» Fri Oct 23, 2009 11:03 am
Reputation is a tricky thing because it's sort of complicated under the hood. I guess I'm to blame for that, but I think the nuance is worth the hassle.
With any given group for which reputation is defined (in GECK), the player has two reputation values under the hood: good and bad. These are separate values. I.e. New California Republic - Good and New California Republic - Bad. If you rescue an NCR lady's pet cat from a tree, you get a bonus to NCR Good. If you steal an NCR baby's svcker in front of its mother, you get a bonus to NCR Bad. These values typically only go UP. If you do something bad, your good reputation doesn't get worse -- your bad reputation goes up. There are exceptions to this in Fallout: New Vegas. At specific points in the game, you are given amnesty by a group even if you have a terrible rep. This effectively wipes out the "Bad" component of your reputation with them.
What the player actually sees in game is an aggregate of the compared good/bad values on a scale defined for the reputation group. If you have only good or mostly good, you are going to be on the good axis. If you have only bad or mostly bad, you are going to be on the bad axis. If you have a relatively even mix of good and bad, you have a mixed reputation. This is what GetReputationThreshold checks, the aggregate that the player sees (Liked, Wild Child, Vilified, etc.). It is important to note that the player can only be on one of these three axes with a group because all reputation titles/ranks are mutually exclusive. Yes, you have a good rep and bad rep meter behind the scenes, but what the player sees and what NPCs should react to is the threshold.
The last piece of this puzzle is reputation scale. Each group that uses reputation has a "scale". This is used to determine how quickly the player moves through the ranks from performing actions that alter his/her good/bad rep scales with a group. Shooting a person in the face will always give you X points of bad reputation, but it will change your threshold more quickly in Goodsprings (which has a scale of 30) than with NCR (scale of 100-ish). If you set the scale high enough, the player will have to perform an enormous number of actions to alter his/her reputation title/threshold. If you set it very low, getting caught stealing a piece of bread can instantly vilify you.
N.B.: Because of the way the system is set-up, players that do a bunch of crazy stuff like save a town and then kill most of its residents will find themselves permanently stuck with a Wild Child reputation. This is intentional, but if modders want to allow players to worm their way out of it, you can always allow some sort of option to reset their reputation values (maybe as the result of a quest, or paying a propagandist, etc.).