Wynna wrote:Baalster's Reputation System. Murky has reservations about how requiring this would make demands on the builders to lock them into this system that I'll ask him to comment on, but I'd like to work around them and get this in, if possible.
I believe we should force builders to use the infrastructure of the base module. If we can harness best practices we can make uniform modules with regional contents.
The reputation system isn't difficult. Alot of it I can into the scripters heads in a session or two. However, we need to know if reputation still is in the game, and if the influence system of NWN2 can do the same thing.
With the reputation system in place, we can add the script-less quest system and the rumor system built on top of it. So we can direct which quests are available to the PC and which are not. We will definitely have more "lively" NPCs as the can react differently based on the PCs reputation. This forces the PC to spend time on the server to gain the faction's trust. No more rushing in, and be treated as you've known them all their lives. Some regions doesn't give trust easily. The game should reflect this.
As for the rumor system, why would you give someone with high reputation crap or false rumors ? And why wouldn't you give false rumors to someone you know you dislike ?
These three components are things I intend to bring to the base module, by taking the tech team through the code for them. They will absolutely need redesign and rewrite for NWN2. What I have on Whitehorn at the moment, I consider proof-on-concept. Many has liked what they seen, and the possibilities they give to bring better life to the NPCs. It's one of the key things I would like to see on our show-case first wave of servers for NWN2.
Baalster
HDM 081 Whitehorn