{%hackmd theme-dark %} # Reputation System ## Reputation and Funding Reputation is a sliding scale from -100 to 100. At >0, the faction will begin to provide some income to the civil budget as funding. This is similar to the previous system, where the budget cards were occasionally added to by an unknown force for doing the departmental job, such as service keeping people happy. At <-50, the faction will send a threat, and if reputation isn't increased to at *least* -25, they will attack all hostile factions. (Attacks include NT ERT, Syndie nukies and lone ops, SolGov squads, etc.) 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. ~~(Possibly syndiestation if you get 100 reputation with syndies somehow?)~~ ## 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, such as NT's influences affecting how long it takes the emergency shuttle to arrive/refuel. This is also partially carried between rounds. ## Faction Details * All factions * Increased by trading with them * Decreased by not responding to requests from factions or abusing cargo exploits * SolGov * Starts at 25 * Increased by SGR Reports and clearing local threats * Decreased by Alert Status Changes and the SGR not responding to automated messages (if there is one.) * Also determines how much the SGR is paid, since they won't be on the SS13 payroll anymore. * NanoTrasen Internal Affairs Department * Starts at 75 (Main source of income) * Increased by a profitable Cargo Dept., * Decreased by Emergency Shuttle Calls/Recalls, mutinous behaviour (cooperating with the Syndicate/PSC) * Phorsma Sector Coalition * Starts at -25 * Increased by selling plasma to and buying goods from the PSC * Decreased by selling plasma to external sources * Syndicate * Starts at -30 * Increased by Selling to/Buying from the Syndicate at cargo, Releasing syndicate agents (UNHARMED) into space with EVA gear * Decreased by attacking syndicate outposts ## Faction Cargo Details Cargo will be able to send the shuttle to multiple different trading partners, instead of just NT. NT remains as an unchanged, easy and (usually) risk-free partner, of course. * Legal Partners * Nanotrasen Shipping and Receiving * Constant price rates as long as NT reputation is >0, begins to be less worthwhile of a trading partner as reputation decreases below that. * Normal shipping speed. * No risk unless NT is hostile (-50). * Average catalog, has everything a normal station would need. * Will not compensate for illegal sold goods. * Phorsma Co-op Market * Low price rates, but always available to sell to(unless blatantly hostile) due to it being local. * Quick shipping speed. * Low threat risk. * Increases PSC standing. * Small buying catalog. * Buys illegal goods for half price. * SolGov Private Sector * Generally higher price and selling rates, but only available with 25+ SolGov rep. * Very slow shipping speed (2+x slower than normal speed) * Moderate risk due to shipping distance. * Has all (legal) possible goods. * Impounds shuttle if illegal goods are found (Shuttle is unusable for 10+ minutes, SolGov rep goes down.) * Syndicate Black Market * Exorbitantly high prices, but equally high selling costs. * Average shipping speed. * Very high risk. * Has all goods possible, but rare and dangerous items are extremely expensive. * Buys all goods, legal or not, for full price. ## Addressing the issues with cargo getting loads of money from the void The captain needing to pay NT for use of the station? [Having a high enough reputation with a faction should unlock special cargo orders from said faction, i.e. being able to order faction-specific weapons and armor]:(-zeta) [maybe faction specific tech nodes, too?]: (-mark) [good idea]:(-zeta) ###### tags: `Lore` `Boomers ruin the economy`