Reputation
Reputation is a concept that expands from the Attitude Solving. It's a more elaborate way to determine the attitude between a Faction Member and a Target.
There are three things to consider if you want to introduce Reputation to your project:
- You need to use the
FactionSolver_TargetReputation
or another compatible solver. - Make sure that your Reputation Table is configured in the Solver or in the Project Settings.
- There are Reputation Sources that will allow the player's reputation to grow.
Faction Solver: Target Reputation
This solver considers that both Members share the Same Faction and if so, the Target must have a Reputation Tier. Reputation Tiers will individually determine their Attitude and can change over time.
flowchart TD
A[Check Attitude] --> B{Has Same Faction?}
B --> |Yes| C{Has Reputation For Faction?}
B --> |No| D[Get Default Attitude Towards Other Factions]
C --> |Yes| E[Get Attitude from Current Tier]
C --> |No| D
D --> F[Attitude Solved]
E --> F
Reputation Tiers
As mentioned above, a Faction can have multiple Reputation Tiers and the Attitude will depend on what is configured for a Tier.
Tiers are configured globally in the Faction Settings Panel and are represented by a
Data Table that uses the FFactionReputationTableRow
structure. The project has a sample
Table that you can copy to your project and use as a base. Here's the initial values.
Reputation Sources
Reputation Sources is another name for a broader concept in this framework - Faction Sources.
Whenever a Faction event happens, such as a Faction Membership was granted or the Reputation for a Faction has increased, there is usually a source related to that event.
This concept becomes even more relevant when Reputation is being used in the game as the Faction Component will expected a valid source to retrieve rewards from. Valid Sources could be:
- An Enemy that was defeated.
- A Quest Giver that rewards reputation on quest completion.
- An Item that was collected.
- An Area that enables a new Faction.
Please move on to the next section to read more about this topic.