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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Gunduz on July 02, 2010, 08:50:08 am

Title: Secondary NPC Factions (Guilds?)
Post by: Gunduz 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

Benefits


Bounty Hunters

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

Requirements

Benefits
*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

Benefits
*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

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

Benefits

*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.
Title: Re: Secondary NPC Factions (Guilds?)
Post by: Michaelh139 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.
Title: Re: Secondary NPC Factions (Guilds?)
Post by: Gunduz 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.
Title: Re: Secondary NPC Factions (Guilds?)
Post by: Pandemon on July 02, 2010, 09:09:56 am
I like this idea :P
Title: Re: Secondary NPC Factions (Guilds?)
Post by: Michaelh139 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.
Title: Re: Secondary NPC Factions (Guilds?)
Post by: Surf 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.
Title: Re: Secondary NPC Factions (Guilds?)
Post by: Lonelylurker 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.