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TNW reputation ranks reasoning

AbounI

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http://www.irontowerstudio.com/forum/index.php/topic,7513.0.html
V.D.:
As you probably know, we'll be tracking your reputation in a number of areas: combat, diplomacy, stealth, exploration, factions. While all we care is the numerical value we can check in dialogues, it's nice to have proper ranks reflecting your status and renown.

Let's start with combat rep:

0-9 Harmless
10-19 Capable
20-29 Skilled
30-39 Gifted
40-49 Deadly
50-59 Trigger-Happy
60-69 Volatile
70-79 Dangerous
80-89 Unstable
90-99 Murderous
100 Psychopath

Keep in mind that:

- this is your reputation, i.e. what other people say about you. People don't say that you're a super badass fighter. They say that you're harmless (only killed six people, ha!) or capable or trigger-happy or batshit insane.
- there's such thing as too much reputation. At some point respect will be replaced with fear and reluctance to deal with you.

The main issue here is that many of these names are very similar and it's hard to rank them (and even harder to tell the player what each of them means). I'd say that volatile means that the character's mood can change fast, usually for the worse, and that he needs to be handled with care, whereas unstable means that the guy is just nuts, no reasoning, no effort would make a difference, conclude your business as fast as you can and get out if you can, but still...

Anyway, thoughts? Suggestions? Different (hopefully better) ranks?
Imo, Deadly should be a higher rank, while Murderous could be replaced with Serial Killer, so that you could keep Murderous for a lowest rank ?
 

Vault Dweller

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I'd say that Deadly is the reputation peak when it comes to respect. Anything beyond that should have a slowly increasing negative connotation. Then Deadly is a guy who doesn't fuck around when it comes to killing and Murderous is a guy who can't wait to start killing.
 

Tigranes

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That's cool - so 50 is the peak not 100. I think the names are generally fine, though it's the kind of thing we could nitpick about forever. Wonder if there are more combat/violence-specific alternatives to Skilled and Gifted that also helps players realise the peak then fall model.
 

Shadenuat

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What if you gain Unstable or more by protecting yourself from mutants or other wildlife? Or is rep based on decisions in dialogue?

Names, probably could use lingo or what people living on the ship think (Planescape Sigil "barmy", "cutter") Like low kills "Rat kicker", high "Mutantz thinpastebrainbuster" or whatever. (I am not any good at this ask MRY or somethin :shittydog:)
 
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Vault Dweller

Commissar, Red Star Studio
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What if you gain Unstable or more by protecting yourself from mutants or other wildlife? Or is rep based on decisions in dialogue?
There are no feral mutants. There is some wildlife but it's not common. In general, to gain Unstable you would have to kill your way through the game, solving most problems by shooting people in the face.
 

Zed Duke of Banville

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Volatile (60-69) is similar to Unstable (80-89), Dangerous (70-79) is similar to Deadly (40-49), and Trigger-Happy (50-59) indicates a tendency to resort to violence in situations where this is less than ideal. The three categories in the 50-79 range should be reordered as

40-49 Deadly
50-59 Dangerous
60-69 Trigger-Happy
70-79 Volatile
80-89 Unstable
 

Vault Dweller

Commissar, Red Star Studio
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I concur.

Non-combat reputation is harder to define because we don't have established stereotypes. The idea is the same: you slowly reach the peak and then your abilities start to freak people out.

Diplomacy

0-9 Reserved
10-19 Well-spoken
20-29 Articulate
30-39 Eloquent
40-49 Persuasive
50-59 Negotiator
60-69 Silver-Tongued
70-79 Snake-Charmer
80-89 Manipulator
90-99 Mentalist
100 Dominator
 

Esquilax

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What if you gain Unstable or more by protecting yourself from mutants or other wildlife? Or is rep based on decisions in dialogue?
There are no feral mutants. There is some wildlife but it's not common. In general, to gain Unstable you would have to kill your way through the game, solving most problems by shooting people in the face.

So, then, to get that vaunted "Murderous" label you'd pretty much have to go out of your way to kill anyone that is unlucky enough to cross your path.

What does the 1-10, 11-20, 21-30, etc. signify? Is that number of people killed? Seems kinda gamey to tie it to a specific number. Makes more sense to tie a rep increase to certain events - for example, if, as you had mentioned in an earlier update, you manage to wipe out both gangs in a particular area, that would up your combat rep more than taking out just one of them.

A reputation for something like stealth would be more difficult to implement though, no? If you are a great infiltrator and spy, then ideally, the only people to know about it would be you and those you work for.

Likewise, things also get complicated with diplomatic characters. When someone is charismatic and effective at manipulating others, their victims often don't realize that they are being used. That being said, a history of betrayals and double-crosses in your wake will no doubt follow you. (i.e. a character who used the Ordu to wipe out and ambush the Imperial Guard in Ganezzar will be known to everyone as the person who orchestrated a horrible betrayal. You would never be trusted.)

Lastly, in what ways would this negative rep effect you in-game? Would people draw guns on a high combat rep character from the get-go when he comes to town because they assume that diplomacy is pointless? Would others refuse to negotiate with a silver-tongued character because they assume that he's a liar?
 

Vault Dweller

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So, then, to get that vaunted "Murderous" label you'd pretty much have to go out of your way to kill anyone that is unlucky enough to cross your path.
Pretty much. Like this guy (joinable party member):

Bill Garrett had been 14 years old and on his own for one whole week when he got his first lesson on human nature, a double-cross which cost him every credit to his name. After that he began to pay attention, and what he learned was that smooth talk and manners were a blind. Every man was a snake and a back-shooter if you gave him the chance and, except for smelling better, women were the same. Better to save the talk and do your shooting first. That way you control the situation. That way you stay alive.

Bill has spent the intervening decades taxing the Ship's organic recycling systems with the remains of everyone who got on his wrong side. Many of them didn't know what side they were on until they saw the muzzle flash. With a reputation almost as big as the Ship itself, no one approaches Bill Garrett unless they have business with him, of one kind or another.

What does the 1-10, 11-20, 21-30, etc. signify? Is that number of people killed?
Reputation assigned for going above and beyond simply killing people. Similar to AoD's combat rep.

Makes more sense to tie a rep increase to certain events - for example, if, as you had mentioned in an earlier update, you manage to wipe out both gangs in a particular area, that would up your combat rep more than taking out just one of them.
Exactly.

A reputation for something like stealth would be more difficult to implement though, no? If you are a great infiltrator and spy, then ideally, the only people to know about it would be you and those you work for.
And that's the kind of crowd where such rep would be checked.

Likewise, things also get complicated with diplomatic characters. When someone is charismatic and effective at manipulating others, their victims often don't realize that they are being used. That being said, a history of betrayals and double-crosses in your wake will no doubt follow you. (i.e. a character who used the Ordu to wipe out and ambush the Imperial Guard in Ganezzar will be known to everyone as the person who orchestrated a horrible betrayal. You would never be trusted.)
That's the idea. In general, if you have a reputation of a guy who's always getting his way, some people would be more suspicious simply because it's you.

Lastly, in what ways would this negative rep effect you in-game? Would people draw guns on a high combat rep character...
That would be most unwise as your reputation will be well-earned.

...from the get-go when he comes to town because they assume that diplomacy is pointless? Would others refuse to negotiate with a silver-tongued character because they assume that he's a liar?
Too black-n-white. Think grey.
 

Saduj

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Do the non-combat reputations also advance to a point where they are considered negative?

I could see why they would not. But you could also make the case that if you gain a reputation as someone who sweet talks people into doing what is good for you but not necessarily good for them, people who are aware of it are going to be skeptical of anything you suggest. I guess it really depends on whether you are suckering people or talking your way into mutually beneficial arrangements.
 

Vault Dweller

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Dangerous as in 'dangerous to everyone around him, friends and foe alike', whereas Deadly merely means that you're good with your weapon (i.e. deadly with that rifle). Gifted should be replaced, I agree.
 

AbounI

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Gifted should be replaced, I agree
Prodigy maybe?
or why not:
0-9 Harmless Coward
10-19 Capable Harmless
20-29 Skilled Capable
30-39 Gifted Skilled
40-49 Deadly
So that Gifted will be replaced?
 
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HeatEXTEND

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- there's such thing as too much reputation. At some point respect will be replaced with fear and reluctance to deal with you.

:bravo:
 

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