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Dex Nederland
Caldari Caldari Provisions
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Posted - 2008.02.08 19:05:00 -
[31]
First off I am an RPer.
I would really prefer to see lvl 0/1 pirate/enemy agents 'hiding' in Empire space, in their stations. This would let those wanting to pursue 'piracy' do so earlier. Then add some lvl 2/3 pirate agents to low sec. When I say hiding, they would be in stations like normal agents, but would not own any stations. There might even be some lvl 2/3 'good' agents that are actually low level agents for the pirate or enemy. Imagine a Caldari Navy agent who is a Guristas spy who sends a pod pilot to kidnap the CEOs daughter! But to get him/talk to him about it you would need a decent Guristas standing and possibly an alright Caldari Navy standing.
While the use of skills seems to be a favored solution a lot of the time, I think actions are more important.
Even basic pirate missions like "Attack the convoy going to the Generic station and bring us item1" or "Smuggle the cache of small arms in system A to our agents in system B" I think would add to it.
Some of the Agents might even require you have initially good standing with their enemy or with their organization. Why not have the lvl 0/1 Guristas agents require you to have a 0.5+ Standing with the Caldari Navy, they want recruits who can handle themselves?
With this I think there needs to be some additional changes to NPC rats. Namely Blue/Neutral rats. For example when in Caldari Space why wouldn't we see Caldari Navy (or various Corporate Security) ships patrolling asteroid belts. Killing them starts to result in a negative standing. In really 'secure' space there are big Navy rats, on the gates and patrolling the asteroid belts as you get further away you begin to notice 'skirmishing' between them. One belt may have Guristas another Cal Navy. But there will not be any bounties on the Navy boys, but they should have nicer loot and say you get a 'Elite' Navy spawn, expect it to drop something like a Caldari Navy Ballistic Control Unit. There is quiet a bit more that would go along with this. But it would provide another avenue for players to manipulate their standings with various corporations.
- Sun Tzu: The art of war is of vital importance to the State. - |

Daelin Blackleaf
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Posted - 2008.02.09 03:09:00 -
[32]
Originally by: Chani Fedaykin uhm well - its -5 (i am talking about standings before adjustment due to skills) ... if you consider diplomacy V this will be (afaik) exactly -2 ... which will prevent you from doing missions for them.
if you have -4.99 you will get -1.whatever and should be able to work for the crappiest lvl 1 agents (or even for a lvl 4 agent if you happen to have good corp or personal standings)
Only if you have previous interaction with an agent in that faction. I myself had to train Diplomacy V since my adjusted standing to the Guristas hit go below -2 and locked me out of their lowest level agent.
I believe we're both talking about the same thing here, but while I am referring to the actual standing your referring to the standing with Diplomacy V already built in. Since we're on the same side lets not argue semantics. 
Originally by: Eleana Tomelac making the level 1 agent required standing gradient from -7 (means you need diplomacy 4 if you are at -10, maybe even 5) for q-20 to 0 for q+20.
Works for me. That said anything at all that avoids faction lock-out works for me. But this does have the added advantage of actually requiring a skill to make use of, an aptly named one for the task too.
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Daelin Blackleaf
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Posted - 2008.02.09 03:18:00 -
[33]
Edited by: Daelin Blackleaf on 09/02/2008 03:20:25
Originally by: Dex Nederland With this I think there needs to be some additional changes to NPC rats. Namely Blue/Neutral rats. For example when in Caldari Space why wouldn't we see Caldari Navy (or various Corporate Security) ships patrolling asteroid belts. Killing them starts to result in a negative standing. In really 'secure' space there are big Navy rats, on the gates and patrolling the asteroid belts as you get further away you begin to notice 'skirmishing' between them.
This... in reverse.
I've posted several times on how nice it would be if they replaced all the Gurista rats in Gurista space with Caldari Navy rats. The Guristas are harassing State space, the State is harassing the Guristas. If so inclined a Gurista RP'er could actually mine under such a system without having to go 20 jumps to do so or shoot their own allies, let alone have actual ratting opportunities that don't make a mockery of immersion and common sense. This example of course applies to all outlaw factions and of course the bounties in these cases are paid by the faction whose space you are protecting.
Throw in some anti-empire faction and anti-CONCORD exploration sites in these areas and we'd be well on our way to giving the outlaw factions some of the attention they deserve.
People living and working in outlaw faction space should not be pretty much forced into ever spiraling standings towards the faction they dock and mission with.
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Dex Nederland
Caldari Caldari Provisions
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Posted - 2008.02.09 04:16:00 -
[34]
Daelin Blackleaf, I really should have expanded on it more. What you said is a good point. Generally a mix of patrols that varies based on the security of the system. High sec systems likely to have a few pirating frigates and navy cruiser & frigate patrols. Low sec pirate cruisers, navy faction bcs and cruisers. I am not sure about the balance and the like, but mix the the various factions throughout space, with particular factions focused in certain areas.
- Sun Tzu: The art of war is of vital importance to the State. - |

Daelin Blackleaf
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Posted - 2008.02.09 12:40:00 -
[35]
No, don't get me wrong, I like your idea a lot. It just strikes me as more work than CCP are going to put into pleasing the RP'ers and those who have concerns over standings.
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Dex Nederland
Caldari Caldari Provisions
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Posted - 2008.02.09 15:31:00 -
[36]
Isn't trying to figure out how to give tools to those wanting to change their standing a way of supporting RP?
For example, a characters standing with the CN is 9.8, this means that at some point they did a lot of work for the Caldari Navy and thus supports the CN. This same character would have a low Guristas standing, because they have blow up Guristas ships. So providing the player tools to reverse this would be allowing him to RP a fall from grace with the CN to rise in the ranks of the Guristas.
Yes, the guy wanting to do it so he can make money missioning out of Guristas stations in 0.0 may think, no it is just so I can make money, but it is RPing.
But that is enough of that... sorry....
In general I think standings need to have more effect on the game and each other, consequences for actions and the like. Pirates (<-3.0 sec standing) with Navy standings higher than those supporting law and order just doesn't make sense to me. (IDEA!) Add a sec standing requirement for higher end agents. A high lvl Guristas agent may not even talk to someone unless they have a -3 sec status. High end Caldari Navy might require a +3.
Yes, Navy Cosmos in 0.0. Players go and fight the navy for pirate agents & standing.
- Sun Tzu: The art of war is of vital importance to the State. - |

Daelin Blackleaf
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Posted - 2008.02.10 10:15:00 -
[37]
<<< Roleplayer
My point isn't that we're not worth the effort. It's that in the past CCP tends to always opt for simple solutions and I doubt they're going to put a lot of work into an issue that effects such a small part of their community.
We've had very little love in the past either, simple things like altering the information tab on the Scorpion to reflect the backstory written by Tony haven't been done despite being pointed out repeatedly.
Adding new mechanics for NPC's to recognize standings, for agents to check sec status, and the like is a lot more effort than de-restricting lvl 1 agents and replacing the spawns in five regions with already existing NPC's.
If I thought they had any chance of being accepted I'd put forth all kinds of ideas for enhancing realism and interaction with NPC factions. Perhaps FW will create an opening to bring up a few other changes but for now I'd be very happy if they simply got rid of faction lock-out and made the outlaw factions stop shooting their allies.
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Maeglin
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Posted - 2008.02.19 06:28:00 -
[38]
*bump*
I'm one of the unfortunate few who's screwed themselves out of ever being able to run a sansha's, guristas, or blood raider mission on my own. I like the quality 0 agent idea, and unlocking level 1 agents... pretty much anything i could use to get back to a -2 standing. But I suppose CCP would rather we open a new account then make us happier with the characters we already have huh? haha. I'd be amazed if anything were to be done about this, but noble posts regardless. |

Earl Black
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Posted - 2008.02.19 18:27:00 -
[39]
Dont realy want yet more skills to grind, I do like the idea of 0 agents some where to start and get enough standing to correct your standing.
Many do make mistakes, as a pirate you can recover, why not extend this to some one who missions.
You join new corp move to system only to find your standing totally ruined not able to run missions, work for 0 agent run 16 missions hauling garbage, get one storyline to set you on your way.
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Esiel
Caldari
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Posted - 2008.02.19 21:30:00 -
[40]
Looking at your ideas I would implement them but a little bit differently. First off, I would only use a couple of skills and they would work a bit differently.
Camouflage (level 5)- (charisma / perception) req - advanced ship I, criminal connections IV, each level adds + 1 to standing but does not work with agents. Would mask your standing with a faction but wouldn't change it. Basically it will allow you to fly around in enemy teritory.
Confidence (level 8)- (charisma / intelegence) req - fast talk V, negoitations V only works if standing is less than 0 derived standing = standing/(confidence level) example your standing with diplomacy is -4 and your confidence level is 2 your derived standing is -4/2 = -2 then this would allow you to create confidence with the agent you are speaking (confidence man or con man)
These two skills would allow someone to get back into any faction I believe without messing too much with other things.
(I would also like camo for people that don't really want to be in good with another faction but still want to be able to travel around) and kudos to the op for bring this up as a change is needed.

Off with your head |
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Feng Schui
Minmatar Ghost Festival
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Posted - 2008.02.20 02:54:00 -
[41]
Not too entirely sure on the skill-idea, but there really should be a way to raise standings for "Stuck" factions. I understand the, "live with your decisions" attitude, and I can relate, except, it is not very sandbox like, and people do like moving to something different, especially if they are bored.
Bored people tend to go elsewhere.

Project:Gank
Pilgrim Guide
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Eilsel Eroma
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Posted - 2008.02.21 19:11:00 -
[42]
This idea deserves more consideration.
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Wet Ferret
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Posted - 2008.02.24 08:43:00 -
[43]
I see no reason why we shouldn't be able to at least start at rock bottom with a corp. Rock bottom, I mean come on... it really sucks but it's something. But I do like the idea of having LP store discounts for players who dedicate themselves to a faction and raise their standings. This would provide an additional drawback for players who choose to work for all / many different factions.
Personally, I willfully wrecked my standings with the Big Three because there really is no sense in denying every single mission that you are required to kill them in... there is too many of them, most agents give them out almost exclusively. Trying to avoid it is shooting yourself in the foot because, while you won't destroy your standings... you also won't make any isk as a mission runner. And now I am effectively cut off from living in half of pirate 0.0 space without taking up an entirely new profession.
There is also the underutilized Charisma attribute. Only used for a handful of Social and Leadership skills. More Charisma skills for the win!
In short: I support all of the suggested ideas in the OP.
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Venkul Mul
Gallente
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Posted - 2008.02.24 12:58:00 -
[44]
Edited by: Venkul Mul on 24/02/2008 13:06:00
Originally by: Daelin Blackleaf Edited by: Daelin Blackleaf on 09/02/2008 03:20:25
Originally by: Dex Nederland With this I think there needs to be some additional changes to NPC rats. Namely Blue/Neutral rats. For example when in Caldari Space why wouldn't we see Caldari Navy (or various Corporate Security) ships patrolling asteroid belts. Killing them starts to result in a negative standing. In really 'secure' space there are big Navy rats, on the gates and patrolling the asteroid belts as you get further away you begin to notice 'skirmishing' between them.
This... in reverse.
I've posted several times on how nice it would be if they replaced all the Gurista rats in Gurista space with Caldari Navy rats. The Guristas are harassing State space, the State is harassing the Guristas. If so inclined a Gurista RP'er could actually mine under such a system without having to go 20 jumps to do so or shoot their own allies, let alone have actual ratting opportunities that don't make a mockery of immersion and common sense. This example of course applies to all outlaw factions and of course the bounties in these cases are paid by the faction whose space you are protecting.
Throw in some anti-empire faction and anti-CONCORD exploration sites in these areas and we'd be well on our way to giving the outlaw factions some of the attention they deserve.
People living and working in outlaw faction space should not be pretty much forced into ever spiraling standings towards the faction they dock and mission with.
Instead of Caldari Navy they could be mercenaries, bounty hunters or freelancers rats.
I don't see why all NPC must be part of a faction or corporation. The average criminal is not always part of the Mafia, Triads, Cosa Nostra, Jakuza ecc. Those with big resources usually are in one of the different criminal organizations (and so it is pretty logic that missions are against them in empire), but the "common" mugger of thief generally is not affiliated and standard belt rats are the equivalent of the common mugger.
I have locked me away from a lot of factions and while on a RP prospective I have no problem being unable to work for pirates (Venkul despise pirates) I am a bit sorry to be beyond the return point with our misguided brothers, the Caldari.
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Dex Nederland
Caldari Lai Dai Infinity Systems
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Posted - 2008.02.24 22:17:00 -
[45]
In addition to the above discussion I would like to see more interaction between the standings of various corporations that we can work for.
I think there should be inter corporation standings, for example if I have a high standing with Lai Dai, I would expect my standing with Ishukone (their main competitor) to be lower (possibly modifier to my State standing). For example I have a 5.03 State standing, my Lai Dai standing is close to 6, under the new system I might have a -1 or -2 Ishukone, but still have access to their lower level agents because of my State standing - a modified 4 for Ishukone who don't trust me since I might be a corporate spy for Lai Dai. But that is really for another discussion.
 Unless a LDIS Press Release is made, the views of its |

Ankhesentapemkah
Gallente
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Posted - 2008.02.25 21:13:00 -
[46]
I was actually thinking of something myself and reading the idea forum, and stumbled across your thread, which is more complex than I had in mind.
I support implementation of these skills, especially the ones that lower standing loss from kills and storylines of opposing factions, I try to remain in positive standing with all the four major factions, and it is very annoying to get a kill mission that sends days of work down the drain.
I like the idea of a structure that allows for a slow process of recovering from extremely low standings.
And of course it would make Charisma a lot more useful, not that I specced for that, but I think all stats should be somewhat equally useful and Charisma has always been the unwanted stephchild for the five.
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Daelin Blackleaf
Naqam
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Posted - 2008.02.27 23:53:00 -
[47]
Originally by: Venkul Mul
Instead of Caldari Navy they could be mercenaries, bounty hunters or freelancers rats.
I don't see why all NPC must be part of a faction or corporation. The average criminal is not always part of the Mafia, Triads, Cosa Nostra, Jakuza ecc. Those with big resources usually are in one of the different criminal organizations (and so it is pretty logic that missions are against them in empire), but the "common" mugger of thief generally is not affiliated and standard belt rats are the equivalent of the common mugger.
I have locked me away from a lot of factions and while on a RP prospective I have no problem being unable to work for pirates (Venkul despise pirates) I am a bit sorry to be beyond the return point with our misguided brothers, the Caldari.
The common mugger would be hard pressed to afford a few rounds of hybrid ammunition with his life savings (or thievings as the case may be). Though I'm just nitpicking. Frankly I couldn't care less what rats are out there provided they don't belong to the faction that claims ownership of the territory.
The whole thing is a little off-topic but is indicative of the general disregard CCP has for anything PvE and the outlaw faction is particular.
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Enna Iese
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Posted - 2008.03.10 01:56:00 -
[48]
yes please stick to the topic of faction change. It is a little odd that a -10 for concord can easily be changed by killing rats but there is no way to fix faction for others. Please CCP find a way to let us fix factions
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CmdoColin
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Posted - 2008.03.10 02:49:00 -
[49]
Couple of points in response to the above.
There are no stuck standings... It's an MMOG - I can, if I want, group with a friend and get faction from them running missions for that faction. You wanna break into that "trinity" then you work with someone who can. Err... like me just about - CmdoColin evemail me if you do want to fix this and are happy to loose ships in 0.0 I didn't say I was that good at it... but I'd recommend an interceptor. It has the firepower to do level 2's and some 3's yet superb at outrunning a gate camp.
Don't like the idea of opening up a locked faction with another skill - we've got diplomacy, I honestly think that's good for what it does.
Fixing this from an RP perspective I like... Personally I'd like to see spawns like the convoys near stations - these thou would be "XXXX" Navy - kill those for faction with said pirate faction. They wouldn't be aggro initially, only if you attack.
Another option would be the double agent - you mission, destroying XXX Navy faction to gain pirate faction.
As for Navy Spawns in belts... in theory I like this... in reality I don't. Mining in 0.0 needs to be risky. I could in theory have good faction with both sides and not get attacked. Risk v's Reward thing. Sure I don't like it... but the RP bit in game is that the pirate faction are just over keen on pirating. I can kinda live with that.
Something that would be interesting is this discussion on creating belts on the fly. Depending on who's in it and their standings - be nice to see "police" forces attacking instead. If multiple mixed factions then default back to the overkeen pirate faction. Audita et altera pars |

Samuel Cantor
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Posted - 2008.03.10 04:07:00 -
[50]
Edited by: Samuel Cantor on 10/03/2008 04:15:38 CmdoColin, the problem is that while ganging can improve corporate standing, storyline mission standing rewards can't be shared. You need faction standing of -2.0 or better in order to use any of that faction's agents, regardless of standing with individual corporations or agents. Also, if you've managed to get to -5 or worse with one of the three (serp, blood, guristas), and -2 with the other two (with maxed diplomacy), you cannot EVER dock at the stations of the faction you have < -5.0 standing with. And those stations guns will shoot you on sight.
Please, CCP, offer some solution for this. EVE is all about trying different things and changing "careers". Right now that is not possible in some situations.
- Skills to reduce impact of having -2.0 (or worse, -5.0) standing with factions, to the point where the toon can at least dock and run lowest-level missions. A skill that reduces negative changes to enemy factions would help people who catch their plummeting pirate standings early, but it wouldn't help people who are _already_ stuck, and it wouldn't help people who get stuck before realizing the problem.
- Allow gang sharing of faction standing effects of storyline missions.
- Level 0 agents hanging out in space and at stations that you could get missions from regardless of standing, with no rewards other than giving small faction standing boosts.
- Bribes to allow docking and/or mission-running for NPC corporations in factions that hate you and ordinarily would not let you dock and/or run missions.
- Time-based decay of standings. I don't like this idea very much, because nothing else in the standing system is directly related to the passage of eve-time. It should be all about your actions, not letting your toon sit idle and coming back in a month or two to get tolerable standings with the main pirate factions.
- Boost standing with pirate factions (blood, serp, guristas) for every sec status drop until those pirate standings get up to -2 (pre-diplomacy), at which point you should have to run missions to boost them further. Also nerf standing with the "good" factions slightly, down to -2 (pre-diplomacy), for every sec status drop. I think this makes a lot of sense. The "unholy trinity" of rats should be willing to accept and talk to characters that concord hates, and empire factions (anyone who likes concord) should disapprove of sec status drops. Also the opposite... if a player's standings with empire factions are horrible, ratting should improve standing with the empire factions up to -2 (it already hurts pirate faction standings), at which point you'd have to stop ratting and go run missions to improve standing with empire factions further.
I like the last option best. It requires no ui changes, no additional agent tweaks, no addition of agents, no messing around with new skills that might take several patches to work correctly... and it makes sense that being "good" would boost "good" faction standings to the point where you can run missions if you're good, and that being "bad" would boost "bad" faction standings to the point where you can run missions for pirates.
It also makes things interesting... if you want to work for pirate factions and you've been a missioning carebear, you have to spend a while killing players, most likely to the point where you're blinky and have logistics problems.
Also, for those that have terrible empire faction standings (<2.0), the above suggestion would also make that reversible, but there's another obvious solution:
- Add storyline agents for Interbus. |
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VampireZIM
Blood Raiders Initiate BLOOD EMPIRE
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Posted - 2008.03.19 21:49:00 -
[51]
So is this going to be fixed or has there been a fix that I am not aware of?
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Damien Arcuri
Empire Black Market
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Posted - 2008.03.28 00:51:00 -
[52]
I agree this needs fixing. Petitioned it, but a GM said it's not petitionable. :[
Can this issue get some attention before the faction warfare patch... in 2018? The solutions are not radical. This is not an area where a change will nerf an entire ship class or cause players to lose POSes.
Why not add a second diplomacy skill that only boosts faction standing? At level 5, that would improve -9.99 faction standing to -1.994 (+20% from diplomacy and +20% from the new skill). Corp and personal standings would be unaffected, since they can be fixed by ganging with another mission runner.
Overpowered? How many pilots have horrible standing with some faction and haven't even trained diplomacy to 5? This would not be a popular skill. It would be a last resort for those who want to try something new. How many players care about running missions for pirates? How many pirate mission-runners care about venturing into empire? For that matter, how many aren't alts to begin with?
There's always the option to (gasp!) allow sharing faction standing. Yeah, I get it CCP, you want people to pull missions themselves if they want to grind faction standing. That's fine, except when their standing is so low they can't pull missions. :(
Running missions for related factions sounds good in theory if any of them will talk to you, but it doesn't seem practical for outlaw factions. It's easy to rat to grind sec status, because rats are everywhere. It doesn't seem so easy to grind faction standing running missions in lowsec or unfriendly 0.0.
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Chewie Soloh
SkillzKillz United For 0rder
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Posted - 2008.03.28 03:12:00 -
[53]
great ideas!
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Chani Fedaykin
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Posted - 2008.04.17 10:48:00 -
[54]
bump ^^
ps: damien, i dont think a 2nd diplomacy skill is usefull (even if it only affects faction standings). if you would implement the 'standard' diplomacy behaviour, it would be too much benefit imo for slight negative standings ... you would get a better standing with a faction @ -0.01 than with one @ 0.01 (as long as there wont be a 2nd connections skill, which is not needed imo)
---
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Athamai
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Posted - 2008.04.22 02:35:00 -
[55]
Just a thought here--
Why doesn't one get standing from killing the enemies of a faction? You lose faction with the party you killed.. Concord is the only exception to this.
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grgjegb gergerg
Caldari School of Applied Knowledge
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Posted - 2008.04.22 02:55:00 -
[56]
Could take an idea from Freelancer here, and use storyline missions.
If one faction hated you, their enemies liked you. Spamkill enough of one, and more diplomatic options with another opened up.
Basically, have NPC kills repair standing with enemies while hurting empire standing. Have empire faction rat patrols (Caldari Navy for example), and have players hunt them down in lowsec for tags, mediocre loot, and Guristas standing.
After X number of CN kills, give the player a special Guristas storyline mission in a neutral station, which would help a lot more. After a week or two, the player would be quite negative with CN, and Guristas missions would open up.
And then, have random Guristas patrols out in lowsec, with a few neutral stations with CN storyline agents.
It shouldn't be EASY, but it should be POSSIBLE.
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Ankhesentapemkah
Gallente
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Posted - 2008.04.22 08:24:00 -
[57]
I've written this issue down on my list of things I need to bring up once I've been appointed as CSM. I think a lot of the ideas brought up show promise, and will surely refer to them. ---
Consider voting for me in the CSM elections. I invite you to take a look at the campaign website for issues and further information. Visit our Campaign Website |

Astria Tiphareth
Caldari
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Posted - 2008.04.22 12:39:00 -
[58]
Originally by: Ankhesentapemkah I've written this issue down on my list of things I need to bring up once I've been appointed as CSM. I think a lot of the ideas brought up show promise, and will surely refer to them.
Nice to see you're confident about that appointment though personally I hope you are. Having read the entire thread, I'll throw in my .02 ISK, in that I am very close to ruining my chances with the pirate factions, and hadn't considered this till I read this thread.
It really annoys me that as a roleplayer I can't undo choices I make in the game, such as this faction system. I don't mind working to undo a choice (I'm currently grinding negative Gallente standings along those very lines) but to get totally stuck is unacceptable. It just promotes alts and metagaming.
As for the side-topic of NPC rats, I agree totally that the current system makes no sense. What I'd like to see is spawns (of varying statistics & spawn chance as you like depending on security) of your faction or anti-faction in belts etc. and you run the risk depending on your faction standings. For example, if in an Amarr belt, you might get an Amarr patrol passing by waving, or shooting at you if you have low Amarr standings. In a Sansha belt, you might have friendly Sansha or unfriendly Amarr, etc.
For all the talk of factional warfare and ambulation and roleplaying, the NPCs & faction system don't seem to have had much love lately. ___ "If you can't debate using logic & fact, and at least recognise other people's point of view, don't waste time posting on forums. It only makes you look like a teenage idiot." |

Chani Fedaykin
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Posted - 2008.04.23 14:42:00 -
[59]
aim / terms / info
basically the following aims at altering the chance which faction is spawned depending on the location. thus a pilot will encounter a bigger diversity of factions at the same location. on the one hand this will make it harder to rat against specific enemies, on the other hand it should add a bit to 'realism' and gives the opportunity to 'rat' empire factions ^^
abbreviations: owner ... owner of the station or region af ... allied (likes owner) faction, standings determine the chance to be choosen hef ... hostile (dislikes owner) empire faction, chance see above hpf ... hostile pirate (disliked by concord) faction (incl.drones), chance see above dpf ... designated pirate faction (set by ccp for each reagion)
drones: drones are not allied, so the percentage of 'af' gets addded. all other factions are considered to be enemies to/of drones.
chances: chances mentioned add up to 1.0 = 100%. these numbers just represent a possibile approach they only affect the choice of which faction is spawned, not if a spawn happens
spawn 'strength': directly related to the security of the system 1.0 will only have small, weak spawns whereas 0.0 should have the biggest and most powerfull
possible spawn chances
'free' 0.0 (allied / hostile is in reference to dpf) - spawns... @ gates: dpf 0.6 / af 0.1 / hpf 0.2 / hef 0.1 @ belts: dpf 0.7 / af 0.0 / hpf 0.3 / hef 0.0
npc-owned 0.0 (owner=dpf) - spawns... @ stations: owner 0.8 / af 0.2 @ gates: owner 0.4 / af 0.1 / hpf 0.3 / hef 0.2 @ belts: owner 0.5 / af 0.0 / hpf 0.5 / hef 0.0
low sec - spawns... @ stations: owner 0.8 / af 0.2 @ gates: owner 0.2 / af 0.1 / dpf 0.2 / hpf 0.3 / hef 0.2 @ belts: owner 0.1 / af 0.0 / dpf 0.4 / hpf 0.5 / hef 0.0
high sec - spawns... @ stations: owner 0.8 / af 0.2 @ gates: owner 0.4 / af 0.2 / dpf 0.0 / hpf 0.0 / hef 0.4 @ belts: owner 0.1 / af 0.0 / dpf 0.4 / hpf 0.5 / hef 0.0
examples for factionsetups
domain owner=amarr, dpf=sansha af=ammatar/caldari/khanid/mordus/interbus hpf=drones/blood/guristas/sansha hef=minmatar/thukker/ore/gallente/soe/jove?/society
stain owner=dpf=sansha af=guristas/blood hpf=drones/angel/serpentis hef=amarr/ammatar/caldari/khanid/mordus/soe/concord/thukker/interbus/society/syndicate
esoteria owner=NULL, dpf=sansha af=guristas/blood hpf=drones/angel/serpentis hef=amarr/ammatar/caldari/khanid/mordus/soe/concord/thukker/interbus/society/syndicate
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Chani Fedaykin
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Posted - 2008.04.23 15:29:00 -
[60]
ORIGINAL POST/IDEA ...moved here because i decided to add a little overview :)
skill related approach...
double agent (rank 4) charisma / intelligence skill at working as double agent, helping you to reduce negative faction gain. 4% reduction in negative faction gain per level requires: connections IV, diplomacy V
camouflage (rank 4) charisma / intelligence skill at masking your actions against factions. 4% reduction in impact of direct hostile actions per level requires: fast talk IV, social V
triple agent (rank 5) charisma / intelligence skill at working as triple agent, thus reducing negative faction gain even more. 50% reduction in positive faction gain 25% reduction in negative faction gain 10% additional faction gain per level (resulting in 100% 'original' at level V) requires: camouflage IV, double agent V
disinformation (rank 5) charisma / intelligence skill at spreading invalid information to cover your actions. 5% reduction in impact of direct hostile actions per level requires: double agent IV, camouflage V
deception (rank 6) charisma / intelligence skill at decieving your enemies in order to reduce hostility. 10% reduction of negative faction standings per level requires: triple agent IV, disinformation IV
some numbers now: you kill a ship/structure that would give you -1% faction standing -1% with double agent V = -0,8% -0,8% with camouflage V = -0,64% -0,64% with triple agent V = -0,48% -0,48% with disinformation V = -0,36%
you do an important storyline mission that would give you a derived modification of -10% faction standing -10% with double agent V = -8% -8% with triple agent V = -6%
you would have to invest a nice amount of time (if you are willing to do) to get those skills, on the other hand, they would help you to reduce negative faction gain. i am not sure, but i think, even with those skills and the reduction you would have a hard time raising all factions, hopefully/most likely its not even possible.
as for deception: you have -9,9 faction standing, this would be reduced to -4,95 with deception V. with diplomacy V you would be able to do the lowest level 1 agents of that faction. if you have -0,1 the skill will only reduce that standing to -0,05 (not like diplomacy which will actually make a negative standing positive). thus this skill would be a last resort for those that have 'disabled' their chance to do missions for a group of factions by getting all friendly ones to below -5
one thing to add finally. because this would allow to do missions for any faction (of course with some dedication on getting those skills up) and get access to any lp store, i would suggest to adjust lp store prices depending on the related faction standing. thus a dedicated minmatar mission runner, would pay less for the same item than someone with low standings. |
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