Marx
27-05-04, 22:16
Alright, every month or so a person comes up with an idea to set out faction perks for each faction... That way each perk would have its own lovely benefit so each would be unique and would attract certain people.
If you like my take on it, please vote yes and rate 5 stars. If you don't like it, feel free to offer up criticism or your own take.
Here's my take on the situation
City Admin - +5 to pistol/rifle/heavy weapons/melee/weapons lore. (25 points total). No drone/Psi/or vehicle love here. The City Admin provides the legislative and military branch of the city, while other pro-city factions would no doubt have militant members, it would make sense that the City Admin would attract the most, for every dictator needs his enforcers.
Tangent Techologies - +10 construction, +9 repair, +6 research (25 total). Tangent is the leading producer of weapons and armor technologies - as such most of its members will be in the field of production and research. A number of them are also in charge of repairing and refitting weapons sent back to the factories.
Proto Pharma - +15 implant, +10 recycle. (25 total). Members of the Protopharma faction either produce chemicals and drugs, or assist in its dispersal. Protopharma is also home to many doctors and implant specialists. Most research done for ProtoPharma is done by BioTech, so as to prevent rumors of illegal experimentaion on behalf of Proto Pharma.
NeXT +15 vehicle, +10 repair (25 total). NeXT produces vehicles, but it is also in charge of exploration of the new world, as such members of the faction are well suited to the use of and maintenance of their vehicles.
BioTech - +10 construction, + 9 recycle , +6 research (25 total). Members of the Biotech faction build implants, and provide chemicals and medical chemicals for the City. Also, many of its members research the effects of new implants and drugs - as such, most of its members are familiar in the use of research nanites and tools.
Black Dragon - Members of the Black Dragon faction will be able to purchase illegal drugs from vendors at reduced prices. They can then resell those drugs at a price lower than what the normal pushers demand - while still pulling in a profit. (no points)
Fallen Angels - +5 Construction, +5 research, +5 recycle, +5 repair, +5 implant. (25 total) Members of the Fallen Angels are former Citizens of Neocron, most are disillusioned scientists from the various Neocron factions. They share the knowledge they learned amongst each other to further serve the ideals of the Technocracy.
Twilight Guardian - +7 agility, +5 resist force, +5 body health, + 8 resist fire (25 total). Most members of the Twilight Guardian are physically fit, they have to be in order to survive out in the wastelands. Their physical toughness was earned through making due with less in the burning canyons of the east. Putting up with the hot sun, hot temperatures and hot blooded creatures in the area gives most a leathery skin and a natural resilience against heat.
City Mercenaries - +5 X-Ray, +5 Fire, +5 Energy, +5 health, +5 force resist (25 total). The City Mercs live and train in the vast wastelands of the north western regions. They believe that those who can't make it will die by the forces of nature, and so they naturally force their 'white ribbons' into the toxic world as much as possible. Those that live to pull contracts are embodied with a natural resilience against the forces of nature, one that others would have a hard time grasping.
Brotherhood of Crahn - +5 passive psi use, +5 agressive psi use, +10 psi power, +5 research (25 total). Members of the Brotherhood of Crahn enjoy heightened abilities in regards to the use of Psi power. Training that the members received since they were novices forced their mind and body to adapt to their needs, allowing them to use Psi modules more efficiently. Also, since novices they were trained to study efficiently - It is beleived that most common day mutants exist because of Brotherhood research.
Tsunami Syndicate - +5 to pistol/rifle/heavy weapons/melee/weapons lore (25 total). Members of the Syndicate have to be tough, they protect their turf from members of rival factions and gangs, they protect their clubs from drunken patrons, they protect their businesses from NCPD raids. Because of this, they've trained specially in the use of all weapons available to them. Many of the syndicates members hail from NCPD and City Admin training, and those that did shared the knowledge they received while under official employ with the syndicate.
Diamond Real Estate - Make it so members of this faction can purchase apartments and the like at cheaper prices and sell to other players for profit. Dependant on how the price would be effected decides the amount of profits. Also, this faction being important also depends on the demand for apartments, since you can't really sell tham back to the store or anything. Since demand is generally low since most are willing to pay the X amount for an apartment, I predict low future membercount.
Ok, what will this do?
1.) Make it so there are combative factions and non-combative factions. While it will still allow people to fight in those factions, most 'fighters' will gravitate to those factions which add combat stats. Tradeskillers will choose trade factions - with the higher number of Mercs, and City Admin folk, they can now try to arrange protection through other means (if this was done with the DoY release that is - which would hopefully bring more people.)
2.) Tsuanmi will rule Pepper Park. They own all the land there, all those other gangs are pushing on them, forcing them to fight for their survival in the area.
3.) Black Dragon will be full of drug pushers. They'll also have alot of enemies because of their faction status... But just remember, most drug dealers aren't particularly good with weapons, they just use them visciously. Ideally profits made through drug sales would be enough to cover daily GR costs.
4.) City Admin will become a dominant faction - which is good.
5.) Mercs will become a dominant faction - which is good.
6.) TG will stay a fairly dominant faction - which is good, if CA and Mercs can balance it out.
7) I had something in mind, but I forgot it, so I'll leave this here so I don't have to write 7) in case I remember and edit it in.
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If you like my take on it, please vote yes and rate 5 stars. If you don't like it, feel free to offer up criticism or your own take.
Here's my take on the situation
City Admin - +5 to pistol/rifle/heavy weapons/melee/weapons lore. (25 points total). No drone/Psi/or vehicle love here. The City Admin provides the legislative and military branch of the city, while other pro-city factions would no doubt have militant members, it would make sense that the City Admin would attract the most, for every dictator needs his enforcers.
Tangent Techologies - +10 construction, +9 repair, +6 research (25 total). Tangent is the leading producer of weapons and armor technologies - as such most of its members will be in the field of production and research. A number of them are also in charge of repairing and refitting weapons sent back to the factories.
Proto Pharma - +15 implant, +10 recycle. (25 total). Members of the Protopharma faction either produce chemicals and drugs, or assist in its dispersal. Protopharma is also home to many doctors and implant specialists. Most research done for ProtoPharma is done by BioTech, so as to prevent rumors of illegal experimentaion on behalf of Proto Pharma.
NeXT +15 vehicle, +10 repair (25 total). NeXT produces vehicles, but it is also in charge of exploration of the new world, as such members of the faction are well suited to the use of and maintenance of their vehicles.
BioTech - +10 construction, + 9 recycle , +6 research (25 total). Members of the Biotech faction build implants, and provide chemicals and medical chemicals for the City. Also, many of its members research the effects of new implants and drugs - as such, most of its members are familiar in the use of research nanites and tools.
Black Dragon - Members of the Black Dragon faction will be able to purchase illegal drugs from vendors at reduced prices. They can then resell those drugs at a price lower than what the normal pushers demand - while still pulling in a profit. (no points)
Fallen Angels - +5 Construction, +5 research, +5 recycle, +5 repair, +5 implant. (25 total) Members of the Fallen Angels are former Citizens of Neocron, most are disillusioned scientists from the various Neocron factions. They share the knowledge they learned amongst each other to further serve the ideals of the Technocracy.
Twilight Guardian - +7 agility, +5 resist force, +5 body health, + 8 resist fire (25 total). Most members of the Twilight Guardian are physically fit, they have to be in order to survive out in the wastelands. Their physical toughness was earned through making due with less in the burning canyons of the east. Putting up with the hot sun, hot temperatures and hot blooded creatures in the area gives most a leathery skin and a natural resilience against heat.
City Mercenaries - +5 X-Ray, +5 Fire, +5 Energy, +5 health, +5 force resist (25 total). The City Mercs live and train in the vast wastelands of the north western regions. They believe that those who can't make it will die by the forces of nature, and so they naturally force their 'white ribbons' into the toxic world as much as possible. Those that live to pull contracts are embodied with a natural resilience against the forces of nature, one that others would have a hard time grasping.
Brotherhood of Crahn - +5 passive psi use, +5 agressive psi use, +10 psi power, +5 research (25 total). Members of the Brotherhood of Crahn enjoy heightened abilities in regards to the use of Psi power. Training that the members received since they were novices forced their mind and body to adapt to their needs, allowing them to use Psi modules more efficiently. Also, since novices they were trained to study efficiently - It is beleived that most common day mutants exist because of Brotherhood research.
Tsunami Syndicate - +5 to pistol/rifle/heavy weapons/melee/weapons lore (25 total). Members of the Syndicate have to be tough, they protect their turf from members of rival factions and gangs, they protect their clubs from drunken patrons, they protect their businesses from NCPD raids. Because of this, they've trained specially in the use of all weapons available to them. Many of the syndicates members hail from NCPD and City Admin training, and those that did shared the knowledge they received while under official employ with the syndicate.
Diamond Real Estate - Make it so members of this faction can purchase apartments and the like at cheaper prices and sell to other players for profit. Dependant on how the price would be effected decides the amount of profits. Also, this faction being important also depends on the demand for apartments, since you can't really sell tham back to the store or anything. Since demand is generally low since most are willing to pay the X amount for an apartment, I predict low future membercount.
Ok, what will this do?
1.) Make it so there are combative factions and non-combative factions. While it will still allow people to fight in those factions, most 'fighters' will gravitate to those factions which add combat stats. Tradeskillers will choose trade factions - with the higher number of Mercs, and City Admin folk, they can now try to arrange protection through other means (if this was done with the DoY release that is - which would hopefully bring more people.)
2.) Tsuanmi will rule Pepper Park. They own all the land there, all those other gangs are pushing on them, forcing them to fight for their survival in the area.
3.) Black Dragon will be full of drug pushers. They'll also have alot of enemies because of their faction status... But just remember, most drug dealers aren't particularly good with weapons, they just use them visciously. Ideally profits made through drug sales would be enough to cover daily GR costs.
4.) City Admin will become a dominant faction - which is good.
5.) Mercs will become a dominant faction - which is good.
6.) TG will stay a fairly dominant faction - which is good, if CA and Mercs can balance it out.
7) I had something in mind, but I forgot it, so I'll leave this here so I don't have to write 7) in case I remember and edit it in.
=/