Other > Suggestions

Faction 's OUTPOST” strikes back

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Cryofluid:
My previous suggestion on nma was impossible because of a feature not implemented in fonline engine, I will try again.

This time I hope it won't involve those ugly “dynamic objects”...

Let's take 3 of the most representative NPC factions in fallout: BOS, The Enclave, and the Unity (Remnants of the Master's Army). I will call these NPC factions "Orders" to simplify.

                       

Those Orders would certainly like to spread their influence over the Wasteland.
=> Players can help them to through the creation of Outposts.

This time those outposts won't be upgradeable.

Creation of an Outpost:

Very similar to the creation of a base. You go to Enclave, BOS or Cathedral NPC and propose your help.

You pay 30 000 caps and choose a town from the list the NPC propose to you (every town of the wasteland can be chosen or only unguarded towns?).

Then your Outpost is created near the town you have chosen.
(teal circle for Enclave, orange circle for BOS, red circle for The Unity)




No more than 3 outposts can be created around a town (to avoid Spam).

You will be granted from 1 to 6 soldiers representative of the Order to keep your Outpost=>it will depend on your speech skill (and karma?).

Example:

I go to The cathedral  with 2 of my teammates and 30 000 caps, I ask the NPC for an Outpost near Gecko. It will be an outpost for The Unity.
 My speech is average so he gives 3 guards to defend my Outpost.



NB:

- If your faction choose to build an Outpost for an Order, you will only be able to build outpost from that Order. I mean if I build an Enclave Outpost I couldn't build a BOS or Master Outpost. I will have to destroy it before.

- Your Outpost will only be visible by your team until you go in it. Then it will appear for all.
- You can't build 2 outposts in a row, you need to wait one week.

Advantage of an Outpost:

1- If you keep your Outpost for at least 15 min (in real), then a caravan will come and grant you for around 15 000 caps of stuff (stuff depending on the Order?).

2- Every week (in game),  a caravan from the town nearby brings good stuffs and caps to your Outpost footlocker. And this for EACH outpost created.

2bis- Every week (in game), you will be granted one more soldier to your outpost (without exceeding an amount of 6).

3- If a town has 3 Outposts of the same Order (Enclave, BOS or Unity) around it=>
All 3 Outposts will be granted an extra amount of stuffs every week.
Example: if my faction build a BOS outpost around Brokenhill where there are already 2 BOS outposts of other factions, I will have interest in defending outposts of other factions too.


How to destroy an Outpost:

If a group kill all the guards that has been granted to you (500 HP each?), you will lose your Outpost.
=> The faction will have to protect and heal the guards to save its outpost.
When a stranger go in an outpost, he won't be attacked by the guards unless he has bad karma with the Order or if he is aggressive to them (or faction will decide of guards behaviour?).


Options:

Option 1:

If a town has 3 Outposts of the same Order (Enclave, BOS or Unity) around it
=>this Order will have TC (it means no player at all will have access to footlocker of the town)=> the TC stuff will be dispatched equally to the 3 outposts.
=> Soldiers of this Order will spawn in town and will attack any players who have bad karma in this Order.
=>Those soldiers will leave the city only if ALL 3 outposts are destroyed.

Option 2:

You can take your outpost's guards with you to attack an enemy outpost nearby (not of the same Order of course).

To conclude:

If this idea is possible (and shared by other players and developers of course) it will have the advantage of avoiding constant gangs wars in town.

Moreover, it could bring some sense of the Wasteland time line: domination of Enclave, BOS or The Unity decided by the players.

Waiting for your comments...

BOS outpost:                                                                                       THe Enclave Outpost:                                                                            The Master Outpost:
                                                                                     




Bartosz:

--- Quote from: Cryofluid on December 28, 2009, 03:00:57 pm ---Let's take 3 of the most representative NPC factions in fallout: BOS, The Enclave, and the Unity (Remnants of the Master's Army). I will call these NPC factions "Orders" to simplify.

                          


--- End quote ---

Master! OK, you bought me. No, really, I like it. And I must admit that previously I automatically rejected it because of dynamic objects. Not like we don't want them, it's just not possible for now.

Got a question about outpost ownership:

--- Quote ---- Your Outpost will only be visible by your team until you go in it. Then it will appear for all.

--- End quote ---

By team you're refering to gang? Or team of players that went to the NPC to "buy" it?


--- Quote ---1- If you keep your Outpost for at least 15 min (in real), then a caravan will come and grant you for around 15 000 caps of stuff (stuff depending on the Order?).

--- End quote ---

This could go in par with something we're planning since some time. Basically, as a reward for serving some npc faction (in your terms "Order"), you get points, that you can trade for services later. That's why it doesn't have to be flat caps reward, players could get those points, and trade them at respective factions.

For example: Brotherhood CA at BoS, some advanced weapons etc.

PS. I still think NCR could play big role in it.

Balthasar:
Like that idea too. I also like the pictures of those outposts.

Two things:

1) It could be a way to increase ur reputation (there are still no real opportunities to do this) for the 3 factions AND for the cities you guard with the outposts.
2) It might be better to have some different prices for the three types of outposts. Enclave Outposts seem to be way better because they are guarded by Guards in PA. So either you make those NPC Guards equal to each other (they got the PA as skin but do have the same Armor Class and Dmg-reduces like the npcs from the other factions) or you increase the price for such an outpost.

 

Delamore:
How is it an advantage to stop constant town warfare?
And this suggestion sounds terrible, you're basically creating something that has to be held for a very small window each week and has super strong guards there anyway.
Improvements to town control instead of another system that is basically the same idea is a better use of time.

Cryofluid:

--- Quote from: scypior on December 28, 2009, 03:50:43 pm ---
By team you're refering to gang? Or team of players that went to the NPC to "buy" it?

This could go in par with something we're planning since some time. Basically, as a reward for serving some npc faction (in your terms "Order"), you get points, that you can trade for services later. That's why it doesn't have to be flat caps reward, players could get those points, and trade them at respective factions.

For example: Brotherhood CA at BoS, some advanced weapons etc.

PS. I still think NCR could play big role in it.


--- End quote ---

Oh yeah, would be nice to have specific stuff related to npc factions.
By team i was refering to gang
And yep,  i think NCR has also a background rich enough to be part of the Wasteland domination.


--- Quote from: Balthasar on December 28, 2009, 05:24:53 pm ---Like that idea too. I also like the pictures of those outposts.

Two things:

1) It could be a way to increase ur reputation (there are still no real opportunities to do this) for the 3 factions AND for the cities you guard with the outposts.
2) It might be better to have some different prices for the three types of outposts. Enclave Outposts seem to be way better because they are guarded by Guards in PA. So either you make those NPC Guards equal to each other (they got the PA as skin but do have the same Armor Class and Dmg-reduces like the npcs from the other factions) or you increase the price for such an outpost.

 


--- End quote ---
=> i agree with your two points (i'd prefer different prices than APA nerfing)


--- Quote from: Delamore on December 28, 2009, 05:32:18 pm ---And this suggestion sounds terrible, you're basically creating something that has to be held for a very small window each week and has super strong guards there anyway.

--- End quote ---
You misundertood my point:
First, you can create or attack an outpost at any time (recover of goods for the one who has destroyed it could also be considered).
Secondly the strength of the guards has to be tested to have a good balance (neither too easy nor too hard to be killed).
As for constant town warfare, Badger explained this better than me in another post=====>>>>

--- Quote from: Badger on December 24, 2009, 03:28:22 am ---I think it might be worth moving this whole 'Town Control' thing away from towns to 'Key Areas'. Both existing and new. Places like the Ghost Farm, Sierra, etc. - people need to be rewarded for visiting there so we add good traders. It gives PKers interesting areas to fight over without shitting on everyone who isn't in their faction. Everyone needs to use towns at some point, so putting them in the hands of angry men with itchy trigger fingers doesn't make a good game. I loved the idea of Town Control, but it didn't work out. It isn't guarding the town, it's instead making it unusable to anyone who isn't your faction.

Forcing all players into such high conflict zones is inevitably a recipe for disaster. It sounds cool that people 'control towns', but the reality is that it means they kill anyone who enters because they could be SEKRIT ENEMY FAKTION SPY!!! It's questionable whether the people of Modoc would reward thugs that shoot anyone that comes into town, thereby running their economy into the ground.

--- End quote ---
Besides, this feature isn't meant to change TC: they can stay as they are.

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