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Poll

Do you like the idea?

Hell yeah!
- 17 (73.9%)
Meh, no.
- 4 (17.4%)
Dunno, lol.
- 2 (8.7%)

Total Members Voted: 23


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Author Topic: Player-driven NPC-based factions  (Read 1540 times)

Nice_Boat

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Player-driven NPC-based factions
« on: February 21, 2010, 05:56:55 pm »

Confused about the title of this thread? Don't worry, it's really simple.

Factions like the NCR, Vault City, Raiders, Reno families, BoS and Enclave are missing from the 2238 world. I mean yeah, there's this dude with a minigun and a power armor standing in front of the bunker, but we all know that he's just a decoration. What I offer is an elegant solution that doesn't mess with the balance of this game and doesn't really require much work aside from hiring additional, specialised GMs.

Each of these factions is basically a way of obtaining a profession or two, nothing more. Let's give them some meaning (I'll be using Enclave as an example, cause those black power armors look badass and I'm in love with them since I saw F2's box cover):
- each faction gets a carefully selected GM-leader (a Commanding Officer - in this case a military nut and a bit of an abusive prick would be the best person for the job);
- the leader (marked as, you guessed it, leader at the terminal) can give the status of a trusted member to a limited number of people (let's say 10, depends on the population of the server);
- trusted members receive free standard issue equipment to do what their factions does (avenger/plasma rifle/gauss pistol and an APA mk1);
- trusted members are supposed to follow the code of conduct of a given faction (SERIOUS roleplaying, to be enforced by the CO) and the orders of their leader; failure to comply results in a ban from entering a given faction; prolonged abscence results in degradation to "new member" status;
- the factions act and behave like their F2 counterparts - they don't mess with the gang wars, don't do TC, don't troll (or in the case of the Enclave, even show) in the normal cities; they get a huge Karma boost (+2000) to ensure that NPCs are on their side;
- if a member looses his equipment, it remains in the game - tough luck; if he hands it out, he gets banned from the faction for life; if these rules get abused despite the pain-in-the-ass recruitation, well - too bad, GM deletes the items to save the balance;
- the factions fight their natural oponent in weekly events organised by leader-GMs (accordingly to F2 lore of course) - the Enclave would for example fight BoS (yeah, yeah, that's a bit thin but they'd get bored just patrolling the perimeter); the safetown based factions are allowed to act as the supplement of NPC guards (someone camping the grid or a workbench in the NCR? Don't worry, deputy Boat is on his way to enforce the law!);
- abuse can be reported by any player with a screenshot; guilty will get banned from the faction and from the system if they did something really bad.


Why would you want to do that and who fights whom?
The answer would be "because it's fun and offers roleplaying opportunities while removing the imperfect way some features work caused by the AI being dumb".
As to the bloodshed, I suggest the following:
- NCR fights the Raiders - obvious;
- VC fights Gecko - no need to explain (Gecko militia forbidden to enter their town during TC hours or interfere in any other way);
- New Reno families just duke it out in the street, no real need to do any event here; could even have a town control mechanic that's restricted to the families only (ie. noone aside from Mordinos, Salvatores etc. can capture Reno);
- The Enclave fights BoS - not really faithful to the canon, but offers some PA on PA action for those who miss it.

Of course special events like the NCR taking on VC in a black op of sorts would be welcome too, but wouldn't be your bread and butter stuff.

Pros:
- little effort to implement;
- doesn't mess with the rest of the game and impact the balance in any way;
- more roleplay opportunities;
- improves the way towns work, makes them feel alive;
- more PvP action, this time in a different sauce;
- no real constraints - it goes as far as your imagination allows, as it's going to be almost entirely player-driven.

Cons:
- I'd say none, but it's going to be a bit demanding on the leaderm-GMs and devs might be a bit wary of recruiting such a number.

So, what do you say guys? Do you like it? If you do, any other suggestions that wouldn't require a lot of scripting and encumber the devs?
Re: Player-driven NPC-based factions
« Reply #1 on: February 21, 2010, 06:08:19 pm »

About APA/PA.. easy to solve.
You talking to "terminal or something".
If you're naked, it gives you an armor, you can't wear it off. A cooldown starts (very very very long cooldown), till he ends, you can't pick armor again.
If you have any armor, it automatically wearing off. Or just replaces. But it warns you, before you choose "Take APA" option.

To wear off armor, talk to terminal again, but it'll not remove CD.

So there's no any chance to give/sell APAs. If you die in armor, it'll disappear like others armors. You can't wear it off. So...
About weapon, i don't think it's neccesary.
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Surf

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Re: Player-driven NPC-based factions
« Reply #2 on: February 21, 2010, 08:59:29 pm »

I really like it.
But how do you want to put this in?

Quote
the factions act and behave like their F2 counterparts - they don't mess with the gang wars, don't do TC, don't troll (or in the case of the Enclave, even show) in the normal cities; they get a huge Karma boost (+2000) to ensure that NPCs are on their side;

Izual

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Re: Player-driven NPC-based factions
« Reply #3 on: February 21, 2010, 09:06:50 pm »

Didn't read it entirely, but I can already say that this is, imo, really too early for this idea. All factions are not implemented, attractive and with things to do. Wait for them to be ready.
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Nice_Boat

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Re: Player-driven NPC-based factions
« Reply #4 on: February 21, 2010, 09:11:10 pm »

I really like it.
But how do you want to put this in?

It's simple. If the faction leader notices an Enclave trooper fighting in a gangwar or chatting in the NCR, he gets banned from the faction and loses his stuff. Of course players could send him screenshots reporting abuse. It's almost foolproof. As far as karma goes - joining a faction is already modifying your karma, that shouldn't be hard to code.

Didn't read it entirely, but I can already say that this is, imo, really too early for this idea. All factions are not implemented, attractive and with things to do. Wait for them to be ready.

Than please do read it, as it has nothing to do with factions being implemented. All it needs is a terminal which is already present, some really simple scripts and a few good men. Basically it's less of a suggestion about changing the game and more of a "power to the people" sort of thing. I mean, who wouldn't want to chat with a real NCR cop describing a theft that happened 15 minutes ago or run a patrol with those tough Enclave troopers? The possibilities are endless and the devs have nothing to work on. It's a win-win situation. Hell, it could be done without modifying the game at all. All it needs is a green light from the devs.
« Last Edit: February 21, 2010, 09:15:18 pm by Nice_Boat »
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Surf

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Re: Player-driven NPC-based factions
« Reply #5 on: February 21, 2010, 09:21:43 pm »

Quote
It's simple. If the faction leader notices an Enclave trooper fighting in a gangwar or chatting in the NCR, he gets banned from the faction and loses his stuff. Of course players could send him screenshots reporting abuse. It's almost foolproof. As far as karma goes - joining a faction is already modifying your karma, that shouldn't be hard to code.

Well, in the case of the enclave trooper it's easy - everyone recognizes the baddass armor. ;)
But it could be a bit hard for other factions.
But anyway, if all the things you wrote really work, this idea is really good. I believe devs planned a similiar thing.

Nice_Boat

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Re: Player-driven NPC-based factions
« Reply #6 on: February 21, 2010, 09:36:45 pm »

Well, in the case of the enclave trooper it's easy - everyone recognizes the baddass armor. ;)
But it could be a bit hard for other factions.
But anyway, if all the things you wrote really work, this idea is really good. I believe devs planned a similiar thing.

Now that you mention it, perhaps the NCR police and other groups that use available equipment should just provide it themselves. That way any sort of abuse would be impossible aside from an occasional "police brutality" thing, which would spice it up if you ask me ;D

vedaras

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Re: Player-driven NPC-based factions
« Reply #7 on: February 21, 2010, 09:45:57 pm »

Solar in irc told us, that something is planned for npc factions in the future, so i guess we should wait till plans come true and then make suggestions :>

Nice_Boat

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Re: Player-driven NPC-based factions
« Reply #8 on: February 21, 2010, 09:47:49 pm »

I just hope that they don't get too "mechanical" and have some sort of pre-selected leadership.

Izual

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Re: Player-driven NPC-based factions
« Reply #9 on: February 21, 2010, 10:10:41 pm »

All it needs is [...] some really simple scripts and a few good men.

Unfortunately, we have none of those two things.
« Last Edit: February 22, 2010, 10:28:26 am by Izual »
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Arminius

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Re: Player-driven NPC-based factions
« Reply #10 on: February 22, 2010, 01:47:10 am »

Well I do believe we have a few good folks here responsible enough to carry on with such a project. I'm not so sure about the scripts, that's with you guys, but I always wanted to have an involvement with the current factions, as the player-based ones seem artificial and make the game's universe lack realism. Perhaps if not exactly this can be done, something in this direction maybe. I support this still.

avv

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Re: Player-driven NPC-based factions
« Reply #11 on: February 22, 2010, 07:44:56 pm »

It's just problematic how to fit npc factions and player operated gangs in the game at the same time.
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Re: Player-driven NPC-based factions
« Reply #12 on: February 23, 2010, 03:08:10 pm »

I really like your idea Nice Boat

Devs i got question, do you consider in future to make players gangs as support for npc fractions? Kinda in the mutated way that Nice Boat described, and in way players BIG alliances are build now? Yea i know that is not easy to make and its impact the power balance , but stil  possibility are kinda sweet
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