So, currently factions have a series of 5 traits that are stored (only used for random name generation) and I’d like to base some form of starting inter-faction relationship on some of or all of the traits. The traits are stored as negative or positive numbers based upon their intensity. We’ll only be dealing with -1,0, and 1 for the purpose of simplicity.
The traits are:
‘Good’ - If positive, you loose faction rep for killing a good or neutral NPC and gain rep for killing evil. Negative (evil), you gain rep for killing good. Neutral, the faction is indifferent.
‘Strength’ - We could interpret it as ‘Aggressiveness’. Positive would increase (like a multiplier) rep for killing NPCs of factions they dislike. Negative, the benefit for killing anyone they dislike (pacifists) is only a fraction of what it should be?
‘Sneak’ - Not really useful…
‘Crime’ - Factions with a negative crime value would be pleased if you killed a NPC of positive crime value faction and vice versa.
‘Cult’ - The same as ‘Crime’.
So the existing factions would look like
Good Strength Sneak Crime Cult
Your Followers 0 1 0 -1 -1
The Old Guard 1 1 0 -1 -1
The Free Merchants 1 0 0 -1 0
The Wasteland Scav. 0 0 0 -1 0
Hell’s Raiders -1 1 0 1 -1
So the faction relationships should change something like…
NPC Killed
Your Guard Merchant Scav. Raiders
Your Followers — = = = ++
The Old Guard – — — – +++
The Free Merchants - – – - ++
The Wasteland Scav. = = = =* +
Hell’s Raiders + ++ ++ + =*
Raiders and crime lords wouldn’t really give a damn if you killed members of other raider factions… there is already a faction penalty for killing a member.
Currently working on porting factions to jsons and I couldn’t think of an easy way for the existing factions, that utilize static spawns, to form some kind of relationship with dynamic factions that random NPCs could have.