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Author Topic: Secondary NPC Factions (Guilds?)  (Read 1739 times)

Gunduz

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Secondary NPC Factions (Guilds?)
« on: July 02, 2010, 08:50:08 am »

I know that most of the current NPC factions are hardly finished (or even implemented at all), but what I'm proposing is that there be secondary factions. There's already the Slavers, and there could be several more like them. I'm not sure if the number of factions you can join in the future will be increased, but these should be separate from those. So let's say you can only join one NPC faction (Raiders, VC, Enclave, etc.). You should also be able to join at least two of these, maybe more if they have high enough requirements for joining. 

For all of them, the only real disadvantage would be rep change with factions, which should be semi-permanent stats (they decay until they're half, so as a slaver you get -2000 deducted from NCR, which would rise until it was a total of -1000) until you leave these factions.

Slavers

Under leadership of Metzger

    Requirements
    • Join through the current quest
    • 3 CH, assuming that's the minimum CH you need to have a slave

    Benefits
    • Able to take slaves, ability to buy and sell in the Den, Vortis in NCR, and maybe a minor base/slave jail in between
    • Opens up dialogue options similar to the effect of boosted speech (because you're a slaver. Nobody really wants to give you trouble)
    • Basically, slave retrieval quests. Metzger/Vortis tells you what kind of slave he wants, you deliver for slightly more caps and some xp


    Bounty Hunters

    Under leadership of the head of Bounty Hunters (could be anyone)

      Requirements
      • Neutral or better rep with bounty hunters
      • At least one weapon skill better than 100%
      • Complete a quest

      Benefits
      • Can receive and take down marks (both players and randomly generated NPCs) from any bounty hunting station (I'm thinking we get rid of the sheriff/mayor issuing the bounty)
      • Opens up dialogue in certain towns to track marks
      • Doing work for a particular town raises your rep there
      *There's a lot of good ideas in this thread. http://fodev.net/forum/index.php?topic=6204.0
        Especially the part where you receive a random mark to kill to prevent abuse.

      --Cannot join both Bounty Hunters and Slavers


      Mechanics

      Under leadership of T-Ray

        Requirements
        • Repair higher than 100%
        • A quest
        • Neutral or better reputation with someone, although I'm not sure who

        Benefits
        • A boost to repair/if possible, just an increase in chance to fix things without adding to skills
        • Discounted vehicles
        • Discount on tools/toolkits
        • Quests to retrieve broken items from point A, fix them, and return them to point B
        *Reputation decrease could be with Gunrunners and other 'strong' factions because in their eyes you would be weak. Or if you have something better, let's hear it.


        Scientists

        Under leadership of Festus (in charge of Gecko's power plant)

          Requirements
          • A quest
          • Science over 100%
          • Neutral or better rep with Gecko

          Benefits

          *Reputation changes could work in similar ways as Mechanic, but with -rep to VC and +rep to Gecko.

          --Cannot join scientists and VC (although I'm thinking it shouldn't be associated with the town, so there's room for change here)


            Thieves

          Under leadership of Loxley (although I'm not sure if he's even ingame, but it couldn't hurt to add him)

            Requirements
            • A quest
            • Steal/Lockpick/Sneak any two of those skills total over 200%
            • Must be caught stealing and then get away without being killed in that town (aka you steal, someone sees you, you run to Loxley and he offers you the quest), or a record of x number of successful steals from NPCs and y steals from players

            Benefits
            • Access to Stealthboy (quest, crafting, whatever)
            • Access to a glove that allows you to steal easier (I'm grabbing at straws here. Someone give me a better boost to steal)
            • Quests that ask you to find a safe/locked room and retrieve an item/steal from an NPC

            *My logic on this one is that if the thieves guild were as big a faction as any of the major ones, I think it would kinda defeat the mystery and secrecy of a thieves guild.

            I have a few more, but I'll wait til morning to finish this. In the meantime, bring on the criticism.
            Logged

            Michaelh139

            • Goin for 900,000...
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            Re: Secondary NPC Factions (Guilds?)
            « Reply #1 on: July 02, 2010, 09:00:57 am »

            Very VERY good.

            Like slavers they get to slave.
            Like scientists they get to hack.

            Very good balance on that matter.

            I especially wish they would just implement a working bounty system as suggested and discussed, its almost flawless, I mean if you play runescape, you go to a pvp bounty world, your given a random target of your level, there it is an EXTREME rarity that the other player is willing to just let you kill him in his "Bluesuit" and would instead fight to the end. 

            Just saying even though runescape sucks fucking balls, its a good system right there, but then again they got alot of players, so there wouldn't be much of a problem killing the guy with any means necessary and not piss a bunch of guys off, on FOnline you kill someone, they're gonna remember yo ass...

            As for Mechanic faction, eeehhhhh thats kinda sketchy.  Can't really comment on that except (POSSIBLY) the ability to "Craft" cars but it would take an extreme amount of resources, skill, and a husk to work on.

            This isn't Oblivion its FOnline, its the waste, anybody who's gonna live is gonna kill mostly, just saying a Thieves Guild in the wastes is highly unlikely.
            Logged
            Whenever I say something, imagine \"In my opinion"/ being in the front of every sentence.

            Gunduz

            • [MDK]skankin
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            Re: Secondary NPC Factions (Guilds?)
            « Reply #2 on: July 02, 2010, 09:08:59 am »

            As for Mechanic faction, eeehhhhh thats kinda sketchy.  Can't really comment on that except (POSSIBLY) the ability to "Craft" cars but it would take an extreme amount of resources, skill, and a husk to work on.

            This isn't Oblivion its FOnline, its the waste, anybody who's gonna live is gonna kill mostly, just saying a Thieves Guild in the wastes is highly unlikely.

            I don't see the ability to make vehicles (other than the small buggy) ever being a possibility. And with the thieves guild, that's what I thought until I saw this:

            http://fallout.wikia.com/wiki/Thieves_Guild

            Which is what I get for not playing the first game.
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            Pandemon

            • The GM-eater
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            Re: Secondary NPC Factions (Guilds?)
            « Reply #3 on: July 02, 2010, 09:09:56 am »

            I like this idea :P
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            Michaelh139

            • Goin for 900,000...
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            Re: Secondary NPC Factions (Guilds?)
            « Reply #4 on: July 02, 2010, 09:34:26 am »

            I don't see the ability to make vehicles (other than the small buggy) ever being a possibility.
            Oh come on surely some other vehicles...

            The Hummer is a definite no its simply too tough to be made by some grease mechanic.

            The Buggy and Scout could be made surely.

            The HighwayMan would be Three times as hard to make than the other cars but it should be craftable also but the thing is you need a husk to even start making it so you'll have to buy the husks for the cars which will be pretty hefty in the first place.

            Quote
            And with the thieves guild, that's what I thought until I saw this:

            fallout.wikia.com/wiki/Thieves_Guild

            Which is what I get for not playing the first game.
            Me too...  shit..  But i only got the second one so no one can blame me ;D.
            Logged
            Whenever I say something, imagine \"In my opinion"/ being in the front of every sentence.

            Surf

            • Moderator
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            Re: Secondary NPC Factions (Guilds?)
            « Reply #5 on: July 02, 2010, 11:07:38 am »

            One can't simply "craft" a new highwayman.  ::)
            They are extremely rare, in FO2 there was only one single highwayman available which could be atleast repaired.

            Also, lol @ the "Oblivion" argument. Play Fallout 1. Where scum dwells in a bigger town, there are thiefes. And sometimes, they organize each other.
            Re: Secondary NPC Factions (Guilds?)
            « Reply #6 on: July 02, 2010, 09:55:52 pm »

            I'd like to see a 'Beast Trainer' type semi-faction, like slavers for animals but less hated.
            Logged
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