Currently, I think the system is still like that : when you take his money, a time chrono is started, and if you don't give it back with the interest before it ends you loose 25 rep. points.
I suggest an other way to code this : let's take a number, that we would call 'mad_usurer'. Default is 0. Each time you don't pay an usurer on time, it add +1 to this value.
Now each day, a lot of thing are checked (food supply for exemple) ; there could be this thing too : if mad_usurer > 0 & rep > 'Cynic Swindler', you loose 1 x (mad_usurer) of reputation.
This way, there isn't a brutal drop of reputation, and the usurer will continue to tell bad things about you until you will finaly pay him. The more usurers you wouldn't have paid on time, the more reputation you'll lost. You wouldn't fell to low either, you will stay near 'cynic swindler'. Of course the player would try to fight back by paying poor people, or telling travelers that their purse is about to fall...
That way we have a more dynamic system, not only seperate events. What you think about it?
I suggest an other way to code this : let's take a number, that we would call 'mad_usurer'. Default is 0. Each time you don't pay an usurer on time, it add +1 to this value.
Now each day, a lot of thing are checked (food supply for exemple) ; there could be this thing too : if mad_usurer > 0 & rep > 'Cynic Swindler', you loose 1 x (mad_usurer) of reputation.
This way, there isn't a brutal drop of reputation, and the usurer will continue to tell bad things about you until you will finaly pay him. The more usurers you wouldn't have paid on time, the more reputation you'll lost. You wouldn't fell to low either, you will stay near 'cynic swindler'. Of course the player would try to fight back by paying poor people, or telling travelers that their purse is about to fall...
That way we have a more dynamic system, not only seperate events. What you think about it?