I have absolutely no experience with MP yet (solo flying on a server doesn't count), just curious: What happens when 2 players meet in MP and both have different reputations, say Player A has 40% with Navy while Player B has 100%. How is the appearance of random hostile Navy ships calculated in this case, is it a mix of both as with a single player at 70% reputation? And does it also go for contracts?
Edit:
In case your last comment was meant as a question why on earth I even bother with a reputation shift of Pearl to 'good': It's nothing serious, just a silly (and likely useless) hobby, like collecting butterflies...
Though I've already seen a whereas small positive side effect: I get slightly better prices on the SP station compared to the same station located in the hostile MP system. So I actually could trade between MP and SP if I want so. And since it's on the same station I even won't need to move to make some coin!
The following may help explain how the reputation systems work on MP vs SP:
Details on the structure of those systems are below (taken from earlier threads, discussions, and debates which helped establish the decisions and basis for its eventual operation):
...some games do thread out reputations for individual players in a multiplayer environment, and that's where there have been problems (especially if you have experience playing those games and what such 'individual' reputation structures did for gameplay). Here are some excerpts from past discussions on the topic:
And if you've played a few other games with a different approach for any length of time, you've probably encountered the scenarios where one player has a bad rep in the same system one of their coop buddies has a good rep, it then hinders their ability to find jobs where they want when they want and to complete those objectives because they fail to share a reputation... even if they are of the same 'clan'... even if they are 'linked' together in a group... even if they are flying together in formation both as human players...
So rather than having a spaghetti reputation system, where even friends can have different enemies and allies in the same system (even though they themselves might be linked by group or common coop interest) resulting in interference for working together or even just trying to travel together, human reputations follow human activities based on location. The 'human' group is basically treated as their own faction in MP, being part of how the game's 'fleet' and 'faction' system changes between the two modes. This is also reflected in how hiring a fleet in SP involves computer controlled AI ships while doing so in MP involves recruiting (and optionally linking) human players.
So on the reputation side of things, if you're flying with a buddy, you can expect to have the same enemies and allies come along. The main reason for the separate reputation structure between SP and MP in Evochron is to allow players to perform activities in MP that do not impact their earned individual SP reputations while still allowing them to keep everything else they've earned to use in both SP and MP.
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Multiplayer reputations are synchronized for human players as part of the fleet system and to accommodate the conditions for multiplayer itself. Reputations are 'locked' in to protect your earned reputations for various actions while you're in multiplayer (primarily so that taking actions you may need to in multiplayer do not adversely effect the reputations you have earned in single player).
The primary reason for this are the player requests for a 'no-penalty' environment in multiplayer. That is, players want to be able to take actions in multiplayer (coop or otherwise) that they normally would not take in single player and not have their reputation penalized for it. As an example, they may have to attack ships that they were normally allied with in single player due to circumstances in multiplayer caused by helping out other human players. They want the option to do that without harming the reputation they worked so hard to achieve in single player. This lets the player do whatever actions they want in multiplayer without worrying about hurting their (hard) earned single player reputations.
Thanks Vice, I already did read this text but now I slowly start to understand (I hope so). So from my short journey to Galactica I learned that I can bring my current local reputations from SP, can shoot some Rebels and Guild Pilots that lowers my reputation to both fraction and then bring this new reputations back to SP. Up to this point I thought it's easy, straight forward, but all I did was some single player action on a multiplayer server. So if I would have worked together with another pilot, be it as fleet or 'linked' (whatever this means) my reputation would be harmonized FOR NOW. And if I disband this connection, my former reputation will be restored? At least that would be the way I wished it was.
As explained above, you do not carry back a reputation penalty or reward from MP back to SP when you switch. Your earned SP reputations are 'locked in' and protected from alteration while you are in MP. So you can perform whatever gameplay activities you wish while in MP without fear of them effecting your offline SP reputations. So yes, when you disconnect, your former reputations are restored and you can return to where you left off in SP when you are ready. So it is as you wish (along with many other players who requested such an architecture over the years in feedback leading up to the eventual design of this system).
The whole confusion might actually be a 'term confusion'. Players often refer to MP and seem to refer to playing on a server in general.
What do you refer to when you say:
From post: 169416, Topic: tid=11364, author=Vice wrote: As explained above, you do not carry back a reputation penalty or reward from MP back to SP when you switch.
You can't mean 'in general' here, I guess you mean 'real multiplayer action' with other players. Otherwise someone need to explain why I currently get my earned local faction reputation from a MP server - but solo action - back when using this profile on SP. Or in short: I actually carry back a reward from MP to SP, but then I was flying alone on that MP server.
Definitions below and some explanations within the context of the 'reputation' topic:
Multiplayer (MP) - Online public, direct IP, or LAN gameplay modes. Any mode in which you connect or host a server.
Single Player (SP) - Offline gameplay with no network or internet connection involved.
SP (offline) faction reputations are locked and protected in SP from influence in MP. While they may match what you encounter while going from SP to MP, they don't carry over from MP to SP nor are any potential changes/values carried over from MP to SP. So your earned SP reputations are protected in this way and restore when you return to SP mode later.
So while conditions can be statically unique while online/MP, your offline SP levels are protected and restore to back what they were last time you were playing in SP.
I think Vice is using "linked" to mean two or more real players who are not in the same clan ... in other words, they do not fly with the same clan tag (for example: [IM]Starbuck). When flying with others in MP, their faction and global reputations most likely won't correspond to your own. Ergo, a general reputation for star systems in MP is (evidently) hard coded. 'Though, I must admit, it doesn't always seem that way to me. Also, in MP you're more likely to find yourself in a co-op with somebody who attacks the good guys ... which, if such an attack carried over to SP, would be carried by everyone who participated in that contract.
From post: 169419, Topic: tid=11364, author=Vice wrote:
[...]
SP (offline) faction reputations are locked and protected in SP from influence in MP. While they may match what you encounter while going from SP to MP, they don't carry over from MP to SP nor are any potential changes/values carried over from MP to SP. So your earned SP reputations are protected in this way and restore when you return to SP mode later.
So while conditions can be statically unique while online/MP, your offline SP levels are protected and restore to back what they were last time you were playing in SP.
Then you've lost me there. I'm sure you know what you're talking about, but I'm also sure what I've done today and what I see. Today I did some quick test runs on Galactica and Ceti Alpha. When I started I had a reputation to Rebels at 14% and to Guild at 16% (both on SP and MP). I've then started to kill Rebel and Guild pilots on both servers until I had them down to 12% (Rebels) and 13% (Guild). Believe it or not, exactly these reputations now show up when I load this profile in SP. None of these changes were done in SP. Actually that's what I wanted and expected, but doesn't at all fit to your words. Unless I still misunderstand the whole issue.