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Storing this information here until we get a wiki.
Contents
Each section will detail player counts (round start and late join), starting locations, perks, gameplay and objectives.
Main Factions
Minor Factions
Tertiary Factions (Events Only)
Neighbouring Factions (In the Area, Unused or Mention Only)
1. Main Factions
Faction slot count will be heavily server population dependant and we need to devise a way to make sure certain factions are filled first for a complete round to happen.
For this I propose a "Role Fill" system that for a faction to exist at round start, the game must have to fill all the minimum slots before filling any additional slots. Minimum - Max Round Start - Late Join - 4th number I can't remember, maybe Maximum Slots. Max slots could scale per 10 players connected (past 50 players) so slots open up throughout the round once every factions basic slots are sufficiently filled). Maybe a formula for this individual to that factions weight. Maybe we add a 5th number for hard max so that at 100 players we don't have top heavy factions, otherwise we make the 4th number a multiplier e.g. 0.5 = a new role opens up at 50, 70, 90 players whereas 1 = 50, 60, 70 players etc.
1.1 - Washington Brotherhood of Steel 1.2 - Caravan Company 1.3 - New California Republic
W:BOS Will be a core faction that will be filled provided an opposite faction can also be filled.
The W:BOS are a fierce faction unlike any BOS faction you might have found before. They are an outcast branch of the BOS following the leadership of the Elder Eternal and their Neo Brotherhood doctrine of conscription, murder and subjugation.
Base: A pre-war bunker intended for the US Gov that was never reached in time. Remnants of Enclave preparation. This will be adjacent to and or connected to the Poseidon Energy Nuclear Plant. This is a mapped location on the overworld with a Z level component.
Gameplay: This chapter will be given an objective from a random pool that they can choose to pursue, as well as maintaining the status quo. Protecting the base, playing with subjugating and conscripting the townsfolk or tribes and hunting for old world technology. There will also be events that fire specific to this faction should player counts be high enough, such as pre-war relic expeditions (Like the pre-war supersoldiers in Cryo tree from HOI:4). These events or expeditions can be on map or off map as an actual risky, curated, DM/GM driven experience for a group of players).
The Caravan Comapny are a Core Faction which are responsible for balancing the world economy. They will barter essential and exotic goods imported from out of map with the population for things that can be sold for greater profit. They will also set up supply routes between factions and indepedant stores for a fee, and respond to spurious events and requests for specific goods within a time limit.
Base: The CC base will be on the waterfront, likely with a warehouse element, a player facing element (store front / office for recruiting) and a nearby train station so that long term they can be served by boat and by train).
Gameplay: See the blurb above. This is the equivalent to cargo upstream. The world of N14 relies on a circular economy like a space station, and once the resources start to be used and abused and not carefully replenished (in the few circumstances they can be) then the CC need to supplement the world with outside goods.
1.3 New California Republic (NCR)
Role Fill: Officer (1), Non Commissioned Officer (NCO) (1.2.0.1), Soldier (2.4.1.1), Cadet (0.3.3.1)
The NCR are a democratic military force pushing into Washington State to try expand their territory North in the pursuit of resources and manpower. Far from their capital, their forces need to think smart in order to win the hearts and minds of the locals...unless we want another Bitter Springs Massacre on our hands.
Base: Bottom left, has to be near a "connection" point off the map. Small camp with few buildings almost like a western frontier (little store, barracks, office, armory, odd house or two). Nearish to CC.
Gameplay: The NCR are interested in settling in the region. They start at a small camp with a small force of soldiers and settlers and their core aims are expand the camp, settle in a town or annex the local populace either by diplomacy or force. At the same time they're at odds with the W:BOS and the Enclave (if they show up) and have a similar opportunity with the tribals in the area of trade or force.
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Storing this information here until we get a wiki.
Contents
Each section will detail player counts (round start and late join), starting locations, perks, gameplay and objectives.
1. Main Factions
Faction slot count will be heavily server population dependant and we need to devise a way to make sure certain factions are filled first for a complete round to happen.
For this I propose a "Role Fill" system that for a faction to exist at round start, the game must have to fill all the minimum slots before filling any additional slots. Minimum - Max Round Start - Late Join - 4th number I can't remember, maybe Maximum Slots. Max slots could scale per 10 players connected (past 50 players) so slots open up throughout the round once every factions basic slots are sufficiently filled). Maybe a formula for this individual to that factions weight. Maybe we add a 5th number for hard max so that at 100 players we don't have top heavy factions, otherwise we make the 4th number a multiplier e.g. 0.5 = a new role opens up at 50, 70, 90 players whereas 1 = 50, 60, 70 players etc.
1.1 - Washington Brotherhood of Steel
1.2 - Caravan Company
1.3 - New California Republic
1.1 Washington Brotherhood of Steel (W:BOS)
Role Fill: Elder (1), Paladin (2.4.0.1), Scribe (1.3.0.1), Knight (1.3.1.1), Initiate (0.2.2.1).
W:BOS Will be a core faction that will be filled provided an opposite faction can also be filled.
The W:BOS are a fierce faction unlike any BOS faction you might have found before. They are an outcast branch of the BOS following the leadership of the Elder Eternal and their Neo Brotherhood doctrine of conscription, murder and subjugation.
Base: A pre-war bunker intended for the US Gov that was never reached in time. Remnants of Enclave preparation. This will be adjacent to and or connected to the Poseidon Energy Nuclear Plant. This is a mapped location on the overworld with a Z level component.
Gameplay: This chapter will be given an objective from a random pool that they can choose to pursue, as well as maintaining the status quo. Protecting the base, playing with subjugating and conscripting the townsfolk or tribes and hunting for old world technology. There will also be events that fire specific to this faction should player counts be high enough, such as pre-war relic expeditions (Like the pre-war supersoldiers in Cryo tree from HOI:4). These events or expeditions can be on map or off map as an actual risky, curated, DM/GM driven experience for a group of players).
1.2 Caravan Company (CC)
Role Fill: Caravan Leader (1), Caravan Trader (2.4.1.1), Caravan Guard (2.6.2.1)
The Caravan Comapny are a Core Faction which are responsible for balancing the world economy. They will barter essential and exotic goods imported from out of map with the population for things that can be sold for greater profit. They will also set up supply routes between factions and indepedant stores for a fee, and respond to spurious events and requests for specific goods within a time limit.
Base: The CC base will be on the waterfront, likely with a warehouse element, a player facing element (store front / office for recruiting) and a nearby train station so that long term they can be served by boat and by train).
Gameplay: See the blurb above. This is the equivalent to cargo upstream. The world of N14 relies on a circular economy like a space station, and once the resources start to be used and abused and not carefully replenished (in the few circumstances they can be) then the CC need to supplement the world with outside goods.
1.3 New California Republic (NCR)
Role Fill: Officer (1), Non Commissioned Officer (NCO) (1.2.0.1), Soldier (2.4.1.1), Cadet (0.3.3.1)
The NCR are a democratic military force pushing into Washington State to try expand their territory North in the pursuit of resources and manpower. Far from their capital, their forces need to think smart in order to win the hearts and minds of the locals...unless we want another Bitter Springs Massacre on our hands.
Base: Bottom left, has to be near a "connection" point off the map. Small camp with few buildings almost like a western frontier (little store, barracks, office, armory, odd house or two). Nearish to CC.
Gameplay: The NCR are interested in settling in the region. They start at a small camp with a small force of soldiers and settlers and their core aims are expand the camp, settle in a town or annex the local populace either by diplomacy or force. At the same time they're at odds with the W:BOS and the Enclave (if they show up) and have a similar opportunity with the tribals in the area of trade or force.
1.
Role Fill:
Core Faction
Blurb
Base:
Gameplay:
1.
Role Fill:
Core Faction
Blurb
Base:
Gameplay:
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