Epic: Reputation Mechanics #202

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opened 2026-03-16 01:35:48 +00:00 by freemo · 0 comments
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Metadata

Field Value
Epic Reputation Mechanics
Legendary #199 — Reputation & Social Standing
Priority High
Type Epic

Background and Context

This epic implements the core mechanical systems that drive reputation changes in Aethyr. It covers three key areas: reputation propagation between related entities (allied factions, rival factions, parent/sub-regions), natural decay of reputation scores over time toward neutrality, and the gameplay effects that reputation tiers have on merchant prices, area access, and quest availability.

Reputation propagation ensures that actions affecting one faction ripple through the faction relationship graph — helping allies and hurting rivals. Decay prevents permanent grudges or favor from single actions. Gameplay effects give reputation mechanical weight so players feel the consequences of their standing.

This epic depends on the Reputation Data Model & Storage epic (#201) being complete.

Child Issues

  • #216 — Implement reputation propagation — allied factions +50%, rival factions -30%, parent region +25%, sub-regions +10%, individual-to-faction +15%
  • #217 — Implement reputation decay system — configurable rate toward neutral per game day, stops at ±5
  • #218 — Implement gameplay effects — merchant price multipliers, area access restrictions, quest availability based on reputation tier

Acceptance Criteria

  • All child issues are completed and merged to master.
  • Propagation cascades correctly through ally/rival/region relationships.
  • Decay moves scores toward neutral at the configured rate.
  • Gameplay effects (prices, access, quests) respond to reputation tiers.
  • All thresholds and rates are configurable.

Definition of Done

This epic is complete when all child issues listed above are completed, reviewed, merged to master, and verified.

## Metadata | Field | Value | |-------|-------| | **Epic** | Reputation Mechanics | | **Legendary** | #199 — Reputation & Social Standing | | **Priority** | High | | **Type** | Epic | ## Background and Context This epic implements the core mechanical systems that drive reputation changes in Aethyr. It covers three key areas: reputation propagation between related entities (allied factions, rival factions, parent/sub-regions), natural decay of reputation scores over time toward neutrality, and the gameplay effects that reputation tiers have on merchant prices, area access, and quest availability. Reputation propagation ensures that actions affecting one faction ripple through the faction relationship graph — helping allies and hurting rivals. Decay prevents permanent grudges or favor from single actions. Gameplay effects give reputation mechanical weight so players feel the consequences of their standing. This epic depends on the Reputation Data Model & Storage epic (#201) being complete. ## Child Issues - [ ] #216 — Implement reputation propagation — allied factions +50%, rival factions -30%, parent region +25%, sub-regions +10%, individual-to-faction +15% - [ ] #217 — Implement reputation decay system — configurable rate toward neutral per game day, stops at ±5 - [ ] #218 — Implement gameplay effects — merchant price multipliers, area access restrictions, quest availability based on reputation tier ## Acceptance Criteria - All child issues are completed and merged to `master`. - Propagation cascades correctly through ally/rival/region relationships. - Decay moves scores toward neutral at the configured rate. - Gameplay effects (prices, access, quests) respond to reputation tiers. - All thresholds and rates are configurable. ## Definition of Done This epic is complete when all child issues listed above are completed, reviewed, merged to `master`, and verified.
freemo self-assigned this 2026-03-16 01:35:49 +00:00
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Reference: aethyr/Aethyr#202
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