MOD:WCU:Privateer3:ReqTrust

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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.