faction friendship point system

    do you think this is a good idea

    • no this is a terrible idea

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    • Legacy Citizen
    A idea on faction relationships with AI
    The relationship of a faction with another faction should have a scale from 0 to 100.
    0 will be the faction hates your faction a lot. If it is a AI faction they will send wave after wave of their ships, they will attack you with no warning and you can't trade with them unless it is a peace offering trade. The friends of this faction relationship will decrease with you faction too.
    If it is 25 the faction will dislike you. If it is a AI faction they will send some of their ships after you but will attack you with less aggression then 0. They give you one warning before attacking you. You can trade with them quickly if you take too long you get a warning and they will attack you.
    If it is 50 the factions will be neutral they will give you three warning before they attack you. If it is a AI faction they won't notice you. you can trade with them. They will help you when you are under attack if they get something out of it. They give you a few quests with some profit for you.
    If it is 75 they like you. If it is AI faction they will support you from time to time with a few of their troops. they will give you seven warnings before they start chasing you away without shooting. You can trade with them and receive quests that give you considerable amount of money.
    if it is 100 they love your faction. They will support you when every you are under attack with a fleet of ships. they will not mind you attacking them unless relationship goes under 85%. you can trade with them and they give you quests that give you a lot of money. They allow your faction full access to their bases incept for the faction module.
    How the relationship points get effect.
    positive: you destroy their emeries ships, you trade with them, you are friends with their friends and you do quests for them.
    negative: you attack them, are friends with their emeries, chase after them and destroy their ships.
    So what do you think starmade plays vote in the poll and tell of ways to improve it
    Edit: some AI factions relationship increase from enemy to neutral over time
     
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    jayman38

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    I like it. It looks like it will be very easy to lose points and hard to gain them back - just like in reality!

    The 0 to 100 should be percentage, and the points behind the percentage should be much more than 100 in total, so that you don't change your standing with the faction significantly, based on just one or two skirmishes.

    Specifically, I'm thinking about AI pirates attacking 12 at a time. Just a couple of those encounters, plus a smaller group, and you've altered your relationship with various factions by 25 points!

    With that said, this might be too easy to game. Someone could ask the server admin to flood the AI ship market with a bunch of low-power ships, and then attack those ships regularly to wildly change faction points. Maybe a minimum mass on ships that change faction points? Or a relative mass ratio with your ship? (E.g. If the enemy ship has less than 10% of the number of blocks you have in your ship, they don't matter to faction points.) Still, that could be gamed a lot. (A flooder could still just make massive grey-hull slag ships. or switch from a good, high-mass ship to a low-mass ship when delivering the killing blow to weaker vessels.)
     
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    Um, why not have the relationship points be 0 is neutral, negative is enemy, and positive is friendly? (Not nessacarily allies) With a limit of zero, a faction can only hate you so much, and they can only hate any other faction just as much. With a relatively limitless scale, an AI will always be able to compare two enemies and say "I hate this guy more. I'll attack him first."

    Also, how would you trade with someone who is your enemy? (I'm just thinking you would get shot)
     
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    you can trade with them if it 25 but you have to trade with a ships with no weapons and you have to do it fast
     
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    Hmmm.... I'm just thinking it will be incredibly hard to perform actions that will get your enemies on your good side. Perhaps you could use the trade guild to facilitate diplomatic gifts to your enemies to raise your situation a bit... or maybe if you do that, they will offer you a mission that will improve your standing, and the better the gift, the easier the mission. So if you give them 1 dirt, they give you an incredibly difficult mission that you almost certainly fail (and lower your standing) but if you give them 1000 shards, they give you a fairly easy mission.
     

    NeonSturm

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    This is too simple.
    Not bad, but not good to adjust to everone's needs.


    I suggest:
    Per faction-faction link:
    acceptance.pos = 0..100% : aka (acceptance, cooperatism)
    acceptance.neg = 0..100% : aka rivalism
    ...
    trust.pos = 0..100% : aka trust
    trust.neg = 0..100% : aka disappointment

    Each tuple has a positive and a negative counter.
    These counters are soft-capped to not exceed ( 255 | 1 | 100% )​
    Why tuples?
    Because some factions may let expire trust and disappointment differently fast.
    The values may have different weight and this makes it easier to accomplish for that.​
    Per faction / player
    acceptance.neg = 0..100% : aka kindness
    acceptance.pos = 0..100% : aka aggression
    ...
    forgivness.neg = 0..100% : aka forgiving
    forgivness.pos = 0..100% : aka on-guard

    How fast should something expire?
    Usually the more something is built up, the slower it expires over time
    _ up to a point where it might even rise over time (aka hate).

    These values modify how fast something expires
    _ and show the character of the faction | player.​
    Game - Formulas:
    Diminishing returns for increase and decrease both toward 100%
    0..100%..infinite <--translates to--> 0..30..100% of stored value​
    Different expire-values
    100% aggression = no expire of rivalism.
    100% kindness = fully loyal == no expire of acceptance, cooperatism​
    Maybe aggression <--translates to--> with how many peoples you are at war.
    Lowering aggression then lets rivalism expire relative to the values.

    Alike, lowering | rising kindness lets friendships expire or is an indicator for the number of allies compared to those at ceasefire.​



    This needs to be better explaned, but I am not that good at that.
     
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