yeah, the cost of full immunity (i.e. no retaliation against your attacks, and no relationship penalties on your attacks) for that one target is already dependent on your relationship with the target faction.kmunoz wrote: ↑Sat, 30. Apr 22, 18:22I wonder if it would be interesting to have it done as a "kickback," where the value of every reward is reduced in exchange for immunity. Maybe the percentage kickback is dependent on your rep.
Otherwise I think you'll end up in a runaway condition where the price of the immunity eventually becomes negligible with respect to the player's bank account. $1M is a lot if I've only got $10M, but if I have $100M I wouldn't even bat an eye; it's effectively free immunity. (This is a problem that happens with things like faction licenses in vanilla as well, but in those cases, those licenses are part of the bootstrap that gets you to high bank account numbers, so you're more likely to take them when you have relatively less money.)
but i'm unsure of what you mean by "kickback". at the moment you simply buy either partial immunity (i.e. distress calls by your target will be ignored), or full immunity (partial immunity + no relationship penalties). and the cost is immediately deducted from your monies - regardless of whether you eventually succeed in destroying the target or not. i.e. you may not get rewarded because the target has been destroyed by another faction.
i don't really like to scale elements based on the player's successes - e.g. 100M in cash. any player who's earned that (whether normal play, or SETA overnight), deserves an easier play-through. it's the old argument in RPGs: scale enemies with the player so that seemingly-low level goblins are as strong as a level 20 knight, or don't scale enemies so that a level 20 knight can kill a goblin with a sneeze.