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# System prepended metadata

title: Factions Relations

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# Factions Relations
## Concept
The system of Faction Relations is about how players can affect the way factions in the game see the station, and how these relations in turn affect the crew.

The basic concept is that each faction with enough interaction relevance (e.g. NanoTrasen and TerraGov) will be able to approve/disprove of specific actions performed by the crew, which would result in a change in their demeanor towards the station.

This demeanor would affect different things per faction. A short summary of what the factions are and what affects their demeanor to you will be summarized below:
### Factions
#### NanoTrasen
Your employers, they will start at a lukewarm 30 (out of -100 to 100) points. 

##### Perks of good relationship:
- Cheaper prices on some goods! (TBD which goods fit NT)
- Reduced prices on shuttles?


##### Perks of bad relationship:
- Increased prices on some goods! (TBD which goods fit NT)
- Increased prices on shuttles?


##### Actions that influence relationship
- Finishing events such as the "Loan Shuttle" event
- Making a lot of sales in specific categories (Plasma?)
- Unlocking tech nodes
- Capturing and handing in antags? (This would need to be tested as it could result in unfun round removal)
- Fulfilling occassional requests of tribute or work


#### Spinward Stellar Coalition
The local government of where the station is

##### Perks of good relationship:
- Cheaper prices on some goods! (TBD which goods fit SSC)
- Reduces the likelihood of negative events(Increased security of the area by TerraGov)


##### Perks of bad relationship:
- Some type of mid-round antag? (A TerraGov inspector? If you do not abide by regulations perhaps command has to step down or pay a large fine
- Increases the likelihood of negative events (Decreased security of the area by the SSC)


##### Actions that influence relationship
- Paying bribes and fulfilling requests when asked.
- Making a lot of sales in specific categories (TBD which)
- Fulfilling occassional requests of work


#### Revolutionaries (Or perhaps the syndicate? TBD by lore)
The baddies of the story! By default relations are -100, but once the revolution happens, they replace NT and go to +30 relationship (and in turn, NanoTrasen is locked at -100)

##### Perks of good relationship:
- Same as NT

##### Perks of bad relationship:
- TBD, but perhaps none as the fact revolutionaries can appear is already a representation of their negative relations!
- Optionally, maybe if you had a revolution before, and the revolutionaries won but you lowered your reputation too much again, another revolution is sent to kill the revheads!

##### Actions that influence relationship
- Once the revolution is won by the revolutionaries, this faction responds to actions the same as NanoTrasen did.

### Requests
This system will include a new system where factions can make requests from the crew. These requests will be semi-publically announced (Without all the details), and can then be accessed at a communications console to see the rest of the information.

Some of these requests will also be automatically sent to the head of staff most relevant to said request.

Some events, such as the Loan Shuttle event, would be moved to this new system as they are a better fit for it.

Performing these events will result in an increase in relations, and potentially, a small reward depending on the request.

Ignoring them is also an option, and is usually fine, but for some requests this might have relation decreases.


## Why this system is interesting
This system opens up a lot of avenues for new interactions between the crew and these factions. 

By rewarding the crew for interacting with these factions in positive way we can implement new mechanics that reinforce doing your job in trade for rewards, and these rewards themselves can create new interesting interactions between these factions and the crew which makes them feel like a part of the world and player's experience.



## Pitfalls to avoid
* We do not want these systems to feel too gamey. It should not result in players having a strat they can perform each round to max out relationships in a pre-set plan, but should happen through events and opportunities that happen organically through-out a round
* We do not want players to feel like the rewards are too insignificant to care about
* We do not want the rewards/punishments to only consist of numeral changes, and we should strive to continue expanding the feature-set to include larger consequences with high/low relationship after the initial framework is set up.
* The effects should be noticeable, so effects should not be gradual but at key milestones. (at 25 reputation point intervals for example)