---
# System prepended metadata

title: 'Paperwork and Passports: Reputation'
tags: [Deprecated, Design]

---

###### tags: `Deprecated`

# Paperwork and Passports: Reputation

The details of this system were largely taken from [this document, written originally by Mark Suckerberg.](/@waspstation/HyHeJ8ajv)

###### tags: `Design`

### Big question:

Should reputation be on a person-by-person basis or the ship as a whole? Both of these options have their upsides and downsides; a person-by-person basis has more opportunity for creative uses, but also has more oppurtunity for abuse, and may make the entire system useless. The ship as a whole can be a more streamlined experience, but it wouldn't make sense for the ship to retain bad relations if the crew were to be replaced entirely.

Perhaps the best solution is a compromisolution. Have negative reputation interactions impact the entire crew's standing lightly, with the main person receiving the hardest reputation hit, and have ship reputation as a whole be an average of everyone's reputation.

## Reputation

Reputation is an abstract measure from -100 to 100 of how decent your standing is with a faction. Reputation affects a wide range of interactions with a faction, from how high the tariffs on trade are to whether you are allowed in their aerospace at all. Positive interactions with a faction will raise reputation, while negative ones will drop it. After a round concludes, some of the reputation (probably 25+/- the default value for a faction) is carried over into the next round, just to give a sense of consistency. 

## Local Influence

Each faction, in addition to a sliding reputation scale, has a local influence scale from 0 to 100%. All factions added together should equal 100% (maybe? might just make it 1 to 100 allowing multiples so it’s easier to implement :p.) This score influences how strong the faction’s responses are to low reputation, as well as selling prices and stock availibility. It can also have special effects per faction. This is also partially carried between rounds.

## Hostilities

At -30 reputation or lower, you are "inhospitable" with that faction and will not be able to trade with them normally. You are still allowed in their aerospace, you just cannot interact with anyone, and you should expect patrols to hound you.

At -50 reputation or lower, you are hostile with that faction. Patrols are ordered to attack you on sight, and entry into faction aerospace is strictly forbidden.

How is aerospace control exerted and enforced? 

### Faction Aerospace and Patrols

