I came up with this after playing around with faction mechanics in Galaxy on Fire 2.
Each corporation has an individual reputation meter influenced by the player and their allies’ actions, whether directly or not. Reticule Research, being a faction exclusively committed to science, is not subject to this.
Scaling Effects:
Block costs can range from 5x to 0.25x of their standard value. These multipliers are half as effective against trading stations, or 3x if the station’s faction vendors said block.
Experience and money payout from non-static missions/delivery cannons can range from 0.1x to 4x, rounded down.
Crate rewards from missions can range from 2 blocks to 20 blocks, special blocks & guaranteed rewards notwithstanding.
The frequency of faction-based assassinations can scale from once per a few hours to never. They only occurs if your reputation is below 25%. After each assassination, the corp will remind your option to pay a bribe (via your payload terminals or trading station) in exchange for restoring your reputation (value is inversely proportional to your current rep). Assassinations will only end after all nearby allied techs have been destroyed OR if all the assassins are defeated.
If a corporation has a specified rival, destroying its opponents techs will improve your reputation with it while the converse occurs if you destroy theirs. There may be exceptions, and techs spawned during missions do not count. Reputation fluctuations are scaled on the EXP gains from destroyed techs (for example, when destroying a Tony Gang, only one of the cabs count. The rest do nothing when destroyed). Techs destroyed during missions and assassinations DO NOT account for this.
Each corporation has an individual reputation meter influenced by the player and their allies’ actions, whether directly or not. Reticule Research, being a faction exclusively committed to science, is not subject to this.
Scaling Effects:
Block costs can range from 5x to 0.25x of their standard value. These multipliers are half as effective against trading stations, or 3x if the station’s faction vendors said block.
Experience and money payout from non-static missions/delivery cannons can range from 0.1x to 4x, rounded down.
Crate rewards from missions can range from 2 blocks to 20 blocks, special blocks & guaranteed rewards notwithstanding.
The frequency of faction-based assassinations can scale from once per a few hours to never. They only occurs if your reputation is below 25%. After each assassination, the corp will remind your option to pay a bribe (via your payload terminals or trading station) in exchange for restoring your reputation (value is inversely proportional to your current rep). Assassinations will only end after all nearby allied techs have been destroyed OR if all the assassins are defeated.
If a corporation has a specified rival, destroying its opponents techs will improve your reputation with it while the converse occurs if you destroy theirs. There may be exceptions, and techs spawned during missions do not count. Reputation fluctuations are scaled on the EXP gains from destroyed techs (for example, when destroying a Tony Gang, only one of the cabs count. The rest do nothing when destroyed). Techs destroyed during missions and assassinations DO NOT account for this.
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