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mjbroekman

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Mar 3, 2018
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There are now many threads (only one of which is in the Suggestions forum) that I am aware of relating to problems surrounding low reputation. There may be more and I know of at least one suggestion regarding high reputation.

As a result, and because it's sometimes hard to follow all the different threads and discussions, I felt it important to consolidate the discussions into a suggestion post with a concrete suggestion for a JSON hotfix and a couple of suggestions for a more dynamic reputation system.

Please bear with me and if you know of additional threads regarding LOW reputation, please link them in the comments.

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Disclaimer: At first I didn't think much of the claim that there was a problem with the reputation system. I didn't feel like it was too difficult to control your reputation and prevent blackballing yourself. However, on reading the experiences and discussing it in the threads, as well as trying out certain actions in my saves, I've come to agree with the majority of folks. Low reputation is incredibly easy to fall into and, if not caught early enough, incredibly tedious and hard to get out of...especially in Career Mode.
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Threads specifically related to low reputation or mission availability:
@Knotz - https://forum.paradoxplaza.com/foru...recover-reputation-once-its-at-hated.1132969/
@Leraje_ - https://forum.paradoxplaza.com/forum/index.php?threads/thoughts-on-reputation-and-alliances.1133284/
@Sorbo - https://forum.paradoxplaza.com/foru...r-oversights-in-reputation-mechanics.1133270/
@eelnicki - https://forum.paradoxplaza.com/forum/index.php?threads/reweigh-mission-reputation-loss.1133045/
@Icewraith - https://forum.paradoxplaza.com/foru...m-vs-travel-contracts-and-reputation.1134507/
@Hagen-Volker - bug report - https://forum.paradoxplaza.com/foru...e-to-get-contracts-from-that-faction.1132960/
@Fletchtar - https://forum.paradoxplaza.com/foru...reputation-and-contract-availability.1137607/
@Kereminde - comment - https://forum.paradoxplaza.com/foru...ggested-solution.1133319/page-3#post-24967290

@Sharazad (and others, apologies as I don't remeber which threads they were in) point out that access to stores (Black Market or Faction) that the player should have access to if their reputation with the system faction is too low. Examples given:
  • If you are Loathed by Davion, you can't access any of the Steiner Faction Stores if you are Allied with Steiner.
  • If you are Loathed by Liao, you can't access the Kurita Faction Store in their space if you are Allied with Kurita.
Thread:
https://forum.paradoxplaza.com/forum/index.php?threads/arg-a-pirates-life-for-me.1134856/

I don't know how to address that in JSON for a hotfix and it sounds like a bug to me.

Additionally, @Edmon touches on the problem of low reputation in https://forum.paradoxplaza.com/foru...ss-of-flashpoint-a-suggested-solution.1133319 but talks mostly about high reputation goals.

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In these threads, a number of suggestions have been made already (and apologies if I don't list your idea for low reputation here). If I missed your suggestion, please repost it below or link to it. I will try to keep the top post updated.

From @FArheinFisch Use mrb rating for available contract difficulty.

From @Jade_Rook What if lower rep didn't restrict you from [3 skull] missions, but instead drastically reduced the pay? What if you could take 3 skull missions from factions which loath you (-80 to -100 rep), but the mission only pays 25% of what it would normally?

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HotFix - JSON Changes
Thanks for @Amechwarrior and @draqsko for pointing out the SimGameConstants settings where reputation is set up.

The JSON changes are designed with two purposes in mind. First, reducing the size of the hole that limits your ability to get contracts. Second, reducing the difficulty of filling that hole.

Currently, reputation is a pretty evenly divided range of "feelings" that a faction can have you, starting at 0, and moving +/- 20 in each direction twice, before making a big jump.

Reduce the size of the hole
Current (SimGameConstants.json lines 242 - 247)
Code:
         "LoathedReputation" : -80,
         "HatedReputation" : -40,
         "DislikedReputation" : -20,
         "LikedReputation" : 20,
         "FriendlyReputation" : 40,
         "HonoredReputation" : 80,

HotFix #1
Start the gaps wide and make them progressively smaller, to provide the difficulty of reaching the new stages and the ease of coming off the absolute worst state. This gives you a 40 point swing state at "Indifferent", 40 point states at Liked/Disliked, 30 point states at Friendly/Hated, and very narrow bands at Honored/Loathed.
Code:
         "LoathedReputation" : -90,
         "HatedReputation" : -60,
         "DislikedReputation" : -20,
         "LikedReputation" : 20,
         "FriendlyReputation" : 60,
         "HonoredReputation" : 90,

Make the hole easier to fill
CAMPAIGN MODE

Current (SimGameConstants.json lines 251 - 253 for Campaign Mode)
Code:
        "LoathedMaxContractDifficulty" : -3,
        "HatedMaxContractDifficulty" : -2,
        "DislikedMaxContractDifficulty" : -1,

This is what ends up limiting the difficulty of the contracts that are available to you and, in the end, is the cause of the blackhole from which it is hard to recover from in Campaign Mode. Other than Pirate locations, there are few 3-Skull planets that can host missions for Loathed mercenaries. While this may seem appropriate, it locks out a reasonable amount of content for players that enjoy the sandbox experience and want to continue playing a single merc company for a significant amount of time.

HotFix #2 - Campaign Mode
Set the MaxContractDifficulty to one less than what an Indifferent merc company would take. Indifferent is a MaxContractDifficulty of 1 (from what I can tell, this is 1/2 skull above Global Difficulty in Campaign Mode). So, for anyone with a lower than Indifferent reputation, limit them to 0 above the Global Difficulty.
Code:
        "LoathedMaxContractDifficulty" : 0,
        "HatedMaxContractDifficulty" : 0,
        "DislikedMaxContractDifficulty" : 0,

CAREER MODE
Current (SimGameConstants.json lines 969 - 972 for Career Mode)
There is a steep (1.5 skull) drop from Indifferent to Disliked and then a steady fall to the bottom.
Code:
        "LoathedMaxContractDifficulty" : 1,
        "HatedMaxContractDifficulty" : 2,
        "DislikedMaxContractDifficulty" : 3,
        "IndifferentMaxContractDifficulty" : 6,

HotFix #2 - Career Mode
Smooth the decline from the top to the bottom into 1/2 skull steps.
Code:
        "LoathedMaxContractDifficulty" : 4,
        "HatedMaxContractDifficulty" : 5,
        "DislikedMaxContractDifficulty" : 6,
        "IndifferentMaxContractDifficulty" : 7,

Honored is at 10, Liked, is at 9, Friendly is at 8. There is no real reason for Indifferent to be 6, so we boost that to 7, and then continue the decline from there, meaning Loathed is 1.5 skulls higher than it currently is.

But! you may say, where's the penalty for low reputation? In Career Mode, it's clear. There is a declining mission availability, but missions would be much more available. In Campaign Mode, it's not as clear.

I've tried playing with the reputation pay values but they didn't seem to actually change anything. The default is:
Code:
         "LoathedRepPaymentAdjustment" : -0.9,
         "HatedRepPaymentAdjustment" : -0.5,
         "DislikedRepPaymentAdjustment" : -0.1,

But I was getting multi-million C-Bill and 5/20 salvage contracts with Loathed factions and increasing that negative number didn't seem to be changing anything...so I'm not sure how to implement @Jade_Rook 's suggestion about giving a massive pay-cut for contracts as a hotfix.

But I did notice there are Shop Price adjustments...and that's another place that penalties can be placed.

Current (SimGameConstants.json lines 265 - 267)
Code:
        "HatedRepShopAdjustment" : 0.5,
        "DislikedRepShopAdjustment" : 0.2,
        "IndifferentRepShopAdjustment" : 0.1,

HotFix #3 - Penalize Low Reputation in Shops
Code:
        "HatedRepShopAdjustment" : 0.9,
        "DislikedRepShopAdjustment" : 0.5,
        "IndifferentRepShopAdjustment" : 0.2,

Stuck in a Hated Faction (you can't sell in Loathed shops) area and see that sweet SLDF Highlander part you want? Good luck at 90% mark-up.

UPDATE
Reduce the speed of digging the hole
Current (SimGameConstants.json lines 297 - 299)
Courtesy of @Jade_Rook in the comments...
Code:
        "TargetRepSuccessMod" : -0.8,
        "TargetRepGoodFaithMod" : -0.4,
        "TargetRepBadFaithMod" : 0,

This sets the ratio of reputation lost to reputation gained from the contract. Currently, if you succeed at a mission, you lose reputation at a rate of 80% of the reputation gained with the employer, 40% if it's a good faith loss, and 0% if it's a bad faith loss.

Since most people seem to be rather successful at their missions, this means you end up digging the negative rep hole very quickly if you even have a slight tendency to favor one faction over another.

To lessen the speed of that, we can reduce those numbers a bit. Thanks to @Jade_Rook for doing some testing on this below

I've removed the hotfix suggestion after doing some more testing on it. On a 4.5 star battle mission, the settings in the suggestion would've started the reputation difference at +14 sponsor, -9 target and on a max reputation run, that would've escalated to +23 sponsor, -14 target. On hindsight, that makes it far too easy to alternate your way to high reputations across the board.

While potentially a useful tool, I don't feel confident in it as a HOTFIX. There may well be a way to incorporate sponsor/target reputation in modifying the loss / gain percentage (LTS#3), but a straight, across-the-board improvement in that ratio (especially in light of the other options) seems inappropriate.

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Long Term Solution Suggestions FOR LOW REPUTATION

LTS Suggestion #1 (from @FArheinFisch )
This is probably the most elegant and appropriate solution to the issue of mission availability.

Use your MRB rating as the factor which decides the difficulty of contracts of that are available to the player. As your MRB rating goes up, you get contacted for harder and harder missions. Period, end of story.

LTS Suggestion #2 (adapted from @Jade_Rook )
Make your reputation really impact pay and salvage.

All missions have a base difficulty. Set the pay based on that. Then modify it based on reputation starting from "Indifferent".

Assuming a 3-skull mission with a max of 3/14 salvage, a rep modifier max of +13, and Indifferent reputation as the base:
"Disliked" should pay out 10% less c-bills and reputation and one step less salvage. Max salvage becomes 2/11. Max Reputation change becomes +11.
"Hated" should pay out 50% less c-bills and reputation and two steps less salvage. Max salvage becomes 2/8. Max Reputation change becomes +6.
"Loathed" should pay out 90% less c-bills and reputation and three steps less salvage. Max salvage becomes 1/6(?). Max Reputation change becomes +2.​

In combination with the adjusted Reputation bands (above), this still allows for reasonable exit strategies from maximum negative reputation.

LTS Suggestion #3 (from myself)
Make reputation more responsive to your current sponsor / target reputations.

Example:
The sponsor and target of a contract are both indifferent to you and running the mission at default settings would net you a +3/-3 rep change.

That same mission where the sponsor already likes you, might net you a +4 while the indifferent target is still -3.
On the other hand, if the sponsor is indifferent and the target likes you, the rep change is +3/-4. Why? because the target liked you, but then you went against them. "Some friend you are".
In reverse, if the sponsor DISLIKES you, then the rep bonus becomes +4. Why? "Because, maybe you're not that bad after all."

And then for each step away from "Indifferent" that bonus changes by 1. So, "Disliked/Liked" is + (sponsor)/-(target) 1, "Hated/Friendly" is +/- 2, "Loathed/Honored" is +/- 3.

LTS Suggestion #4 (from @NwFrplayer ) - Make loathed have a real consequence
https://forum.paradoxplaza.com/forum/index.php?threads/low-reputation-consequence.1137263/

@NwFrplayer rightly points out that if you don't care about being loathed by a faction, there is virtually no consequence for it. They posit an interesting way to "make" the player care and that is by having a sort of "bounty hunter" in-mission possibility, where the worse your relationship is with a faction, the more likely a random opfor will show up in-mission and attempt to kill you. Not sure how feasible it is, but it's definitely interesting.

On the flip side, this could have interesting consequences on the positive side, where there is a random chance of a dialogue offering allied units for an employer that you have good relations with.

Both of those may fit better as HBS develops the reputation / relationship system more with various non-faction groups (example, pissing off Mason's Marauders may have them drop in on a mission to attack you. Helping out the Kell Hounds may have them offer a couple of mechs in support of mission later on, etc).

LTS Suggestion #5 - ( from @Kereminde ) - don't populate mission list with 'unacceptable' missions
https://forum.paradoxplaza.com/foru...ggested-solution.1133319/page-3#post-24967290

The reputation system gates what the MAXIMUM difficulty can be for a given contract to be accepted and the Global and System Difficulty Levels seem to gate the MINIMUM difficulty available on a given system. However, contract lists sometimes fill up with contracts that can't be accepted due to reputation reasons. Making the procgen contract system populate with contracts you can take would eliminate the issue of mission availability entirely.

[Note: from me]The easiest way to avoid filling with contracts that can't be accepted (based on my coding experience in other languages and using the logic that seems to be currently used) would be to do something like this:
1. Generate the contract list at the current difficulty - So if you're at a diff10 (5-skull) system, generate the contract list for that difficulty (10 +/- 1 = 4.5 - 5.5).
2. Eliminate any contracts that the player can't accept.
3. Regenerate contracts at ( difficulty - 2x variance ) FOR THE ELIMINATED FACTIONS - Why 2x variance? Because you have already attempted to fill "difficulty - 1x variance" in step 1 and need to attempt "newdiff + 1x variance" now. So now we have contracts of 8 +/- 1 (7 -> 9 = 3.5 - 4.5)
4. Repeat until approproiate amounts of contracts are created.

After step 1, you have the contracts for all acceptable factions, so every time you eliminate an unacceptable faction contract, you need to regenerate a lower difficulty contract for that same faction. You can either do that by simply looping over the difficulties regening contracts, or jumping right down to the "max contract difficulty" for that faction.

Alternately, the logic used to generate the procgen missions needs to have faction and difficulty "decisions" switched so you generate a list of missions and factions BEFORE determining the difficulty of those missions. This would allow you to cap the difficulty at whatever level reputation allows. This would also eliminate any "<5-skull" missions that can't be accepted when you are already honored.

LTS Suggestion #4 (from @BobaFatt - Regress towards indifferent

Is this too simplistic to just let all reputation slowly regress towards Indifferent over time, so if you spend a period of time not actively antagonizing a loathed faction they will eventually “just” hate or dislike you. Similarly with positive reputation, if you ally with somebody and then just don’t take missions for them they will think a little less of you over time.

[Note: from me]
I think this would add a certain amount realism and would be awesome if the timeline were extended a great deal or if we were thinking in grand strategy terms. For a 1200 day career though, I'm not sure how much difference that would make. I'm not sure regression in days would be appropriate (too fast), weeks would mean you would move closer just about every jump, months would probably be 'not enough to matter' and years would definitely be "not enough to matter".

Maybe in terms 'jumps' or even contracts though. It's a great idea but I'm just not sure how you would measure it and balancing it would be quite the exercise.
 
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I'd watch out on the "Reduce the speed of digging the hole" fix.

The point of those was to make sure you couldn't net gain both sides at once. If I took alternating jobs on a world I'd be able to raise my rep with both sides at 40% each and it might lead to not skipping over jobs against your favored faction you are trying to build up as the penalty is less.

Overall, great suggestions and I do think a hotfix is needed soon while they work out a matured system for the next big patch.

Even right now, you're basically looking at every mission being net +1 rep if you alternate. For a hot fix, I think it's about right but it does play right into the LTS Suggestion #3, where current reputation plays more into the reputation result of the mission as well. Even step away from "Indifferent" should make targets hate you more and employers like you more, maybe not as absolute numbers but it should play a role in the 'generated' bonus.
 
I would agree that negative rep doesn't need to be fixed. However it is making the game not-fun for some people. If a feature is causing people to play in a way that isn't enjoyable, that feature deserves to be looked at. Perhaps players just aren't approaching the game in the way that the devs want them to and reputation doesn't need to be changed. Maybe this wasn't intended and needs to be fixed. That isn't for me to decide. Right now I am pointing out options and sharing my experience rather than advocating for a change.

This issue only shows up late game and locks players out from late game content. My lance is capable of doing 5 skull missions. However, I only have my rep at Honored with 1 faction (Liao, which I am allied with). I have tried to raise my rep with the Kuritans, but it has been hard because of limited missions. For a while I was trying to get 1 skull missions because they don't have any 2 skull planets and they wouldn't let me take any of the 3.5 skull missions due to low rep. A flashpoint helped with that, but I haven't been back to that side of space to finish getting my rep up with them. SIDE NOTE: Flashpoints ignore low rep. I have gotten 3 skull flashpoints from factions which hate me. I am not sure if this is intentional. They do help to build reputation quickly, but it is a little odd that a faction which normally wouldn't look twice at me is hiring me for these important missions. I gladly abandoned a Davion prisoner to go shoot up a militia base and laughed when she escaped.

Because I only have max rep with Liao, they are the only ones who will offer me 4.5 or 5 skull missions. I regularly go to high difficulty worlds only to find 1, or maybe 2, missions which I can actually take. More of the game becomes traveling around trying to find a contract rather than actually fighting and the main part of the game is the fights.
 
I'd watch out on the "Reduce the speed of digging the hole" fix.

The point of those was to make sure you couldn't net gain both sides at once. If I took alternating jobs on a world I'd be able to raise my rep with both sides at 40% each and it might lead to not skipping over jobs against your favored faction you are trying to build up as the penalty is less.

Overall, great suggestions and I do think a hotfix is needed soon while they work out a matured system for the next big patch.

I took a quick look at the impact of changing the TargetRep percentages and, honestly, 0.6 is too low of a percentage. I looked at it and unconsciously said "2/3rds isn't bad...that means on a +9 mission, you would only go -6 with the target. That's only a net +3. No biggie." because my career game is in that range. Loading up my post-story campaign...WOW that's a HUGE difference. Max reputation 4.5skull mission was a net +9. Even with the stock reputation bands (and assuming I could find the contracts), I could take a contract for someone loathed, take a contract AGAINST them, and take another contract for them and potentially come out only "Hated". That's a little too easy. It's a potentially useful tool, but not one that should be hotfixed in.
 
@mjbroekman, being denied access to an Allies store because the faction controlling the planet loathes you is definitely a bug. One that is easily fixable AFAICT by just changing the owner of the planet as a quick fix.

The MRB rating actually having some use I'm definitely down with that idea. I'm not sure the use should be using that value rather than a Reputation rating. Some kind of enhancement seems more appropriate. Perhaps instead of Reputation being the main value something along the lines of MRB rating controls the gating which is modified by Reputation. That, however, may be an entirely new discussion.
 
I would agree that negative rep doesn't need to be fixed. However it is making the game not-fun for some people. If a feature is causing people to play in a way that isn't enjoyable, that feature deserves to be looked at. Perhaps players just aren't approaching the game in the way that the devs want them to and reputation doesn't need to be changed. Maybe this wasn't intended and needs to be fixed. That isn't for me to decide. Right now I am pointing out options and sharing my experience rather than advocating for a change.

This issue only shows up late game and locks players out from late game content. My lance is capable of doing 5 skull missions. However, I only have my rep at Honored with 1 faction (Liao, which I am allied with). I have tried to raise my rep with the Kuritans, but it has been hard because of limited missions. For a while I was trying to get 1 skull missions because they don't have any 2 skull planets and they wouldn't let me take any of the 3.5 skull missions due to low rep. A flashpoint helped with that, but I haven't been back to that side of space to finish getting my rep up with them. SIDE NOTE: Flashpoints ignore low rep. I have gotten 3 skull flashpoints from factions which hate me. I am not sure if this is intentional. They do help to build reputation quickly, but it is a little odd that a faction which normally wouldn't look twice at me is hiring me for these important missions. I gladly abandoned a Davion prisoner to go shoot up a militia base and laughed when she escaped.

Because I only have max rep with Liao, they are the only ones who will offer me 4.5 or 5 skull missions. I regularly go to high difficulty worlds only to find 1, or maybe 2, missions which I can actually take. More of the game becomes traveling around trying to find a contract rather than actually fighting and the main part of the game is the fights.

I guess also am approaching this from Jade Rooks point of view. Clearly, given the number of threads on the topic some deep discussion should take place. Also quite clearly there are people who have dived into the mechanics so I'm not going to comment on actual values.

Flashpoint availability and being cut off from Allied stores certainly appear to be bugs that should be fixed.

Still, given the overall design, the main point of discussion regarding availability does seem to be the actual desired outcome as envisioned by HBS. If indeed this is the case the route we normally use to "fix" things is a Mod. It would probably be helpful to get some input from HBS directly.
 
AFAICT by just changing the owner of the planet as a quick fix.

That would be a quick fix, though I think that would "mess up" Star Map boundaries. Not sure how many people would really be down with the idea of a system in Davion space being "Steiner" or one in Liao space being "Kurita". From an immersion perspective, I think that might be jarring, but if that's what it takes **shrug**. My biggest fear is that it would require a higher degree of recoding in order to get the shop access separated when the system is a different faction from the shop. And now I have something to test...will report back later.

One effect of separating them would be the possibility to combine faction and pirate reputation in black markets so that a Davion Black Market and a Liao Black Market have different pricing because of the <faction> reputation in addition to pirate reputation...but that's a different discussion once shop access is straightened out.

The MRB rating actually having some use I'm definitely down with that idea. I'm not sure the use should be using that value rather than a Reputation rating. Some kind of enhancement seems more appropriate. Perhaps instead of Reputation being the main value something along the lines of MRB rating controls the gating which is modified by Reputation. That, however, may be an entirely new discussion.

Yep. It was just an idea. I kind of like the idea of reputation gating the rewards, while MRB gates the difficulty. So, if you are loathed, you could take a 5-skull mission, but it would reward you along the same lines as a 1-skull mission even though the difficulty was 5-skull. But that's just my idea of how they could interact. I'm sure there are other ways to integrate them. I'd love to hear what the HBS folks are talking about with regard to this topic, but I'll settle for consolidating these threads and trying to put forth short and long term ideas and testing what I can.
 
I'd like to see a rework of how local government/local pirate organizations work. My main gripe right now is how hard it is to balance the pirate reputation, which is really weird since leadership of the "local" pirate org should work differently than the big, organized houses that have a formal representative you talk to. I suggest that you earn a general reputation that is seperate from what the houses think of you. Attacking a local government base or pirate base should give seperate "bad guy/good guy" rep that is awarded slower, but consistently. As in, if you're taking local gov missions, you are helping the little guy stand up against pirates and the big houses, earning you "good guy" points. Help the houses attack local gov or work with the pirates against anyone else and get "bad guy" points. Also make that change slower than normal rep, to represent it being an actual reputation rather than what the leadership of a certain house think of you. This way you can get changes to the prices/contract payments even in the unclaimed territories.

You can also award a few points based on whether you're fighting for a house that holds a territory or against it, effectively helping to defend and area or attack it.
 
It just dawned on me while fiddling around with modding the difficulty settings menu that if you set the "Enemy Force Strength" option to "Easy", it could help mitigate this problem. It doesn't help any with the grind of taking lots of low-level contracts to slowly get reputation up... BUT I think it will make it easier to FIND those low-level contracts, since it gives a -1 global modifier to contract difficulty. (Although it's possible that the thresholds get adjusted at the same time, I haven't tested that yet.)
 
And now I have something to test...will report back later.

The test I just performed was to add a second faction to the tags of a system. It didn't impact anything, but it "might" provide a way to make a "contested" zone where multiple factions have "equal" interest and influence. Oh well.
 
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I can't think of anything else to test on this currently. I'm going to play for an extended period on the JSON values in the OP and see how it impacts my particular gameplay (if at all).
 
Y'know... I think one of the biggest knocks against the current implementation of reputation is that it has put me in the odd position of actively looking to undermine all local governments. Since that's the only reputation sink that won't resent you for it.
 
Yep. In Faction space, undermining the local government isn't unusual (as the faction enemies seek to weaken the faction government and the faction itself tries to suppress local "liberation" organizations). In unaligned space, it's REALLY common (as neighboring systems try to establish petty kingdoms or local groups simply try to fight each other for control). The LPG isn't even necessarily the same LPG each time you visit a system.
 
Yep. In Faction space, undermining the local government isn't unusual (as the faction enemies seek to weaken the faction government and the faction itself tries to suppress local "liberation" organizations). In unaligned space, it's REALLY common (as neighboring systems try to establish petty kingdoms or local groups simply try to fight each other for control). The LPG isn't even necessarily the same LPG each time you visit a system.
Sure... my point, though, is that prior to 1.3 my company would take their money just like anyone else. Now I avoid it unless I'm on a save where I happen to have already committed to annoying the faction they want me to fight.

The new approach doesn't seem even remotely like "proper" mercenary behavior. Yet I can just about guarantee that a whole lot of simulated mercenary commanders switched to that behavior at the exact same time that I did.
 
Yeah. Fair enough. I suppose a lot of it depends on whether you're looking to maintain good relations with all the factions or not. Personally, the only time I'm ever going to worry about positive reputation with a faction is when I'm playing a playthrough specific to that faction. For example, in my current playthrough, I'm aiming for good relations with Marik and Davion...and the others be damned. So I find that I'm helping LPGs in unaligned space and Capellan space. I'll probably be helping LPGs in all the playthroughs except when they are going against the factions I'm raising rep with.
 
HBS please?
Oh, forgot to mention that my Career Scoring testing resulted in backing out the changes I had made for this, but at this point hopefully we have enough suggestions (completely biased, but I think they're good ones) unless folks want to add more to this.

I'd love to hear what @HBS_HighCommand or @HBS_Kiva think of these suggestions...
 
What about if reputation slowly regressed to center over time? Maybe 1 point towards center for both positive and negative reputation every in game month. (Just to throw something out there as an example) So the far past has less weight than the recent past?

@mjbroekman is this too simplistic?just let all rep slowly regress to mean over time, so if you spend a period of time (I’ll leave determining what period to the devs) not actively antagonizing a loathed faction they will eventually “ just” dislike you. Same for positive rep, if you ally with somebody and then just don’t take missions for them they will think a little less of you over time.
 
@mjbroekman is this too simplistic?just let all rep slowly regress to mean over time, so if you spend a period of time (I’ll leave determining what period to the devs) not actively antagonizing a loathed faction they will eventually “ just” dislike you. Same for positive rep, if you ally with somebody and then just don’t take missions for them they will think a little less of you over time.

Heh I could've sworn I was talking with someone about that as an option. I think that would add realism and would be awesome if the timeline were extended a great deal or if we were thinking in grand strategy terms. For a 1200 day thing though, I'm not sure how much difference that would make. I'm not sure regression in days would be appropriate (too fast), weeks would mean you would move closer just about every jump, months would probably be 'not enough to matter' and years would definitely be "not enough to matter".

Maybe in terms 'jumps' or even contracts though. It's a great idea just not sure how you would measure it...I'll definitely add it though.
 
I have tried all these suggestions but I still can not find missions for the Pirates.
Anymore suggestions?
Some opportunities never come around again.
I believe this is one such case, :bow:
 
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