I feel that the decision CIG is making with Reputation will prove to be a mistake and contribute to the game feeling empty and/or repetitive. As mentioned in other threads, CIG has made the decision to shy away from localized factions and instead aim for only generalized factions for certain play styles. A side effect and motivation from CIG for this change is to allow players to access any location in the game without consequence. This will break immersion, and I think it will detract from other planned mechanics, such as the law system planned for the game. Therefore, instead of just complaining about the change, I'm creating a suggestion in the hopes that CIG will backtrack on this revision and continue to make an immersive and expansive universe. To make sifting through reputation easier, separating it by system, I believe, would be the best way to go. Systems will show up in the drop-down menu once factions within them are encountered. Core Factions: Core Factions represent major players in a system's politics. For example, with Stanton, it would be the four corporations (Hurston Dynamics, Crusader Industries, microTech Corporation, ArcCorp Corporation), oppositional factions (United Workers of Hurston is utilized as a placeholder for concepts like Michael Shaw), and major criminal factions (Nine Tails in Grim HEX). Certain factions may require affinity with an opposing faction before work for them is available. To get the "United Workers of Hurston" to reach out to the player, you'd need to accrue a negative affinity with Hurston Dynamics. Sub-Factions: Sub-Factions represent minor organizations that are affiliated with or are underneath a Core Faction. Their purpose is to introduce smaller reputation tracks for different playstyles that don't fall under the Core Faction. With the example in the image, Hurston Dynamics is known for weapons manufacturing, but due to owning the planet Hurston, they have their own security force, Hurston Security, and have their own hospital, Maria Pure of Heart. Incentives for completing reputation tracks could be certain advantages/privileges, like access to certain areas that are otherwise restricted to the public for lore reasons, or discounts. Cosmetics will be a major factor as well, offering unique cosmetic gear specific to each faction: armor, clothing, weapons, tools, ship paints, decoration for player housing, etc. UPDATE: I didn't directly include this before, but excluding local factions will remove any benefits for locations owned by said factions. These corporations in Stanton own entire planets. CIG is supposedly expanding these cities to be completely traversable (unless it's another broken promise), as seen with the Lorville rework. There is still the Central Tower in Lorville that is inaccessible, but with a high enough reputation, it could be made accessible. There could be other incentives, like better, larger, and more luxurious player housing within cities/locations. As CIG is adding weapon shops to Lorville, it would make more sense to have that behind a reputation system first, having established trust, as they outlawed weapon shops on the planet due to worker revolts. UPDATE 2: Another negative of CIG's change is that this removes possible career opportunities for outlaws or players who prefer unlawful jobs. This game is set centuries in the future, but it's not possible to pay for a device that will encrypt or disguise your landing information, that will get you into a city you are barred from? Nor would it be possible to land on the outskirts of the city, or some ways away, and utilize a land vehicle, to try and sneak into the city with an outfit and try to achieve what you set out to do while avoiding law enforcement? This also removes a potential career opportunity of smuggling outlaws/unlawful players into areas that they cannot access otherwise. After all, hacking was one of the features promised to us too.