BrazilianJoe Posted October 29, 2014 Share Posted October 29, 2014 (edited) I have noticed that reputation is capped. Back when I had only the basic sigil, once I hit 5000 I couldn't gather any more reputation. Now that I have purchased my first allegiance upgrade to rank 2, I can go as far as 22000. I bet that reaching that point, I will hit another rep cap. So I propose simple extra features for sigils. USABILITY RULE: Sigils are a cosmetic, so they are not supposed to add particular gameplay bonus, otherwise it would defeat the variety of availability. The only gameplay bonus acceptable is what they already do: You have to wear one to gain reputation with that syndicate. Each sigil beyond the basic one would grant the player +10% max reputation (raise the cap), and give the player a 2% bonus reputation gain. Those would be cumulative. It also counts for reputation loss for opposed and enemy syndicates. Those bonuses are cumulative with the number of sigils you have, and you gain the bonus by OWNING the sigils, not wearing them; So, as long as you wear one of them, you get the cumulative bonus of all of them. The reputation gain bonus only takes effect if you are wearing a sigil - any sigil - of that syndicate, AND if your reputation is positive. To climb out of being a pariah, you will have to earn each point (it has a low cap for minimum reputation anyway). This wouldn't characterize "cosmetics affecting gameplay" exactly, since the actual action-gameplay would be unaffected. It would reward dedication-specialization for the player though. It would also be a nice incentive for acquiring sigils. Edited October 31, 2014 by BrazilianJoe Link to comment Share on other sites More sharing options...
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