Nice. I'm using a Karma system in my map (NOTD), but it mainly has no gameplay effects. Instead it measures 'good' and 'bad' actions by players (e.g. killing teammates, healing someone with low HP). If a player as low Karma, his team has the option to kick him at the start of the game.
NOTD (8 player cooperative survival) - http://www.notdstarcraft.com
QMJ3 AuthorHey everyone, I need some feedback on a little project I've been working on. In order to add replayability to RPGs or any map generally, I decided to start work on a morality system. I've come up with an extremely bare bones system which currently uses real variables to simply +1 or -1 for units killed. There are 3 tiers (easily adjusted by expanding the array and changing the triggered levels) for each side: either Pure, or Corrupt a la Fable 2. :) See the screenshots and videos below and a test map if you'd like.
I figured some of the more talented among you could take this idea and run with it since it really would be a brilliant way to add more depth to your maps.
Features:
Abilities:
Purity
Corruption
System basically works like this: if the Hero kills an enemy unit, +1 Purity, if the Hero kills a neutral or friendly unit, +1 Corruption. Tiers at 5 kills, 10 and 15. The Hero is considered to have "neutral karma" if Purity and Corruption are between 0 and 4. The system is now fully reversable... so effects don't hang on if you drop in your karma level. Karma caps out at 15, kills are not recorded above that point except to decrease your karma.
You could apply this system in an RPG by expanding the array or reducing the amount of points you get per kill. With real arithmetic it would be easy to add .02 points per kill as opposed to 1. :) You could also use this system to award karma points for completing quests.
Please feel free to download and try, or improve it! Enjoy.
Divine Alacrity
Sacred Light
Wrath of the Gods (passive)
Fiendish Bloodlust
Unholy Leech
Hellfire (passive)
+ Wanted
+ Experience Orbs System
+ Morality System