Reputation

Concept · Game mechanic

A hostile pays faction reputation through its drop table, by a formula of its own: 1 + three bonuses, two of them pairs that multiply.

A hostile’s drop table can carry reputation with several factions at once, and a fixed amount of each: no roll, so every kill of the same hostile with the same crew pays exactly the same. A base can be negative, and then the kill costs that faction’s rep. Rep never goes into the ship’s hold, so a full hold does not cap it. In a fleet, each player gets their own ships’ power share of it, as with loot.

A gain is paid as base × (1 + faction bonus + earned bonus + loot), where each of the first two is a pair that multiplies, like the ship-parts pair in loot. The faction bonus is (1 + all-faction rep) × (1 + faction rep) − 1, where faction rep is the drop’s own faction’s Federation, Klingon or Romulan rep. The earned bonus is (1 + rep earned) × (1 + the faction’s rep Exocomp: Federation, Klingon, Romulan) − 1. Loot is PvE Rewards, Hostile Loot and Armada Rewards, added one for one. A Dauntless on a Romulan Republic Miner, with +105% all-faction rep, +500% Federation rep, +3,901% rep earned and +445% loot, was paid 2.05 × 6 + 40.01 × 1 − 1 + 4.45 = ×55.76 in Federation rep; with +170% Federation Exocomps running, 2.05 × 6 + 40.01 × 2.7 − 1 + 4.45 = ×123.777.

Fleet Commander Kirk’s three faction-rep nodes are one pick-one set: only the node picked counts, however far the other two are researched.

A loss leaves out rep earned and the Exocomps, which raise gains only. On one account a loss paid all-faction rep × (1 + faction rep) + loot (×8.30 at +200% loot, ×9.30 at +300%); where the loss reductions enter is not yet measured.

A wave-defense drone pays rep with every hostile-only rep and loot source counted, though the game’s own target tags mark those sources as not reaching wave defense.

See also: Loot Bonuses, reputation with every faction, Faction Reputation earned