MOD:WCU:Privateer3:ReqTrust

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The idea of "Trust"

Trust is a new player stat intertwined with Karma.
Note however that while Karma affects mostly trust, Karma is non-faction-specific, whereas
there's a trust factor for each faction, company and character that is influenced by your
karma; --i.e.: is added to your karma, or "general trust".

(Note: Are karma and "general trust" the same thing? Almost. General trust is a sort of
reputation about you, plus the trustworthiness you convey. But the trustworthiness you
convey, even subliminally, has to do with how much you honestly trust yourself. So your
little secrets may be secret in the explicit details, but not as secret as you might
think... ergo: karma.)


Corporate trust

There's only one way to gain initial trust from a company: Check the mission computer for
missions offered by it and do several of them. How many you need to do before gaining their
trust is determined by your karma. With good karma, 3. With very bad karma, infinite.
Once you gain a company's trust, you'll get either,
a) a fixer giving you a special mission or a whole side-plot
b) a fixer that offers you a deal on something the company makes
c) a letter of recommendation, which you can use later when you vet for a mission far
  from Gemini, or from a company that hasn't heard about you.


Base trust

Bartenders' trust represents a base's trust on you. Base defense missions are the surest
and fastest way of getting a base's trust.
If a bartender trusts you, he talks to you more, increasing the chances he might give you
a tip for where to go to start a side-plot.
A base's trust on you is also a function of your relations to the faction that controls it:
If you're doing missions for Confeds, you'll probably have at least some bartender trust,
even if you never took defend missions for the base, and even if you have pretty bad karma.
Bartenders that trust you should greet you, not just speak to you.
Say, at +20 they say "Hello, friend."
At +40 they as for your name one time, and from then on they call you by name.
At +60 they buy you drinks every other time, and give you juicy tips.
At +80 they might talk to you very secret rumors that help you get ahead in long term
 side-plots.
When a base's trust on you reaches 100, you should even be able to borrow money from the
bartender.
For the sake of consistency, their attitude changes back only if their trust on you falls
below 20 points of the positive trigger mark. That is:
If you reached 100 and now you can borrow money, you only go back to not being able to
borrow if their trust on you falls below 80. But borrowing money temporarily removes 10
points from their trust, until you pay it back.
Talking to a bartender two or more times in a row should "piss him off", lowering trust
temporarily by 20 points each time.
A bartender's trust could go above base trust, though, if you speak to him often, though
not twice in the same landing. Say, it could go up by one point each time.
But NOT talking to the bartender ever when you land at the base should decrease his own
personal "over-trust" by one point for every two landings at other bases since the last
time you were at his base, down to just the basic "base-trust".