Warning: ALP (Another Long Post)
I want a Reputation System for this game. It would influence how each character receives missions as well as rewards. Allow me to 'splain:
During character generation you begin with a Reputation of 0. Completing missions successfully earns more Rep, failing loses it. Rep CAN go negative (more on this later). Higher Diff missions earns a Rep bonus for the harder missions.
Rep is easy to earn at first because your name is new. 10 successful missions earns you +1 Rep. This number doubles each time (yes, that's 40 for +3 and 80 for +4!). However don't forget the bonus for tougher missions. Also don't forget that Rep can be earned in a team (and we all know how fast a good teams finishes missions...).
0 Rep means that your contacts (or however we get missions...) will not give you certain missions flagged as 'Difficult' under the premise that you'll get greased. 1 Rep means that your contacts and people on the street know you, respect you and are more willing to help you (maybe). A character can get missions from contacts (or whatever) within 1 point of his Rep (so 4 Rep means you can take missions 3-5). This means that a really famous hero cannot take the really easy missions without dialing down his Diff.
Negative Rep means that you will only be handed easy missions until your Rep reaches at least 0. This is to give you a chance to recover and largely due to a lack of trust.
For villains this is called Cred instead of Rep and works the same way for bad guy's missions.
There are all kinds of opportunities for small advantages as your Rep/Cred goes up. Better missions, access to one-off equipment (You're taking on Dr Scarey? Hey...I bet this Plutonium Gun would help!) , badges and all of that are possible.
This might go so far as calling on help when the going gets tough. At Rep/Cred 5 (or so...) you can call on a gang of generic authorities/agents to help you once a mission (Gosh Cap...I'm sure glad we were nearby and saw the smoke!). However if you do this and the whole gang get greased your Rep drops a bit even if the mission is successful. This keeps heroes from needlessly risking others and prevents villains from wasting resources on suicide missions.
This might also be used if we ever have side-switching. Once a hero's Rep reaches 0 he has the option of getting villain missions (remember the +1/-1 range?) and starting to build his Cred. A character may have Rep, Cred or be at 0 but never a combination. Characters might have chances at undercover missions where they HAVE to get 1-2 Rep/Cred for the other side before they get a chance at tackling their REAL mission.
The options are endless really...
I remember when Star Wars was cool...a long, long time ago...