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Karma System


The10thJinchuuriki

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  • 4 months later...

I want this and I think its a great idea.

 

Good Karma could have 5 stages. (5 Being the highest rating.)

 

1) Memorable - Earn more caps from bartering as you have earned the reputation and your face is known around cities. (10-20%) .Pick pocketing and locking chances decreased by 20%.

2) Noble Figure - Settlements produce 25% more resources. (Food/Purified water/scrap.)

3) Miracle worker - Unlocks a new weapon effect that can be found in the commonwealth. Hostile units have a 10% chance to be pacified when dealt with damage. (Thinking of a play through when you don't necessarily want to kill someone as you want good karma.)

4) Know your enemies - You do 20% more damage to raiders and gunners and 20% less damage to creatures and animals.

5) Forthcoming - Your reputation is well known in the commonwealth! You have a 40-50% chance of civilians coming to your aid when your health is below 40%.

 

Bad Karma could have 5 stages. (5 Being the highest rating.)

 

1) Street Urchin - Lock picking and pick pocketing are slightly easier. (10-20%) Prices from vendors decreased by 20%.

2) Dictator - Through your intimidation alone, your settlements produce 25% more resources. (Food/Purified water/scrap.)

3) Psychopath - Unlocks a new weapon effect that can be found in the commonwealth. Enemies will flee in terror and start to attack their own kind.

4) Know your enemies - You do 20% more damage to creatures and animals and 20% less damage to raiders and gunners.

5) Passive Aggressive - You have become well known to the Gunner and raider community. Gunners and raiders have a 40-50% chance of ignoring you. (Possible speech check - A gunner runs up to you and you have to intimidate them and you can freely walk around their camp.)

 

Ways to increase good karma:

- Selling to vendors.

- using the speech checks that are positive and passive.

- Helping people around the commonwealth (Giving them stimpacks or purified water.)

- Recruiting people to settlements.

- Completing 'good' quests.

- Successful Pacifying attempts.

- Killing Feral Ghouls/Raiders/Gunners (Only increases it slightly.)

 

Ways to increase bad karma:

- Pick locks and pick pocket.

- Intimidate NPCs.

- Taking drugs.

- killing NPCs and enemies (Only increases it slightly.)

- Cannibalism.

- Killing synths (Possibly.)

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You know what this reminds me of... where are the groups of mercs and assassins sent to kill you because you pissed off the wrong person? That's one aspect from Skyrim that really should have carried over to this game. Needs more death squads.

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You know what this reminds me of... where are the groups of mercs and assassins sent to kill you because you pissed off the wrong person? That's one aspect from Skyrim that really should have carried over to this game. Needs more death squads.

Have you tried a mod called Hunted Encounters, it's pretty cool. Trackers find you and attack, also other NPCs but basically all kinda like raiders. But the only thing it's missing is a bit of back story as to why they are hinting and tracking you. Of course it could be because you attacked raider camps, but it's never an actual trigger you are aware of like the assains in skyrim who leave a nice note for you. Lol. It's a great mod though.

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Karma is too arbitrary. Perfect example from a prior game:

 

 

When you spend a long time negotiating to get the ghouls admitted to the Tower, racking up good karma each time, only to come back later and find that the ghouls killed everyone and tossed the corpses in the basement. How the hell was that good karma?

 

 

Also annoying was when you go in and slaughter your way through your opponents, killing everything that moves. Then, once you're the only living thing left in the compound, you pick up some loot. Killing everyone was okay, but that loot was stolen! (From whom? You killed all the owners already.) Bad karma for you!

Absolutely ridiculous.

 

Much more useful would be a faction reputation system, basically tracked like companion affinity, where some things make the faction like you more and some things make the faction like you less. That way, rather than a single action being arbitrarily "good" or "bad", it would result in a "good" or "bad" reaction from the different factions depending on what they like, potentially increasing your rep with some factions while decreasing your rep with others.

This would be especially cool if there were companions who would only join you if faction affinity was high enough or low enough, if there were dialogue choices only available at certain faction affinity levels, etc.

 

As an example, killing an escaped non-hostile synth would probably give some negative affinity for the Institute (they'd have liked to get the synth back), a lot of negative affinity for the Railroad, some positive affinity from the Brotherhood of Steel, and no change for the Minutemen, Gunners, Nuka-World Raiders, non-feral Ghouls, Atom Cats, or whatever else might be a faction.

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Karma is too arbitrary. Perfect example from a prior game:

 

 

When you spend a long time negotiating to get the ghouls admitted to the Tower, racking up good karma each time, only to come back later and find that the ghouls killed everyone and tossed the corpses in the basement. How the hell was that good karma?

 

 

Also annoying was when you go in and slaughter your way through your opponents, killing everything that moves. Then, once you're the only living thing left in the compound, you pick up some loot. Killing everyone was okay, but that loot was stolen! (From whom? You killed all the owners already.) Bad karma for you!

Absolutely ridiculous.

 

Much more useful would be a faction reputation system, basically tracked like companion affinity, where some things make the faction like you more and some things make the faction like you less. That way, rather than a single action being arbitrarily "good" or "bad", it would result in a "good" or "bad" reaction from the different factions depending on what they like, potentially increasing your rep with some factions while decreasing your rep with others.

This would be especially cool if there were companions who would only join you if faction affinity was high enough or low enough, if there were dialogue choices only available at certain faction affinity levels, etc.

 

As an example, killing an escaped non-hostile synth would probably give some negative affinity for the Institute (they'd have liked to get the synth back), a lot of negative affinity for the Railroad, some positive affinity from the Brotherhood of Steel, and no change for the Minutemen, Gunners, Nuka-World Raiders, non-feral Ghouls, Atom Cats, or whatever else might be a faction.

almost fully agree with you..

 

the biggest thing that really pissed me off was how unbelievable it was, i mean i killed someone but it was bad to a fraction or cased others to hate you. HOW how in the world when no one ever saw me do it. same goes as you said: you (the player) kill everyone then take something, or try to sleep somewhere its still ether stealing/ owned/ ect. (same way in f4 in same area. like when you kill the group inside the apartment buildings inside of "goodneighbor" while you cant sleep on beds because they are owned, ...by the hell who? the player killed everyone.. (still wish i could of build up a player base in the building. xD )

 

i think there really needs to be put a lot more thought into making a better system like this, just black and white or gray (tho it seemed in F4 you where forced to play as a good guy/ girl and you had no options in anything. just a even worse plotted out romance system. i also loved and miss dress up as another fraction and they think you are part of them..

Edited by thunderlord2200
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