I don't know of the game like this.
rusty_shackleford wrote: ↑
October 12th, 2025, 16:09I understand why they do it and this is probably kinda hard to implement otherwise, maybe. From the technical side, you'd probably need to do something like keep a history of where each reputation gain/loss happened at and be able to re-calculate faction values when the value is needed and it's outdated, checking if each gain/loss would have propagated yet.
Well, you can imagine making a simpler version of this propagation. There're "information nodes" (NPCs or buildings) that exchange faction-wide info between each other instantly. And then there's a downtime for each NPC to travel to such a node. So that, e.g. if you kill everyone in a border patrol, nobody would be left alive to tell others that you did this. But if you let some patrolman to run and he got to such a node, you instantly turned into enemy of the state.
You lie to a maiden that you're a local hero to have your way with her, then she sees a real hero, then your reputation gets altered (or maybe not if she's ashamed to admit she was fooled).
Replace maiden with some other honor-based situation. Use a relic pretending to be a paladin, then repeat it several more times, before getting legal access to those relics (clerics hush it down as to not sow dissent among the peasantry (but the relics are tainted now)).
Or make the lie even more time-dependent. Run to the trading post pretending that the capitol was raided, sell them weapons at a premium, run away before they contact the capitol, repeat on other posts before your reputation spreads, retire rich. Organize insider trades. Change faction allegiance and then run back to your base to get your stuff out before the news of your betrayal spread. Keep troop morale high before they found out that the second army was crushed.
Or make it item-based. You're a new king, but some of your subjects disobey, because the new coins with your face hadn't reached them yet and you don't look like the previous king. Or maybe you killed the dragon and go around showing off his head as a proof and some time later get attacked by wizard guild henchmen, because wizards want to get dragon teeth for free. Or maybe you kill the weakened dragon-killers, get the head and wave it around pretending that you did it.
Val the Moofia Boss wrote: ↑
October 12th, 2025, 16:12
This overlaps with instantaneous communication in games. I remember there being an American Civil War RTS (forgot the name) where when you order a unit to do something, they do not instantly start moving there as if they received an instaneous communication. Instead a rider is dispatched from your HQ and has to travel across the battlefield to that unit's officer
There was also some old space wargame with a nice idea. Each fleet there had to have a commander. Each commander had several stats, including "delay rating" in turns. You issued orders to fleets. Commanders began to execute orders on turn = issue turn + commander delay + time lag (that depended on distance to capitol or some other communication relay). It added variety to commanders - e.g. there could be a strong but slow admiral or mediocre but agile one. And some tactical traps were possible because troops just didn't get their orders in time.