Author Topic: Personal reputation and Reaction System  (Read 323 times)

Legacy_DM_Vecna

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Personal reputation and Reaction System
« on: January 05, 2013, 06:37:20 pm »


               This thread is to discuss questions and thoughts around the Personal Reputation and Reaction system found on the vault. This thread is an offshoot from Henesua's Thread Reputation - Faction and Personal I started a new thread as i did not want to derail the great conversation there. 

My current setup:
 have about 25 custom factions. All with "faction_focus" creatures sequestered in a area within my module. 
- I represent one creature for each standard and custom faction: for example regional, sub-race, animal, undead factions.
- I use "standard_faction_hostile" for traps and all hostile monsters use a faction called "hostile_use"
               
               

               
            

Legacy_DM_Vecna

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Personal reputation and Reaction System
« Reply #1 on: January 05, 2013, 06:50:38 pm »


               *edited to add option 6*

 The first question I have

Looking at the PRR Documentation. 
 GetPersonalReaction (PRR)
 ------------------- 
Here is a complete list of the factors that determine
 the end reaction:   
  •  oPC's reaction to oNPC'S reputation -FACTION BASED?(0 to 100)   
  •  oPC'S difference in alignment from oNPC (-10 to +10)   
  •  oPC's charisma adjustment -8 to +20(30 charisma)   
  •  The historical reaction value for oPC -? to (avg. should be 30+/-)
An issue arrises with the reputation (0-100) due to the following factors
  •  You want your guards to protect the PCs from other hostile factions, this means they need to have a score of 90+
Here is the Rating for reactions:
---------------------------------------------
Result returned by GetPersonalReaction
---------------------------------------------
  • PRR Highest - 90-100
  • PRR High Neutral   - 70-89   
  • PRR Neutral      - 30-69      PRR
  • Low Neutral    - 11-29       PRR
  • Lowest -  1-10  
But, if you ran a check on that guard by the PRR function GetPersonalReaction it wold reflect that every guard and the pc are best friends forever. 

Possible solutions I am considering. 
  • Create a seperate faction for each factions guards. This is not really a solution as it would double the factions I have and double the number of faction_focus creatures I have sucking up server resources.
  • Lower the PCs reputation for the guard and  find a way to change the ai so that a reputation of say 60 or higher will call the guard to arms if the guard also has a variable called "ima_guard"...or somesuch.
  • Lower the PCs reputation for the guard and do not have the guards defend the PCs/NPCs when called. They will always attack hostile creatures.
  • Try to establish a guard by a variable or some other means and then change the function GetPersonalReaction to acocount for this. This will however always cap the PC from ever being a BFF with a guard.
  • Use a universal guard faction for good aligned factions. This would be less impact than from #1 but still has inherant issues. They would have to be marked non global.
  • *edit - added* Another option is to make all my randomizing commoners of the "commoner" faction. All other NPCs can be the custom factions and thus more easily maintained. In this scenario the commoners would need to be non-global in case a Drow PC abducted a surface commoner and killed them. You dont then want the Drow commoners to hold that against him. Downside would be that you really cannot move the commoner faction reputation.  
Anyway, I have grown to feeel that understanding factions in NWN is harder than understanding time travel in the real world '<img'>  I am curious on how others have their PRR system setup or any thoughts. 
               
               

               


                     Modifié par DM_Vecna, 05 janvier 2013 - 07:38 .