The entire renown acquisition system:
if (Enemy killed by player)
Enemy casualties + 1
X = (Enemy Level - Player level) * [0.1 * (Battle Advantage * -1)]
if (X > 0)
Renown rewarded = Renown rewarded + X
else if (Enemy killed by player troops)
Enemy casualties + 1
X = (Enemy level - Player level) * [.075 * (Battle advantage * -1)]
if (X > 0)
Renown rewarded = Renown rewarded + X
if (Player troop killed)
Player casualties + 1
Renown penalty = Renown penalty + (Soldier level - Leadership skill)
if (Player victory)
Renown rewarded = (Renown rewarded - Renown penalty) / 10
else if (player defeat)
Renown rewarded = (Renown rewarded - Renown penalty) / 20
if (Battle advantage < 0 && Faction involved = true)
Renown rewarded = Renown rewarded + Battle Advantage * -1
if (Player troop number > 1 && non-NPC troops = true && Faction involved = true)
if ((Player casualties * 1.25) <= Enemy casualties)
Renown rewarded = Renown rewarded + 5
if ((Player casualties * 1.5) <= Enemy casualties)
Renown rewarded = Renown rewarded + 10
if ((Player casualties * 2) <= Enemy casualties)
Renown rewarded = Renown rewarded + 20
Player renown = Player renown + Renown rewarded
As an addition to my previous post, I'd like to offer this as well:
Perhaps if the player was fighting bandits, there would be an additional renown bonus at the end as well, though smaller. Maybe...
if (battle advantage < 0 && faction involved = false)
renown rewarded = (renown rewarded + battle advantage * -1) / 2
Cuts the additional renown reward in half.
Upon further thought, both this and the part at the end of the quote should probably only happen if you win the battle. If you lose, there's no extra renown, just that gained from kills.
if (Enemy killed by player)
Enemy casualties + 1
X = (Enemy Level - Player level) * [0.1 * (Battle Advantage * -1)]
if (X > 0)
Renown rewarded = Renown rewarded + X
else if (Enemy killed by player troops)
Enemy casualties + 1
X = (Enemy level - Player level) * [.075 * (Battle advantage * -1)]
if (X > 0)
Renown rewarded = Renown rewarded + X
if (Player troop killed)
Player casualties + 1
Renown penalty = Renown penalty + (Soldier level - Leadership skill)
if (Player victory)
Renown rewarded = (Renown rewarded - Renown penalty) / 10
else if (player defeat)
Renown rewarded = (Renown rewarded - Renown penalty) / 20
if (Battle advantage < 0 && Faction involved = true)
Renown rewarded = Renown rewarded + Battle Advantage * -1
if (Player troop number > 1 && non-NPC troops = true && Faction involved = true)
if ((Player casualties * 1.25) <= Enemy casualties)
Renown rewarded = Renown rewarded + 5
if ((Player casualties * 1.5) <= Enemy casualties)
Renown rewarded = Renown rewarded + 10
if ((Player casualties * 2) <= Enemy casualties)
Renown rewarded = Renown rewarded + 20
Player renown = Player renown + Renown rewarded
Orion said:If you want to see the evolution of my end result, read the post, if you just want to see the end result, go to the big text
In my opinion, a simple fix would be to have each unit give a certain (low) amount of renown per kill. Of course, once you've killed some hundred people, you'd have oodles and oodles of renown. What's to prevent some one from just killing looters and looters all over again?
Renown rewarded = (Enemy level - Player Level) * 0.1
As far as I know, the highest level units are 29. So, if a level 1 player killed a level 29 Nord Huscarl, the renown given would be 2.8, rounded to 3. That's quite a bit for a single kill, and a player could possibly get over a hundred renown in a single battle this way. Not very balanced, eh?
Of course, it does make sense if it's just the player against loads of enemies. Of course, if you just run in to a single Nord Huscarl and beat him in single combat, it's not very impressive. You wouldn't get much renown for that, now would you? So the number of troops should be considered as well, or perhaps battle advantage.
Renown rewarded = (Enemy level - Player Level) * [0.1 * (Battle Advantage * -1)]
If the player starts with a negative battle advantage (with more enemies than friendlies present), then the battle advantage would positively affect renown rewards. Say you start with a battle of advantage of -10. The above equation would then be like so for killing a Nord Huscarl:
Renown rewarded = (29 - 1) * [0.1 * (-10 * -1)]
Simplified: Renown Rewarded = 28 * [0.1 * 10]
Simplified again: Renown Rewarded = 28 * 1
Again, that's still quite a bit, right? There's a fix for that. Instead of instantly rewarding this renown, have it accumulate throughout the battle, then when the battle is over, there are 2 things that can be done with it.
History is written by the winners, so if you win the battle, you get a positive bonus to your renown gained in that battle.
Renown rewarded = {(Enemy level - Player level) * [0.1 * (Battle advantage * -1)]} / 10
In the example provided above, this would result in the player getting 2.8, rounded to three, renown for killing that Huscarl, in a battle against enough enemies to yield a -10 starting battle advantage (player is largely outnumbered).
We can't forget the losers, though, especially if they kill more than their number before being captured.
Renown rewarded = {(Enemy level - Player level) * [0.1 * (Battle advantage * -1)]} / 20
For that Nord Huscarl, this translates to 1.4 renown gained, rounded to 1. I just realized this is getting a bit contradictory, because I said earlier it would figure out some of this at the end of the battle. Well, let me just rephrase a bunch of this crap.
END RESULT
In a battle, say you kill 10 Nord Huscarls and then get knocked unconcious. The battle advantage was -10. For each kill you get, the renown added to the total for the battle is figured with this equation (written in a C++'ish way because it seems easier for me to do it that way):
X = (Enemy Level - Player level) * [0.1 * (Battle Advantage * -1)]
if (X > 0)
Renown = Renown + X
If the calculated value is positive (in other words, if the battle isn't in your favor and you kill some one), it adds to the total renown. If the battle is in your favor (positive battle advantage) you won't get any renown for the kill.
It would accumulate in that manner. For those 10 Nord Huscarls, you would end with 28 renown accumulated. Now, at the end of the battle, it goes through this:
if (player victory)
Renown rewarded = {(Enemy Level - Player level) * [0.1 * (Battle Advantage * -1)]} / 10
else if (player defeat)
Renown rewarded = {(Enemy Level - Player level) * [0.1 * (Battle Advantage * -1)]} / 20
For those 10 Huscarls, whose renown potential is 28, you would get 14 renown.
If you ask me, that's reasonable. If there are enough enemies to give you a -10 battle advantage, and if you come out on top, you should get plenty of renown for it. Even if you lose and still manage to kill more than your number in enemies, you should get some recognition of your courage and bravery. If you have troops with you, the battle advantage will of course be smaller, so each kill by you would give less renown, which balances itself out yet again. If the battle advantage is in your favor, you'll end up with a negative value. Negative values would just be discarded.
You could tweak the formula if needed, to yield lower renown rewards, or you could modify renown to be on a larger scale, requiring more renown for the same benefits.
Eventually, when you've hit level 29, you wouldn't get renown for killing troops. To incorporate the idea of only gaining renown in battles with factions that was mentioned previously, I'll throw this in here.
if (battle advantage < 0 && faction involved = true)
renown rewarded = renown rewarded + battle advantage * -1
This would be calculated after the renown-per-kill was calculated. In said battle with Nord Huscarls, this would result in a renown reward of 24. Of course, the odds are really, really against you in that case, and by killing 10 enemies your self in that case would get you some recognition.
Of course, how often do you see Nord Huscarls? I've only ever seen them with King Ragnar, and only in very low numbers (less than 10). Most enemies faced would yield low, low amounts of renown, and the higher the player's level, the fewer enemies there would be that would give him/her renown.
Yeah, this post is kinda long-winded, but I don't think it's half bad either. I actually kind of like it.
As an addition to my previous post, I'd like to offer this as well:
Perhaps if the player was fighting bandits, there would be an additional renown bonus at the end as well, though smaller. Maybe...
if (battle advantage < 0 && faction involved = false)
renown rewarded = (renown rewarded + battle advantage * -1) / 2
Cuts the additional renown reward in half.
Upon further thought, both this and the part at the end of the quote should probably only happen if you win the battle. If you lose, there's no extra renown, just that gained from kills.