pioneerspacesim/pioneer — pull request #2675 by impaktor (2014-01-22 10:17:06+00:00)
Title: Introducing Reputation

## Why have reputation in the game?

I refer to the first post on the [forums.](http://pioneerspacesim.net/forum/viewtopic.php?f=3&t=134)

## Reputation rank

Unlike the kill count, I don't think it's a good idea to show reputation as a number to the player, as that would expose the inner workings of the game. Instead the player can see his reputation standing in the PersonalInfo view, according to the table below:

| rank | reputation |
| ------------- | ----------:|
| INCOMPETENT | < -8 |
| UNRELIABLE | -8 |
| NOBODY | 0 |
| INEXPERIENCED | 4 |
| EXPERIENCED | 8 |
| CREDIBLE | 16 |
| RELIABLE | 32 |
| TRUSTWORTHY | 64 |
| PROFESSIONAL | 128 |
| EXPERT | 256 |
| MASTER | 512 |

I note three things:

1. "EXPERIENCED" should be at level 8, as one of the flavours available at this level is expicitly asking for an "experienced pilot wanted".

2. I'm not sure MASTER, and EXPERT are good reputations? Sounds more like how skillful someone is at their craft? Craft of being a freelancer?

3. MASTER in lang/ui-core really must be split, or at least have a message referring to it meaning a master volume, as the meaning can be very different in other languages (my own being one of them).

## How it works

The current setup is shown in the two tables below. A pilot with zero or negative rating can always do most delivery missions to regain lost reputation. Since we are currently experimenting with not having hyper drive included, I have all in-system missions always available to the player. This should also give an incentive for the player to take more of these in the beginning, if none of the other two delivery missions available at zero reputation are on the BBS.

- Delivery mission adds (removes) 1, Taxi 2, and Assassination 8 to the reputation upon completion (failure).

- Taxi missions require at least zero in reputation.

- Assassinations also depend on number of kills, which I imagine the player will have from doing dangerous Taxi and Delivery missions.

- In effect, this means that when starting the game, the player has access to
* 7 / 10 Delivery missions (5/5 local delivery)
* 3 / 14 Taxi missions
* 0 / 5, Assassination missions.

- After four successful delivery missions (or two Taxi) they will have
* 8 / 10 Delivery missions (5/5 local delivery)
* 7 / 14 Taxi missions
* 0 / 5, Assassination missions.

- After reputation 8:
* 10 / 10 Delivery missions (5/5 local delivery)
* 12 / 14 Taxi missions
* 0 / 5, Assassination missions.

| Mission | ugrency | risk | reputation needed |
| ------------- | -------:| -----:| -----------------:|
| Deliver | 0 | 0 | any |
| Deliver | 0.1 | 0 | any |
| Deliver | 0.1 | 0.1 | 4 |
| Deliver | 0.6 | 0 | 8 |
| Deliver | 0.4 | 0.75 | 8 |
| Deliver local | 0.1 | 0 | any |
| Deliver local | 0.2 | 0 | any |
| Deliver local | 0.4 | 0 | any |
| Deliver local | 0.6 | 0 | any |
| Deliver local | 0.8 | 0 | any |
| Taxi | 0 | 0 | 0 |
| Taxi | 0 | 0 | 0 |
| Taxi | 0 | 0.001 | 0 |
| Taxi | 0.3 | 0.02 | 4 |
| Taxi | 0.1 | 0.05 | 4 |
| Taxi | 0.02 | 0.07 | 4 |
| Taxi | 0 | 0.17 | 4 |
| Taxi | 0.85 | 0.2 | 8 |
| Taxi | 0.5 | 0.001 | 8 |
| Taxi | 1 | 0.31 | 8 |
| Taxi | 0.9 | 0.4 | 8 |
| Taxi | 0.13 | 0.73 | 16 |
| Taxi | 0.15 | 1 | 16 |

| Mission | danger | reputation needed | kills needed |
| ------------- | ------ | ----------------- | ------------ |
| Assassination | 1 | 16 | 4 |
| Assassination | 2 | 16 | 8 |
| Assassination | 3 | 16 | 8 |
| Assassination | 4 | 16 | 16 |

## To do later

I will get to DonateToCranks in a while. I need to think of a balanced way to have donations affect reputation, (and possibly notoriety?), and submit that as a separate commit.

Should missions affect notoriety? Something to think about and discuss on the forum perhaps.