05-28-2009, 02:42 PM
Hoofhurr Wrote:Add in a InfluenceValue*InfluenceDecay for situations where you want players to actively participate in the event that you set the NPCs out on. This might avoid situations where players just run around activating shit without participating in them.I would keep decay as a pretty slow thing.
But I would punish people if they activated something and their side lost. So if you tell the orcs to attack Camp A, you're invested in that victory. If they lose, they'll have bad thoughts about everyone who told them Camp A was a good idea and will be less inclined to listen next time.
It might also be amusing if faction had a "global" and a "local" value.
e.g., you have 0 Orc faction.
You see orcs attacking a dwarf camp, and you go attack the dwarves. You gain 100 faction with the orcs during the course of events. The orcs lose, dying to the last man. Your faction gains are simply lost -- no orcs survived to tell the tale of your help.
Another attack occurs, you gain 100 faction with the orcs during the fight and this time they win and occupy the camp, "Camp D". You have 100 faction with the orcs of Camp D. You still have no faction with any other orcs in the world. Over time, though, other orc camps will start to slowly pick up your faction. After a day, Camp D has you at 100 faction and Camps A-C have you at 10 faction.
Then you help Camp B defend an attack, gaining 150 faction. Now you have:
Camp A: 10 faction (never been there)
Camp B: 160 faction (helped defend an attack)
Camp C: 10 faction (never been there)
Camp D: 100 faction (helped found the camp)
Perhaps "faction trickle" will eventually bring all camps up to 50% of the highest camp's value. So even though you never visit Camp A, you'll eventually have 80 faction there.
Additional "feats" may count for more, either locally or with the entire faction.

