First Aid- Faction Standing Increase (balancing)

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
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Moonracer
Posts: 15
Joined: Thu Nov 15, 2012 10:52 pm

Fri Nov 16, 2012 7:26 pm

tested on version 0.32

I've noticed that administering First Aid to NPCs is a great way to improve Faction standing but need some balance tweaks.

My party can attack a group take all their gear and then administer first aid. This leaves the group I fought heavily wounded, unarmed and liking me a little more. So basically I have been slowly increasing my standings with several groups by robbing that faction in a brutal fashion; repeatedly.

At the very least we should take a higher faction standing hit for starting a fight. It kind of makes sense that you can improve your standing with a group constantly attacking you if you take them down and then patch them up (but it should be slow).

And looting unconscious NPCs should give a faction standing hit of some sort (but at the same time it makes sense to disarm hostiles you give first aid to). I imagine that would complicate things if you started checking what you loot.

Pain
Posts: 85
Joined: Sat Dec 17, 2011 5:57 pm

Sat Nov 17, 2012 2:10 pm

From a logical standpoint, fighting should give a tougher rep hit to that faction, than patching up the guys, even if you have been attacked by them. Kicking their ass and then patching them up again does not really make sense to improve the overall reputation with that faction.

But patching up enemies, that have been knocked down by other factions, should result in "amnesty" for the time being (so if they become contious again, they will not attack their saviors and just walk away, even if enemies).

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Mattk50
Posts: 1039
Joined: Thu Nov 03, 2011 3:22 pm
Location: A far away land where bug testing is entertainment.

Sat Nov 17, 2012 5:06 pm

right now healing is the only way to increase relations. It would essentially be impossible to get positive relations if it didnt work like it does now... but of course, when theres jobs to do for people, missions, donations, combat assistance etc that will help your relations it can be rebalanced

Moonracer
Posts: 15
Joined: Thu Nov 15, 2012 10:52 pm

Sat Nov 17, 2012 6:34 pm

Further testing seems to suggest that attacking a trader caravan and then patching them up gave an overall negative faction standing effect. I think I went from 1 to -4, so I'm not sure if they are calculated differently but that seemed pretty balanced.

I do like that there is an immediate high faction standing change mechanic upon healing or attacking that lessens over time. So you can heal enemies and it will give you a high enough temp faction boost that they probably wont get up and attack you right away (but if you come across them a couple minutes later they will attack you). So you don't need to take their weapons but it is a profitable option.

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Mattk50
Posts: 1039
Joined: Thu Nov 03, 2011 3:22 pm
Location: A far away land where bug testing is entertainment.

Sat Nov 17, 2012 10:21 pm

Moonracer wrote:Further testing seems to suggest that attacking a trader caravan and then patching them up gave an overall negative faction standing effect. I think I went from 1 to -4, so I'm not sure if they are calculated differently but that seemed pretty balanced.

I do like that there is an immediate high faction standing change mechanic upon healing or attacking that lessens over time. So you can heal enemies and it will give you a high enough temp faction boost that they probably wont get up and attack you right away (but if you come across them a couple minutes later they will attack you). So you don't need to take their weapons but it is a profitable option.
You need to game the system to get a gain. Its somewhat complicated... essentially as long as the red bar appears on your diplomacy thing you are constantly gaining or losing faction relations. so you need to kill them and hold them somewhat captive, healing them over and over again whenever the red bar runs down and putting them in a bed inside a building with a locked door.

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