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View Full Version : [Brainport] Faction perks revisited.



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.

=/

Mumblyfish
27-05-04, 22:19
No. Making people better in combat just because they went into a me-too faction is a daft idea. It also pushes people out of the factions they like because of the weapon bonuses.

Mr_Snow
27-05-04, 22:21
I think the bonus's are way too generic, for example TT and BT are almost duplicates.

imo, neocron just isnt complex enough to support ideas like this.

plague
27-05-04, 22:22
i like this idea only thing is that all spy's gonna be tt and i think that crahn bonuses will overpower hybrids by quite alot. Other then that great idea :D

Marx
27-05-04, 22:25
No. Making people better in combat just because they went into a me-too faction is a daft idea. It also pushes people out of the factions they like because of the weapon bonuses.
None of the bonuses are really amd truly great. To be honest, +5 to a weapon skill is nothing when one looks at items like drugs boosters and powerarmors.


I think the bonus's are way too generic, for example TT and BT are almost duplicates.

imo, neocron just isnt complex enough to support ideas like this.
Read your history mate, TT and BT used to be the same company - that's why I made them similar.

;)


i like this idea only thing is that all spy's gonna be tt and i think that crahn bonuses will overpower hybrids by quite alot. Other then that great idea :D
It can easily be shifted. Also, who knows how the DoY release will effect factions... I for one hope it gets rid of DRE, lol.

BombShell
27-05-04, 22:25
nope but i do think Ca needs +ATH to their PA's and a tad better defence i think it should be able to compete to pa3. and maybe a tad better. not to much to force everyone. but i hat ehow CA is soppose to be a major faction and non is really playing it.

Mr_Snow
27-05-04, 22:26
mate, TT and BT used to be the same company - that's why I made them similar.

;)


Many companies have different divisions that do different things.
For example, TT would have a production, a research and a marketing division.
Does that mean all three are the same?

Marx
27-05-04, 22:27
Many companies have different divisions that do different things.
For example, TT would have a production, a research and a marketing division.
Does that mean all three are the same?
Not neccesarily since there really aren't all that many production companies in-game. You really just have TT and BT - both of which used to be TT.

*shrug*

Eledhbrant
27-05-04, 22:35
+5 to pistol or rifle is a nice boost, but do you know how HUGE a difference there is in +10 PPW to a monk? that gives back the +4 psicore and +4 DS gave for a while plus 2 more, it will increase the low-mana pool some people have of like 320 past the flip point where it hops to 380, PLUS the extra ppu/apu meaning they can lom even more in, so all the capped crahnites have nice 400+ pools for nothing, lovely eh?

Drake6k
27-05-04, 22:36
No.

Factions are getting items with DoY. That's enough.

If your idea passed everyone would go TG and I'd be all sad cause BD gets the worst perk.

Mr_Snow
27-05-04, 22:37
Not neccesarily since there really aren't all that many production companies in-game. You really just have TT and BT - both of which used to be TT.

*shrug*
crahn produce psi modules, proto produces drugs, diamond produce housing, TG produce fusion weapons and ammo.

Almost every faction produces something, figuring out a way to add different noticable bonus without overpowering is the key.

Marx
27-05-04, 22:37
+5 to pistol or rifle is a nice boost, but do you know how HUGE a difference there is in +10 PPW to a monk? that gives back the +4 psicore and +4 DS gave for a while plus 2 more, it will increase the low-mana pool some people have of like 320 past the flip point where it hops to 380, PLUS the extra ppu/apu meaning they can lom even more in, so all the capped crahnites have nice 400+ pools for nothing, lovely eh?
What if it was added to the int psi subskill instead?

Mumblyfish
27-05-04, 22:37
No.

Factions are getting items with DoY. That's enough.

If your idea passed everyone would go TG and I'd be all sad cause DRE gets the worst perk, with BD coming in a close second. "Ooh, I can trade property, ooh I can buy drugs". Nobody cares.
Fixxxed without remorse.

Marx
27-05-04, 22:39
crahn produce psi modules, proto produces drugs, diamond produce housing, TG produce fusion weapons and ammo.

Almost every faction produces something, figuring out a way to add different noticable bonus without overpowering is the key.
Yakarma's produces psi-modules, not Crahn. Proto produces 'em, but you recycle to get 'em. Diamond doesn't produce housing, it's selling stuff that was abandoned after the Irata journeys (and used to be part of CA). TG doesn't produce that material, at least there's no one or no place which states it as such. For all we know the fusion material is produced by FA but retailed at TG.

*shrug*

BombShell
27-05-04, 22:41
well MARX BD decerves this atleast 15barter for collecting their insurance and 10 rec in producing fine quilty drugs :)


i think it would be kwel to rec ur own home :)

get like 1000000 wood and 10000pipes with 100000wire and 1000 glass :)

buy ur paint and chairs at ur local store unless u want to make them out of junk too :)

Mr_Snow
27-05-04, 22:42
Yakarma's produces psi-modules, not Crahn. Proto produces 'em, but you recycle to get 'em. Diamond doesn't produce housing, it's selling stuff that was abandoned after the Irata journeys (and used to be part of CA). TG doesn't produce that material, at least there's no one or no place which states it as such. For all we know the fusion material is produced by FA but retailed at TG.

*shrug*
which is why the storyline is throwing as many links between yakarma and crahn as it can, and insinuating one is just a front for the other

yourre nitpicking rather then addressing the real points

Marx
27-05-04, 23:08
which is why the storyline is throwing as many links between yakarma and crahn as it can, and insinuating one is just a front for the other

yourre nitpicking rather then addressing the real pointsJust because a one group owns a company doesn't mean they share the same ideals and staff expectations of that company.

Hell, if they did, Donald Trump would need to know how to build buildings, deal cards, run stock option programs, deal with rent-salary issues... etc.

And no, I'm not nitpicking. The simple point is now you'd have factions specifically oriented for combat without preventing those other factions from taking part in combat.

Not everything in Neocron has to revolve around violence, and perks like this would reinforce that.

Benjie
28-05-04, 08:41
Marx your ideas are really good in my opinion. Your examples need tweeking however.
The bonuses should be no higher than +5's, and only +3's to Combat.
*all* factions should get the same amount of points, (13) and have some other kind of perk, like with your Black Dragon example.


5 stars.