I've heard it said that reputation can't be changed in MP. It can only be done in SP. I've looked and looked and looked (and probably missed it) and can't find anything from starwraith confirming this.
And if this is the case that a player's rep can't be changed in MP, it begs the question, Why not?
Janus
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I grinded contracts in Pearl for ever, getting more and more frustrated that it never changed from Hostile until MiaZ stopped by and told me to check in Single Player, and sure enough in SP I had a Good reputation. Back on MP Pearl is still Hostile but the Navy, Energy and Miners are all green or yellow, which is nice, and I don't have to really worry about whose contracts I accept any more, which is really nice for Clan percentage maintenance.

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The major difference between a thing that might go wrong and a thing that cannot possibly go wrong is that when a thing that cannot possibly go wrong goes wrong it usually turns out to be impossible to get at or repair.
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Vice
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This has been a pretty long standing structure for the game, with final design decisions for it made about 3-4 years ago after many discussions and debates. It has remained pretty consistent since then. To save you from more searching, here is some more information on how and why reputations work the way they do in SP and MP taken from other threads/discussions:
...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 Freelancer 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 spagetti 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.
...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 Freelancer 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 spagetti 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.
...
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.
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Janus
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Very informative reply, Vice. Thanks. I now understand. It makes a lot of sense. Althought I don't really play much in SP, (Seems kind of boring, to me) I'm sure there are more than a few others who do play in that mode.
Janus
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