the direction of that change is in line with their own "alignment" (randomly assigned as "good"/"bad")
I am currently leaning towards #3. This also allows situations where an officer may have a good reputation, but have a bad personality or the other way around.
That means that when you hire an officer, there is one thing that you don't know: His true personality, because alignment is invisible.
Could be considered annoying, but could also be considered an extra gameplay element with some basis on realism too.
After all, when you first meet anyone, you DON'T know their true nature.
As for the effect of officers' reputation, my thinking is to have it affect their loyalty:
Planned Feature - Officer Loyalty | PiratesAhoy!
That functionality now just about works so all that should be needed is to call
OfficersReaction from within
ChangeCharacterReputation, but only for LARGE changes.
I think all of this can be handled by editing only the
ChangeCharacterReputation function itself.
It will have some definite impact on the gameplay, which will at the very least require some getting used to.
Perhaps. But if you're going to implement this system then it only makes sense if a Hero who got that way by lots of small, relatively unmemorable acts needs to keep doing them to stay there, whereas someone who did something impressive will be remembered for ages.
How to handle that? My thinking was to have just one "reputation" number.
For that to work in your example, the "something impressive" would need to be a +100 change or something like that.
Otherwise we'd need two variables: The reputation and some sort of "length of time you keep that reputation for".
On the other hand, could it not be argued that a single large act could be quickly forgotten again? Unless it truly IS a +100 change.
While on the other hand, many small acts will be remembered by many different people and could therefore last longer.
But personally I wouldn't bother with this at all. It's likely to be a significant amount of work just to annoy players a bit. Either they'll keep doing heroic / villainous acts anyway because that's the way they play, or they're doing such acts just to change the word on their status page and want to keep it once they've got it. It's the latter type who are going to be annoyed by this.
Implementing that idea of mine will definitely alter the gameplay, but that is specifically my intention with it.
At the moment "Hero/Horror" is, as you say, a word on their status page and doesn't have a huge impact on the gameplay.
Or that is to say: As a Bloke, you can do pretty much everything just the same as if you were a Hero. And being "bad" basically has only disadvantages.
Also, you can get yourself up to "Hero" within an hour of startin the game or so and then remain a hero with absolutely no effort.
In other words: Reputation does virtually nothing for gameplay, which to me sounds like wasted potential.
With my ideas, I would want "reputation management" to actually MEAN something.
That is definitely less convenient than the current situation and depending on your point of view could be considered "annoying".
But if having either a hugely good or hugely bad reputation actually impact the game in different noteworthy games,
then being able to easily get to those points and stay there would be almost a cheat.
So based on that, it needs to be both challenging to get to those extremes AND challenging to
stay there.
I am mainly thinking of playing as if you were a beginning Blackbeard.
From what I understand of his history, he deliberately worked hard at building a fiercesome reputation for himself specifically to make exploit the advantages that would give.
This is what I would hope to be able to reproduce as a gameplay element. The main question is:
How?
But yes, I admit that it will be different and may be considered annoying by people.
It still seems like a worthwhile goal to pursue though, because once it is in place, there is a brand new level to the true role-playing aspect of the game.
At the most basic, just a random chance to make the enemy ship tougher, and a bit of extra dialog at the end to give you the special thanks and the extra reputation.
Might be possible to handle it with an extra attribute that is set when the quest is generated.
There is already some special dialog to thank you if an enemy was generated at all. That part would need to be tweaked.
It isn't actually a huge amount of work, but at the moment I already have a huge list of all sorts of things that aren't a huge amount of work by themselves.
And I'm not at all getting to doing those....
I'd be really happy if we could somehow cooperate in implementing all of this though!
Everything is always much easier for me when I know I don't need to do everything myself.
So then we're down to the success or failure of the whole mission being down to one roll of the metaphorical dice. Either the fort recognises you in which case you fail unless you're in a battleship that can take on the fort; or the fort doesn't recognise you in which case you just sail straight in.
Technically true, yes. I won't claim what I propose is an ideal solution. It was just the
simplest I could think of for this one.
What if we implement your suggestion though? Hostile destination PLUS strong hostile ship.
So there would be a definite sea battle, with a bit of luck against a ship of the same nationality of the fort at your destination.
Double the risk then, especially if the sea battle ends up close to the fort, because you may need to hoist a hostile flag as part of the process.
Should the destination be hostile to the PLAYER or also to the MERCHANT? At the moment only destinations are chosen that are either pirate OR not hostile to the merchant.
The ship at the moment isn't linked to the destination; it is just set to be "any random nation hostile to the player".
Also, do hostile destinations include places like Nevis Pirate Settlement and Oranjestad, which don't have forts?
They do; there is no check on the presence of forts.
It is possible to disable fortless towns altogether using the "skip_trade" option,
but I doubt we would want that because it could affect ANY random quests being generated with that as destination.
Though even towns without a fort usually have some same-nation (and therefore hostile) ships surrounding the island.
To see how it works at the moment, search in PROGRAM\QUESTS\quests_common.c for
GenerateDestination() (or something like that).