Darkwind
Faction Membership

*sam*


Posted Mar 31, 2010, 12:26 pm
I have just patched in code which allows you to formally declare your faction (you must have good rep. with them before it can be done).

You may also choose to be a Renegade (aligned with no particular faction).

The amount of 'indirect' rep. that you gain with a faction when you kill its enemies is greatly reduced when your own official faction is its enemy.. e.g. if you are a Red then killing Anarchists will gain you very little rep with the merchants, since they are enemies of the Reds as well as the Anarchists. However you will still gain at the normal rate with, say, Badlands Truckstop Faction, since they are not enemies of the Reds.

I will also soon be implementing specific benefits and drawbacks to being a member of each faction.



Sam said:
OK, I finally got a few hours to do these! .. so, effective from now:

Anarchists -  you get a recruiting bonus in FL. Gate fees are higher than normal in all other towns

Merchants -  you get better buy rates with NPCs with bulk goods

Deathrace Mafia -  you sometimes find you car has been provisioned with reloads in an arena combat, and/or with a tuned-up engine in stock town events generally.

Civs -  chance of trucing with negotiator skill is improved. Unable to recruit Mutants

Reds - your characters wages are lower than normal (you’ll see this at the next training update). Worse buy rates with NPCs bulk goods

Slavers - immune to having your gangers enslaved and becoming gladiators (even when losing battles with non-slaver pirate gangs). Penalty to recruiting in SS,Elms,GW. Higher gates fees in SS,Elms,GW

Mutants - training bonus to gangers who are training psionics, increased chance of recruiting mutants. (Slightly) increased Gate Fees in all towns except Shanty.

BL Truckstop - Reduced gate fees at both truckstops
*goat starer*


Posted Mar 31, 2010, 12:34 pm
sam... i am listed as liked by the reds but i have no option to set it as my primary
FireFly


Posted Mar 31, 2010, 12:35 pm
I think you need adored or better goat, I can join the mutants at adored anyway.
*sam*


Posted Mar 31, 2010, 12:48 pm
You need to be halfway between Respected and Admired
*Grograt*
gary.r.horder@gmail.com

Posted Mar 31, 2010, 1:00 pm
To be Renegade ( I am , goes without saying ) what kind of rep do you require, also where about can this be found ( ie join details )
*sam*


Posted Mar 31, 2010, 1:03 pm
Renegade means you don't belong to any faction. No rep. needed with anyone in particular.

These changes are made from your Gang Page's Reputation tab.
*Grograt*
gary.r.horder@gmail.com

Posted Mar 31, 2010, 1:05 pm
I just want the moniker ' Renegade' somewhere on my gang page hee hee, i just couldnt find any choices anywhere, just tried a cache clean still no choices on rep' screen
*sam*


Posted Mar 31, 2010, 1:08 pm
In the left column of your gang page, grog: "Primary Faction: None (Renegade)"

There's no choices because you're already a Renegade and no other faction wants you to join them.
*Grograt*
gary.r.horder@gmail.com

Posted Mar 31, 2010, 1:10 pm
Hey, now i see :D then i am a happy Renegade :D
Serephe


Posted Mar 31, 2010, 1:13 pm
I'm a renegade of jpop tonight! heehee!
*goat starer*


Posted Mar 31, 2010, 2:46 pm
*sam* said:
You need to be halfway between Respected and Admired


thats just too hard to get to.  :stare:

every time i leave a town i am getting jumped by anarchists and mutants on contract hits so i dont get to choose who i hunt at all anymore.
*sam*


Posted Mar 31, 2010, 3:36 pm
Maybe the contract hits that NPCs take out need scaling back...?
Flaming savage


Posted Mar 31, 2010, 3:43 pm
I presume you can change membership of factions?
*goat starer*


Posted Mar 31, 2010, 3:44 pm
maybe for the purposes of getting people started we need to allow people to choose a faction more easily in the short term... and indeed allow people to choose a faction on joining before establishing a rep with it.

I like the level of contract hits... they are funny... just want to be able to make this choice now.
*sam*


Posted Mar 31, 2010, 4:10 pm
Flaming savage said:
I presume you can change membership of factions?


Yes, you can leave a faction at any time and join another one or stay as renegade.
*sam*


Posted Mar 31, 2010, 4:11 pm
goat starer said:
maybe for the purposes of getting people started we need to allow people to choose a faction more easily in the short term... and indeed allow people to choose a faction on joining before establishing a rep with it.

I like the level of contract hits... they are funny... just want to be able to make this choice now.



Why would the rules need to be any different now to how they'd be in the future?

I could make it easier to join a faction, sure, but don't see why it should be different now versus later.
*goat starer*


Posted Mar 31, 2010, 4:16 pm
im not suggesting they should be... i'm suggesting that the rules for switching a faction might be as they are now but that people who are first joining the game (and by extrension everyone in the game now for their 'first pick') should be able to join whatever faction they want.

this would reflect natural distrust and the need to be accepted if you have been with another faction for some time but would allow people to choose a faction early without having to negotiate a pretty incomprehensible (and now shifting) set of relationships to build a rep with a particular faction.
FireFly


Posted Mar 31, 2010, 4:24 pm
*sam* said:
Maybe the contract hits that NPCs take out need scaling back...?
I don't think so, if they really hate you, it makes sense that they are actively trying to hunt you down, and not just waiting around for you to hunt them.

If someone is that hated by gangs, like the mutants and anarchists for example, it means the person killed a lot of them, in turn, they want him dead, simple enough logic.

And it dosen't seem overly much, I can count on one hand how many times I've gotten attacked by the anarchists, well, we are on better terms now, but a while back they detested me with a passion...
*sam*


Posted Mar 31, 2010, 4:56 pm
goat starer said:
im not suggesting they should be... i'm suggesting that the rules for switching a faction might be as they are now but that people who are first joining the game (and by extrension everyone in the game now for their 'first pick') should be able to join whatever faction they want.

this would reflect natural distrust and the need to be accepted if you have been with another faction for some time but would allow people to choose a faction early without having to negotiate a pretty incomprehensible (and now shifting) set of relationships to build a rep with a particular faction.



Ah, ok. That wouldn't really work though, as all you'd have to do is become a Renegade and then get the 'easier' join to your new faction rather than switching directly from one to the other.

Edit: unless some kind of delay were put in, between each change of status with factions. 2-3 weeks maybe.
FireFly


Posted Mar 31, 2010, 4:57 pm
Sam, I think he is talking more like a "First time" free ticket, you know, like the first 3 free guys, or the first time free repair?

First Free faction choice, after that, it becomes a bit harder to just defect...
*jimmylogan*


Posted Mar 31, 2010, 5:41 pm
Yeah - I see where Goat is coming from, and for purposes of "kick starting" this thing, it might work... No rule changes needed, BUT that would require Sam to do them manually?
*Wolfsbane*


Posted Mar 31, 2010, 7:58 pm
I may be wrong, but reds seem like the only faction where this would be a problem. No one else is that fussy about their allies. I guess it might be hard to get in with slavers but that's about it.
FireFly


Posted Mar 31, 2010, 8:20 pm
I disagree Wolf, the slavers like me B)
Groove Champion


Posted Mar 31, 2010, 8:38 pm
I anyone would like to pay the membership fee to become a Groove Champion faction member, I accept payments in lasers.
*Wolfsbane*


Posted Mar 31, 2010, 8:39 pm
SS marketplace, password inyourdreams
*Tinker*


Posted Mar 31, 2010, 8:50 pm
*sam* said:
Maybe the contract hits that NPCs take out need scaling back...?


If you get a bounty on you for being a bad boy in some town, then i can see any faction being open to hunt you, unless they they like you, it would be weird if a friendly faction suddenly started back stabbing you no?

So yes scaling back for pos rep faction sounds good i think
Fealty Lost


Posted Apr 1, 2010, 12:28 pm
Sam:
First off, great addition to the game.

Under Faction descriptions on the Rep' tab, I find PC gangs that are allied with certain factions. How do you become so aligned? Do you have to belong to that Faction?

And if you are a Renegade, can you be considered allied with any Faction?

Thanks.

*sam*


Posted Apr 1, 2010, 12:32 pm
Damon: yes, the PC gangs that are 'allied' to a faction are those that have formally declared for that faction (previously, it was a list of those who merely had high rep. with them).

If you're a renegade, you're not allied to any faction (although they may still see you as a friend, auto-accept truces, etc.)
Joel Autobaun


Posted Apr 2, 2010, 6:06 am
Wolfsbane said:
I may be wrong, but reds seem like the only faction where this would be a problem.  No one else is that fussy about their allies.  I guess it might be hard to get in with slavers but that's about it.


I think it's kinda weird I can't join the Deathrace Mafia.
simonmaxhill


Posted Apr 2, 2010, 6:22 am
Joel is definitely the guy to be in the DR mafia.

Maybe the perk from them should be not that they sneak in reloads, but that they sneak in hand weapons for your peds.
*Grograt*
gary.r.horder@gmail.com

Posted Apr 2, 2010, 10:19 am
Oooh lol
ISHOULDCOCO


Posted Apr 2, 2010, 3:50 pm
Quote:
Slavers


Allied Player Gangs
[Cap distributor]

Enemy Player Gangs
[Rezeaks Racers] [-^-HellRazors-^-] [Arbiters] [Special Circumstances ] [Evan Courier Service] [Collision Force]


heh

COCO
Joel Autobaun


Posted Apr 2, 2010, 7:29 pm
simonmaxhill said:
Joel is definitely the guy to be in the DR mafia.

Maybe the perk from them should be not that they sneak in reloads, but that they sneak in hand weapons for your peds.


Seriously though, it's stupid that to get in it you have to scout the living crap out of everything out there instead of actually winning events.

Maybe allow membership after winning a league or something...
simonmaxhill


Posted Apr 2, 2010, 7:33 pm
Joel Autobaun said:

Seriously though, it's stupid that to get in it you have to scout the living crap out of everything out there instead of actually winning events.
..


My understanding is that at some point the DR mafia will periodically offer you "missions" in arena events that you can complete or not to curry favor with them/anger them.
*Grograt*
gary.r.horder@gmail.com

Posted Apr 2, 2010, 7:54 pm
Joel, your infamy on the track should allow you to BE the mafia :cyclops:
Serephe


Posted Apr 2, 2010, 10:59 pm
I should join the mafia just to p/o joel. :)
*Marc5iver*
marcg@comcast.net

Posted Apr 3, 2010, 10:06 am
I have not seen a post that tells us the advantages/disadvantages of joining each particular gang. Where can this info be found?
*sam*


Posted Apr 3, 2010, 12:48 pm
Joel Autobaun said:
simonmaxhill said:
Joel is definitely the guy to be in the DR mafia.

Maybe the perk from them should be not that they sneak in reloads, but that they sneak in hand weapons for your peds.


Seriously though, it's stupid that to get in it you have to scout the living crap out of everything out there instead of actually winning events.

Maybe allow membership after winning a league or something...



Actually, winning pro events gains favour with the DR Mafia.
*sam*


Posted Apr 3, 2010, 12:49 pm
Marc5iver said:
I have not seen a post that tells us the advantages/disadvantages of joining each particular gang. Where can this info be found?


Not fully determined or implemented yet. Here's my working notes (discussion ongoing in RC):

Anarchists.. you get a recruiting bonus; gate's fees are higher than normal in all non-pirate towns.

Merchants.. you get better buy/sell rates with NPCs with bulk goods; Forced truce with friendly factions? (this one is being debated in the RC)

Deathrace Mafia.. you sometimes find you car has been provisioned with reloads in an arena combat

Civs: chance of trucing with negotiator skill is improved; Unable to recruit Mutants

Reds: your characters eat for free; worse buy/sell rates with NPCs

Mutants: Training bonus to gangers who are training psionics; Increased Gate Fees in all towns except Shanty.
Togakure


Posted Apr 3, 2010, 1:15 pm
I'm not sure I totally agree with not allowing those aligned to Civs the ability to hire mutants. It should be very limited, but not impossible. After all, not all mutants are bad.

Any chance of there being a community vote for different options, and then having the RC make a final vote based on the community results?
*Rezeak*
reecestensel@hotmail.co.uk

Posted Apr 3, 2010, 1:22 pm
Simon started a thread on this:

Benifits of factions
Serephe


Posted Apr 3, 2010, 1:23 pm
Togakure said:
I'm not sure I totally agree with not allowing those aligned to Civs the ability to hire mutants. It should be very limited, but not impossible. After all, not all mutants are bad.

Any chance of there being a community vote for different options, and then having the RC make a final vote based on the community results?


Aye Toga, but the civs shun muties. ;)
*Rezeak*
reecestensel@hotmail.co.uk

Posted Apr 3, 2010, 7:01 pm
I think there should be a two week gap between changing your faction. This is becuase it would be very easy to exploit if you could change it whenever you want.

For example:
I can currently change between merchants, civs, DRM and reds.

Every thursday evening I could change my faction to reds so that I don't get charged for food.

Every time I need to travel I could change to civs so that I have a better chance of trucing.

Every time I'm about to enter a DR I could change to DRM.

and every time I need to buy something I could change to merchants.
*goat starer*


Posted Apr 4, 2010, 1:04 am
i dont think there should be any advantage to factions other than your scouting options and contract hits
Dwarger


Posted Apr 4, 2010, 5:04 am
I would have to agree with a delay in faction changing, especially if there are bonuses to being in a certain faction.

Rezeak had a good warning point about changing factions to maximize bonus use and I would like to see that avoided if possible.

My 2 cents :D
*Bastille*


Posted Apr 4, 2010, 5:32 am
Quote:
For example:
I can currently change between merchants, civs, DRM and reds.

Every thursday evening I could change my faction to reds so that I don't get charged for food.

Every time I need to travel I could change to civs so that I have a better chance of trucing.

Every time I'm about to enter a DR I could change to DRM.

and every time I need to buy something I could change to merchants.


Why I think that you shouldn't chose, it should be the result of your actions.

So, does that mean we can chose now?
*Dark Tempest*


Posted Apr 4, 2010, 6:52 am
How about every time time you change factions your rep with all other factions drops low enough that you can't join them, so that you have to curry favor with them again if you want to change?
Psygo


Posted Apr 4, 2010, 8:31 am
Dark Tempest 666 said:
How about every time time you change factions your rep with all other factions drops low enough that you can't join them, so that you have to curry favor with them again if you want to change?

Yeah I believe that'd be better, too.
Well, maybe the other factions that like the faction you join should just go down a little bit.
*sam*


Posted Apr 4, 2010, 10:24 pm
Well, it's already the case that when you leave a faction you lose rep. with it.. maybe that will already be enough to stop this particular problem? We can make a decision when it's all up and running, perhaps..
*Tinker*


Posted Apr 16, 2010, 2:39 pm
*sam* said:
The amount of 'indirect' rep. that you gain with a faction when you kill its enemies is greatly reduced when your own official faction is its enemy.. e.g. if you are a Red then killing Anarchists will gain you very little rep with the merchants, since they are enemies of the Reds as well as the Anarchists. However you will still gain at the normal rate with, say, Badlands Truckstop Faction, since they are not enemies of the Reds.


Got a hard time getting my head around this one.

I just joined the Mutant faction after assassinating a fat Civ trader gang leader in ss, now SS is furious.

So now if i kill a buch of raiders they won't care because the raiders are also enemies of the mutants? and what if i kill slavers that are the friends of the mutants, then SS would like that?

And what if i kill other enemies of the mutants like the merchants, will the civs care much, because that's to be expected from me?  :stare:

Also i can now select SV as my home town, but i have no one there atm.
*Ninesticks*


Posted Apr 17, 2010, 11:06 pm
Well you can try and select it Tink but it won't go through.

Every action can cause a reaction with every faction. So if I kill mutants then my rep with Shanty (being faction allied) and mutants will drop. Your reputation with anyone opposed to mutants will increase. The amount of increase/decrease depends on the strength of the like/dislike.
*goat starer*


Posted Apr 26, 2010, 6:55 pm
I just read this...

NPC gangs who`s faction affiliations make them friendly with your gang will generally not be met during scouting, regardless of whether you have selected the `Always Seeks Enemies from Faction` option.

so how am i supposed to hunt merchants and make the reds like me if they wont meet me even if i hunt them?

:stare:
*Tinker*


Posted Apr 26, 2010, 7:18 pm
goat starer said:
I just read this...

NPC gangs who`s faction affiliations make them friendly with your gang will generally not be met during scouting, regardless of whether you have selected the `Always Seeks Enemies from Faction` option.

so how am i supposed to hunt merchants and make the reds like me if they wont meet me even if i hunt them?

:stare:


I'm guessing ... use the "target X gang"?
*goat starer*


Posted Apr 27, 2010, 9:17 am
Don't guess... i want real answers.

you cant use target x gang unless there is a high fame gang of the right faction to target..

so in most towns - including shanty (which is on a trade route and survives by preying on fuel convoys - but never sees a merchant) you cant hunt a specific merchant gang.

and apparently i cant hunt low fame trader gangs either because they like me.... which explains why i keep sending my squads out all over the place with 'target merchants' selected and keep getting pirates.

but also makes it almost impossible to join the reds :stare:
*sam*


Posted Apr 27, 2010, 9:21 am
That reminds me goat, one of the many things you promised to remind me of via PM was to consider having rep move towards neutral on a per-faction basis, to reflect the fact that some factions are harder than others to build up a rep. with. Sounds like a solution?
*goat starer*


Posted Apr 27, 2010, 12:14 pm
sounds like a start certainly...

i really dont understand why this is so hard... i actually cant hunt traders on a trade route... so short of actually moving out of a town to build my faction rep i cant see an option...

is there a reason why if i select merchants as a general target I get anarchists? I cant see wat purpose it would serve
*Tinker*


Posted Apr 28, 2010, 12:54 am
Haven't noticed any training boost for psi training in 2 weeks (mutants faction), it might be going down actually, are the benefits to belonging to a faction been implemented yet?
simonmaxhill


Posted May 2, 2010, 4:51 am
Arena Rep seems real weird:

I just did a pro combat and it seems that every single opponent that I defeated now has me as "unappreciated". Is it because I accidentally fired on one vehicle after a resignation? Everyone in the event is angry about that?
*sam*


Posted May 2, 2010, 10:48 am
simonmaxhill said:
Arena Rep seems real weird:

I just did a pro combat and it seems that every single opponent that I defeated now has me as "unappreciated".  Is it because I accidentally fired on one vehicle after a resignation?  Everyone in the event is angry about that?


That's correct simon. You can't actually see the numbers behind the scenes, but I can tell you that it's a trivial level of 'unappreciated' -- almost zero. This is the anti-griefing arena code kicking in. Maybe the *first* shot on a resigned opponent needs to be allowable, and only subsequent ones cause this effect?
iceman


Posted May 2, 2010, 12:32 pm
If you are shooting someone after they have resigned then you are probably doing the damage that will put them in the hospital if not the morgue :o

so it's realistic as it is :thinking:
Serephe


Posted May 2, 2010, 12:45 pm
IMO they should form grudges easier -- specific gangs forming a grudge for you taking them out would be neat.
*goat starer*


Posted May 12, 2010, 1:51 am
this is really starting to make me despondant... i just cant build my rep with the reds above respected... i hunt merchants and slavers wherever possible... the rest of my scouting should be largely neutral.. but it never goes up.

the merchants honour me
the deathrace mafia honour me

but the reds only respect me...

what am i doing wrong?
JS


Posted May 12, 2010, 2:10 am
goat starer said:
this is really starting to make me despondant... i just cant build my rep with the reds above respected... i hunt merchants and slavers wherever possible... the rest of my scouting should be largely neutral.. but it never goes up.

the merchants honour me
the deathrace mafia honour me

but the reds only respect me...

what am i doing wrong?


Well Comrade Goat, I sugggest a Revolution!  Rise up and throw off the shackles of the reactionaries, and their Merchant Captialist co-conspirators.  Perhaps a Gulag or two to re-educate those who do not understand the historical dialectic.  The workers will inherit the earth.  Now, to get you in the right mood, and since you have so much more than I do (each to his needs and each according to his abilities, etc) you'll need to give me half of your Fire Engines.  Well, if we are going to go Red, I suppose you'll have to give up most of your stuff to all of us.  That should make you a star int he Reds eyes.  Me, I prefer to kill them on sight.  But I'm just a reactionary like that.
Lord Foul


Posted May 12, 2010, 3:37 am
goat starer said:
this is really starting to make me despondant... i just cant build my rep with the reds above respected... i hunt merchants and slavers wherever possible... the rest of my scouting should be largely neutral.. but it never goes up.

the merchants honour me
the deathrace mafia honour me

but the reds only respect me...

what am i doing wrong?


I would start by getting the Merchants to hate you. The Reds hate the merchants and the merchants currently love you. If I was a Red and I noticed the Merchants throwing roses at you, I'd only respect you until you got on the right track.  ;)

Since the DRM like the merchants, they'll begin to hate you as well for attacking the merchants.

Reds hate - Merchants, Slavers, and DRM. So attacking merchants on a regular basis should get you in good standing with the Reds.

*Lugal*


Posted May 12, 2010, 4:08 am
Wouldn't it go against Red doctrine to provide favoritism?

I feel ya though - I'm working on Civs and Mercs but can't seem to get above "appreciated".
*goat starer*


Posted May 12, 2010, 9:16 am
Lord Foul said:
goat starer said:
this is really starting to make me despondant... i just cant build my rep with the reds above respected... i hunt merchants and slavers wherever possible... the rest of my scouting should be largely neutral.. but it never goes up.

the merchants honour me
the deathrace mafia honour me

but the reds only respect me...

what am i doing wrong?


I would start by getting the Merchants to hate you. The Reds hate the merchants and the merchants currently love you. If I was a Red and I noticed the Merchants throwing roses at you, I'd only respect you until you got on the right track.  ;)

Since the DRM like the merchants, they'll begin to hate you as well for attacking the merchants.

Reds hate - Merchants, Slavers, and DRM. So attacking merchants on a regular basis should get you in good standing with the Reds.




foul.. this is very good advice but it just doesnt work..

i shoot the merchants fine. But I also scout with new people in SS and BL which means hunting pirates. I also scouit shanty where, despite being on a trade route with the SOLE purpose of hitting convoys between bl and tex, there are never any merchants to hunt.


About 50% of my scouts are against merchants and i kill them properly every time.

I have said this before and will keep saying it.. the balancing is wrong. You gain more respect from the merchants from killing one bunch of pirates in SS than you lose with them for killing hundreds of their people and stealing all their stuff.

just the returns i get after hunting merchants are enough to undo any benefits of hunting them

as an example.... at the start of this period the merchants honoured me...

Bullet Magnets Vs XoReX Alpha Gates of Sarsfield 2010-05-06 21:10:49
S206742 Badlands Revolutionary Gu Vs Lacerators Lonesome Highway 2010-05-06 20:07:49
S206735 Bullet Magnets Vs XoReX Alpha Salt Flats Canyon 2010-05-06 19:49:49
S206440 Bullet Magnets Vs A.T.&T. (All Towns and Tr Acid Land 2010-05-05 21:07:50
S206202 Bullet Magnets Vs XoReX Beta Acid Land 2010-05-04 19:53:11
S205892 Bullet Magnets Vs The Big Three Gates of Sarsfield 2010-05-03 19:08:10 S205890 Bullet Magnets Vs The Big Three Gates of Sarsfield 2010-05-03 18:50:10
S205472 Bullet Magnets Vs The Big Three Salt Flats Canyon 2010-05-02 12:05:08
S205398 Badlands Revolutionary Gu Vs Lacerators The Pits 2010-05-02 03:59:08
S205372 Double or Nothing Vs Boss Gates of Somerset 2010-05-02 01:38:08
S205360 Double or Nothing Vs Boss Under A Bloody Red Sky 2010-05-02 00:47:07
S205328 SS scout 1 Vs Colt 45 Crew Road To Somerset 2010-05-01 23:23:08
S205323 Bullet Magnets Vs XoReX Alpha Southern Plateau 2010-05-01 22:56:06
S205289 Dynamo Shanty Vs Lacerators The Pits 2010-05-01 19:53:07
S205273 Dynamo Shanty Vs The Dusters Gates of Shantyville 2010-05-01 19:02:06
S205257 Dynamo Shanty Vs Lacerators The Pits 2010-05-01 18:17:07
S205210 Bullet Magnets Vs XoReX Alpha Acid Land 2010-05-01 15:53:07
S205197 Dynamo Shanty Vs Lacerators Gates of Shantyville 2010-05-01 14:20:09
S205192 Badlands Revolutionary Gu Vs The Dusters Gates of Shantyville 2010-05-01 13:56:06
S205190 Badlands Revolutionary Gu Vs Phalanx Acid Land 2010-05-01 13:43:34
S205186 Badlands Revolutionary Gu Vs Wave of Mutilation Acid Land 2010-05-01 13:20:03
S205056 Bullet Magnets Vs XoReX Alpha Salt Flats Canyon 2010-05-01 03:08:05
S205038 Dynamo Shanty Vs The Dusters Gates of Shantyville 2010-05-01 02:17:03

red is traders.... blue is slavers...

at the end of it they adored me

i took 8 lorries, a trash truck, about 8 car cannon, a HCR and god knows what else from them in this time.. must have killed the best part of a hundred merchants... but a few scouts in shanty and a couple of newbie scouts in ss were enough to undo this...
*Tinker*


Posted May 12, 2010, 2:04 pm
goat starer said:
foul.. this is very good advice but it just doesnt work..


Are you doing a lot of missions, advertized cargo runs? I've noticed a nice boost to merchants with that
Serephe


Posted May 12, 2010, 3:09 pm
Allow us to advertise for missions for a certain faction. That way we can choose which faction will like us for them, and certain factions may have better(read: higher profit) missions at certain times.
johnny go


Posted May 12, 2010, 3:41 pm
it would be neat if each faction had a string of RP mishons you could do that boost yer standing whit them
*goat starer*


Posted May 12, 2010, 3:58 pm
*Tinker* said:
goat starer said:
foul.. this is very good advice but it just doesnt work..


Are you doing a lot of missions, advertized cargo runs? I've noticed a nice boost to merchants with that



nope... i dont do that sort of thing... yesterday was the first mission i have taken in about a year
The Underking


Posted May 12, 2010, 4:32 pm
To me it seems like faction changes happen at intervals. I've been working hard the past week or so to get the mutants to like me (making me unpopular with the civs :rolleyes: ) Yesterday I went on a few anti raider scouts, including a rather big one, and today my civ popularity was back to appreciated, and the mutants went from just liking me to respecting me enough to let me join, although I hardly went on any anti civ scouts yesterday..

Anyway, to me it seems a lot like faction change happens mostly in "bursts"

Edit: And it's not just yesterday to today I noticed it, ever since I decided to try to farm mutie appreciation the increases seem to have happened quite randomly to me.
*Bastille*


Posted May 13, 2010, 2:54 am
Serephe said:
Allow us to advertise for missions for a certain faction. That way we can choose which faction will like us for them, and certain factions may have better(read: higher profit) missions at certain times.


I like that idea.

This is al kinda hidden at the mo', like a middle man handles the courier deal and doesn't disclose the client. You can only guess by cargo type as to who you are running the mission for, or the npc's name if checking the notice board. I really don't know if it works this way; I can make note of which npc places the notice and then check for the outcome, but Its hard to check what reputation changes effect you after courier runs of certain type with everything else that happens in a day. Be nice to have some info as to who is supplying goods.
*sam*


Posted May 13, 2010, 10:28 am
johnny go said:
it would be neat if each faction had a string of RP mishons you could do that boost yer standing whit them


Yes....

I'll start thinking about 'RP Mission Templating' -- an idea which will allow the community to suggest new RP missions using checkboxes, list, and pieces of narrative text.
JS


Posted May 16, 2010, 12:31 pm
What is the status of all the benefits/negatives of joinig factions? There are several "Working notes" posts but no definitives. Are the faction membership bonuses implimented? If so, what are they?
*sam*


Posted May 16, 2010, 4:01 pm
The only ones implemented so far as the Deathrace Mafia ones (both positive for being on good terms with them, and negative for being on bad terms with them).
Skasi


Posted Sep 29, 2010, 7:45 pm
It definitely needs a big big big confirmation question when pressing the leave button, or even better yet: Screw the completely useless reputation penalty for leaving a faction - SERIOUSLY!
*Tinker*


Posted Sep 29, 2010, 10:02 pm
Skasi said:
It definitely needs a big big big confirmation question when pressing the leave button, or even better yet: Screw the completely useless reputation penalty for leaving a faction - SERIOUSLY!


Yeah a confirmation would be nice, I clicked once by accident and changed it back, but didn't see any difference, maybe there was but didn't matter enough to change the text
rebelfish


Posted Oct 8, 2010, 2:24 am
Has a list been published of benefits/drawbacks of joining particular factions?
Psygo


Posted Oct 8, 2010, 2:31 pm
rebelfish said:
Has a list been published of benefits/drawbacks of joining particular factions?

I don't think any was ever added.
*sam*


Posted Nov 22, 2010, 6:12 pm
OK, I finally got a few hours to do these! .. so, effective from now:

Anarchists -  you get a recruiting bonus in FL. Gate fees are higher than normal in all other towns

Merchants -  you get better buy rates with NPCs with bulk goods

Deathrace Mafia -  you sometimes find you car has been provisioned with reloads in an arena combat, and/or with a tuned-up engine in stock town events generally.

Civs -  chance of trucing with negotiator skill is improved. Unable to recruit Mutants

Reds - your characters wages are lower than normal (you’ll see this at the next training update). Worse buy rates with NPCs bulk goods

Slavers - immune to having your gangers enslaved and becoming gladiators (even when losing battles with non-slaver pirate gangs). Penalty to recruiting in SS,Elms,GW. Higher gates fees in SS,Elms,GW

Mutants - training bonus to gangers who are training psionics, increased chance of recruiting mutants. (Slightly) increased Gate Fees in all towns except Shanty.

BL Truckstop - Reduced gate fees at both truckstops
*jimmylogan*


Posted Nov 22, 2010, 6:15 pm
Nice job Sam!

Two things pop out at me... :)

1) I'm currently a merchant, but I sell more than buy, so...

2) think I'll switch to Civ :)
*Longo*


Posted Nov 22, 2010, 8:41 pm
Thanks Sam!
*Tinker*


Posted Nov 22, 2010, 11:45 pm
nice!
JS


Posted Nov 22, 2010, 11:55 pm
*sam* said:
OK, I finally got a few hours to do these! .. so, effective from now:

Anarchists -  you get a recruiting bonus in FL. Gate fees are higher than normal in all other towns

Merchants -  you get better buy rates with NPCs with bulk goods

Deathrace Mafia -  you sometimes find you car has been provisioned with reloads in an arena combat.

Civs -  chance of trucing with negotiator skill is improved. Unable to recruit Mutants

Reds - your characters wages are lower than normal (you’ll see this at the next training update). Worse buy rates with NPCs bulk goods

Slavers - immune to having your gangers enslaved and becoming gladiators (even when losing battles with non-slaver pirate gangs). Penalty to recruiting in SS,Elms,GW. Higher gates fees in SS,Elms,GW

Mutants - training bonus to gangers who are training psionics, increased chance of recruiting mutants. (Slightly) increased Gate Fees in all towns except Shanty.

BL Truckstop - Reduced gate fees at both truckstops


Hey, what about us Renegades!
*Bastille*


Posted Nov 23, 2010, 12:15 am
you get nothin' 

Faction is now stated under avatars too, that makes it easier to randomly abuse ppl, brilliant!

DR Mafia has only one of several effects mentioned, does this mean that other factions might have other hidden stuff? That vood be kool.
d0dger


Posted Nov 23, 2010, 6:05 am
Bastiel said:

DR Mafia has only one of several effects mentioned, does this mean that other factions might have other hidden stuff? That vood be kool.


There's only two isn't there? How's that several? But yes the engine tuning isn't noted. It's funny cuz I usually get engine tuning in combats, instead of races.
*sam*


Posted Nov 23, 2010, 9:33 am
d0dger said:
Bastiel said:

DR Mafia has only one of several effects mentioned, does this mean that other factions might have other hidden stuff? That vood be kool.


There's only two isn't there? How's that several? But yes the engine tuning isn't noted. It's funny cuz I usually get engine tuning in combats, instead of races.


Hmm?  :rolleyes:

Sam said:

Deathrace Mafia -  you sometimes find you car has been provisioned with reloads in an arena combat, and/or with a tuned-up engine in stock town events generally.



I can certainly add other effects to the various factions as the ideas come up, as long as they're not unbalanced.

Generally, the 'big' factions should have negatives to match the positives. For the 'small' factions this is less important, since being a member of those will confer less opportunity to truce on the road generally.
lordbam


Posted Nov 23, 2010, 12:06 pm
JS said:
*sam* said:
OK, I finally got a few hours to do these! .. so, effective from now:

Anarchists -  you get a recruiting bonus in FL. Gate fees are higher than normal in all other towns

Merchants -  you get better buy rates with NPCs with bulk goods

Deathrace Mafia -  you sometimes find you car has been provisioned with reloads in an arena combat.

Civs -  chance of trucing with negotiator skill is improved. Unable to recruit Mutants

Reds - your characters wages are lower than normal (you’ll see this at the next training update). Worse buy rates with NPCs bulk goods

Slavers - immune to having your gangers enslaved and becoming gladiators (even when losing battles with non-slaver pirate gangs). Penalty to recruiting in SS,Elms,GW. Higher gates fees in SS,Elms,GW

Mutants - training bonus to gangers who are training psionics, increased chance of recruiting mutants. (Slightly) increased Gate Fees in all towns except Shanty.

BL Truckstop - Reduced gate fees at both truckstops


Hey, what about us Renegades!


What about privateers and raiders?
*goat starer*


Posted Nov 23, 2010, 12:18 pm
*sam* said:
d0dger said:
Bastiel said:

DR Mafia has only one of several effects mentioned, does this mean that other factions might have other hidden stuff? That vood be kool.


There's only two isn't there? How's that several? But yes the engine tuning isn't noted. It's funny cuz I usually get engine tuning in combats, instead of races.


Hmm?  :rolleyes:

Sam said:

Deathrace Mafia -  you sometimes find you car has been provisioned with reloads in an arena combat, and/or with a tuned-up engine in stock town events generally.



I can certainly add other effects to the various factions as the ideas come up, as long as they're not unbalanced.

Generally, the 'big' factions should have negatives to match the positives. For the 'small' factions this is less important, since being a member of those will confer less opportunity to truce on the road generally.


so how come the small faction of reds gets a negative?
*sam*


Posted Nov 23, 2010, 12:26 pm
goat starer said:

so how come the small faction of reds gets a negative?


I less *less important*, not *will never have*.
The Reds also get one of the best advantages.. substantially reduced wages.
*goat starer*


Posted Nov 23, 2010, 12:32 pm
*sam* said:
goat starer said:

so how come the small faction of reds gets a negative?


I less *less important*, not *will never have*.
The Reds also get one of the best advantages.. substantially reduced wages.


Sam.. you dont play this game much do you... wages are a miniscule part of the costs associated with running a gang.. and because you didnt have the bravery to hike them through the roof (with gate fees) as a money sink they are basically pointless.

A reduction of a miniscule amount makes it still miniscule.... and this is coming from someone with about the biggest gang (and highest wage bill)
*Rev. V*


Posted Nov 23, 2010, 12:32 pm
Goat, you're lucky Sam doesn't saddle you with nasty combat negatives for having REMF "Political Advisors" calling the shots in combat.... :p
*goat starer*


Posted Nov 23, 2010, 12:34 pm
or huge advantages in recruitment... and characters who wont demo because they are fighting for a cause... and foxy gymnasts.
lordbam


Posted Nov 23, 2010, 12:39 pm
*sam* said:

Anarchists -  you get a recruiting bonus in FL. Gate fees are higher than normal in all other towns.


If Goat get more i want more too!!
JS


Posted Nov 23, 2010, 12:56 pm
Rev. V said:
Goat, you're lucky Sam doesn't saddle you with nasty combat negatives for having REMF "Political Advisors" calling the shots in combat.... :p


There's nothing worse you could saddle a Red with than their ideology.
*Rev. V*


Posted Nov 23, 2010, 1:02 pm
Oh yeah, you'll get foxy gymnasts...you'll also get the steroid taking women weightlifters from East Germany...sexyyyyyyy...

It'll be hilarious when they put notices on the board at Dexters...

"Hello.
My name is Natashyja, I am very being wanting to meet you.
My arms are thick like fire truck and and I am very wanting to hold your little man body much tightly.
I am liking walks in the park, and the working out.
I will making you scream like little girl at bed in the night."
*Wolfsbane*


Posted Nov 23, 2010, 1:32 pm
Now that sam has implemented taking items from dead bodies, reds should be restricted to 1 weapon per 10 peds.
JS


Posted Nov 23, 2010, 1:44 pm
*Wolfsbane* said:
Now that sam has implemented taking items from dead bodies, reds should be restricted to 1 weapon per 10 peds.


LMAO, they are already restricted to one brain per 10 so why not.
*goat starer*


Posted Nov 23, 2010, 1:51 pm
JS said:
*Wolfsbane* said:
Now that sam has implemented taking items from dead bodies, reds should be restricted to 1 weapon per 10 peds.


LMAO, they are already restricted to one brain per 10 so why not.


Hmmm... these would be the one rifle / brain per 10 peds who almost singlehandedly won the second world war with a little bit of help from the British Empire?

Did you all enjoy the after show party?
FireFly


Posted Nov 23, 2010, 5:37 pm
Oh yes, because practically throwing man after man, tank after tank at the enemy is was a very new and innovative strategy at the time :rolleyes:
Bandulu


Posted Nov 23, 2010, 5:53 pm
This is great.

Less talk about politics and more about how to improve factions please.
*Tinker*


Posted Nov 23, 2010, 10:33 pm
What you're not satisfied? so what else?
*Bastille*


Posted Nov 23, 2010, 10:45 pm
*Wolfsbane* said:
Now that sam has implemented taking items from dead bodies, reds should be restricted to 1 weapon per 10 peds.


Just 'cause you guys NEED one each.... Thanks to socialism, we're set with just the one steroid buffed body builder too.
Bandulu


Posted Nov 23, 2010, 11:19 pm
*Tinker* said:
What you're not satisfied? so what else?


Hehe well I don't know, you can always improve things, but it was mostly to get the topic back on track because no good can come out of politic talks.

Anyway I thought belonging to the deathrace mafia also gave you nitro from time to time in races.
JS


Posted Nov 23, 2010, 11:26 pm
goat starer said:
JS said:
*Wolfsbane* said:
Now that sam has implemented taking items from dead bodies, reds should be restricted to 1 weapon per 10 peds.


LMAO, they are already restricted to one brain per 10 so why not.


Hmmm... these would be the one rifle / brain per 10 peds who almost singlehandedly won the second world war with a little bit of help from the British Empire?

Did you all enjoy the after show party?


Erroneous.  Nice try though.  This is perhaps Stalin's single greatest accomplishment, the bamboozeling of an entire generation.  It was a particular genious to co-opt the British into supporting the narrative.
*goat starer*


Posted Nov 23, 2010, 11:39 pm
JS said:
goat starer said:
JS said:
*Wolfsbane* said:
Now that sam has implemented taking items from dead bodies, reds should be restricted to 1 weapon per 10 peds.


LMAO, they are already restricted to one brain per 10 so why not.


Hmmm... these would be the one rifle / brain per 10 peds who almost singlehandedly won the second world war with a little bit of help from the British Empire?

Did you all enjoy the after show party?


Erroneous.  Nice try though.  This is perhaps Stalin's single greatest accomplishment, the bamboozeling of an entire generation.  It was a particular genious to co-opt the British into supporting the narrative.


you are hilarious
*Bastille*


Posted Nov 23, 2010, 11:45 pm
LMAO, being of german decent (well, bohemian really), and my father having watched the Russians storm the country, I know this to be a pile of poo.

Nice try though. :rolleyes:

You missed one for merchants faction, bailouts from socialist monies when their silliness burns a hole in everyones pocket. :cyclops:
JS


Posted Nov 24, 2010, 12:05 am
Bastiel said:
LMAO, being of german decent (well, bohemian really), and my father having watched the Russians storm the country, I know this to be a pile of poo.

Nice try though.  :rolleyes:

You missed one for merchants faction, bailouts from socialist monies when their silliness burns a hole in everyones pocket. :cyclops:


"Socialist Monies" = the peoples money.  So yes, Socialists bail out their favored industires with the peoples money.  What a fine and moral ideology.
*Wolfsbane*


Posted Nov 24, 2010, 8:08 am
No JS, that would be capitalists. If we're judging by what happens in practice instead of in theory, anyway.

Back on topic: Most of these seem pretty balanced. The weakest ones look to be the merchants and (yes) the reds. The reds could probably get reduced food and water bills I guess, but I think what they really need is their own town. Maybe once Morgan is ready ;)

I can't think of any boost for the merchants that wouldn't be overpowered. Access to better escort mission maybe?
*sam*


Posted Nov 24, 2010, 11:25 am
goat starer said:
*sam* said:
goat starer said:

so how come the small faction of reds gets a negative?


I less *less important*, not *will never have*.
The Reds also get one of the best advantages.. substantially reduced wages.


Sam.. you dont play this game much do you... wages are a miniscule part of the costs associated with running a gang.. and because you didnt have the bravery to hike them through the roof (with gate fees) as a money sink they are basically pointless.

A reduction of a miniscule amount makes it still miniscule.... and this is coming from someone with about the biggest gang (and highest wage bill)



Actually, here's the funny thing: you're complaining that the Reds have a drawback and that their bonus isn't very useful because it's only a money bonus. But.. er.. their drawback is also monetary. So what's there to complain about?
lordbam


Posted Nov 24, 2010, 12:15 pm
*Wolfsbane* said:
The weakest ones look to be the merchants and (yes) the reds.


Anarchists? -->
Everyone hates you.
Gates are expensive.
And in return you get: better recruits in a hell hole as FL....

Privateers? Raiders? -->
Everyone hates you and you get NOTHING in return.

Although it is fun to play a pirate you don't do it for the money. Ever since I stopped hunting piraters my bank balance is slowly dropping.
Furthermore the only 2 towns i'm safe is BL and FL and you can't really hunt traders there.
Why do you think these 3 factions only have 3 player gangs in them?
*sam*


Posted Nov 24, 2010, 12:49 pm
Everyone please feel free to make suggestions for these! Additional bonuses/drawbacks can be added..
d0dger


Posted Nov 24, 2010, 12:53 pm
lordbam said:
*Wolfsbane* said:
The weakest ones look to be the merchants and (yes) the reds.


Anarchists? -->
Everyone hates you.
Gates are expensive.
And in return you get: better recruits in a hell hole as FL....

Privateers? Raiders? -->
Everyone hates you and you get NOTHING in return.

Although it is fun to play a pirate you don't do it for the money. Ever since I stopped hunting piraters my bank balance is slowly dropping.
Furthermore the only 2 towns i'm safe is BL and FL and you can't really hunt traders there.
Why do you think these 3 factions only have 3 player gangs in them?


perhaps raiders or privateers could get a small bonus to the scout roll/CR balancing at the outset of events, due to practice at ambushing squads with a superior force. (this could perhaps be limited to NPC encounters and not apply to PVP... or not)
*sam*


Posted Nov 24, 2010, 1:02 pm
I think we need to think of creative solutions; ones that will make the game more interesting rather than merely 'balancing' it.

For example: how about, from time to time, a privateer/raider player will find that NPC loot includes extra rare items. Their black-market contacts have tipped them off, etc.
*jimmylogan*


Posted Nov 24, 2010, 1:42 pm
I like that Sam... Factions were originally brought in, IIRC, to give you choices and support RP. I like boosting this aspect of it, including boosting the drawbacks.
JS


Posted Nov 24, 2010, 1:58 pm
*sam* said:
I think we need to think of creative solutions; ones that will make the game more interesting rather than merely 'balancing' it.

For example: how about, from time to time, a privateer/raider player will find that NPC loot includes extra rare items. Their black-market contacts have tipped them off, etc.


That's a good idea for sure. 
*goat starer*


Posted Nov 24, 2010, 6:17 pm
*sam* said:
goat starer said:
*sam* said:
goat starer said:

so how come the small faction of reds gets a negative?


I less *less important*, not *will never have*.
The Reds also get one of the best advantages.. substantially reduced wages.


Sam.. you dont play this game much do you... wages are a miniscule part of the costs associated with running a gang.. and because you didnt have the bravery to hike them through the roof (with gate fees) as a money sink they are basically pointless.

A reduction of a miniscule amount makes it still miniscule.... and this is coming from someone with about the biggest gang (and highest wage bill)



Actually, here's the funny thing: you're complaining that the Reds have a drawback and that their bonus isn't very useful because it's only a money bonus. But.. er.. their drawback is also monetary. So what's there to complain about?


because... in terms of money the drawback is enormous. I ship tonnes of stuff around... its how i pay for a game where i dont play many games v AI anymore.

im not complaining about it being a money bonus (although i dont see why we would be using money). I'm complaining because it is unbalanced.

so the advantage is miniscule and the disadvantage is enormous.
St Germain


Posted Nov 24, 2010, 7:57 pm
Well, for merchants, how about unarmed traders get a big boost in their ability to negotiate an encounter.

And for BL, how about matching town/faction fame/rep. Maybe do it for GW too. If you're really popular in one of the towns, ok. But if you're an Honored member of the BL gang, would you not be known in at least BL itself, and maybe even GW since the other bonus effects it too?
lordbam


Posted Nov 24, 2010, 9:06 pm
I think the faction idea itself is very nice and fun, but it needs a BIG overhaul. Factions need a LOT more influence in the game and maybe we should get rid of the idea of "traders, pirates, bountyhunters".
*Bastille*


Posted Nov 25, 2010, 2:15 am
Quote:
Actually, here's the funny thing: you're complaining that the Reds have a drawback and that their bonus isn't very useful because it's only a money bonus. But.. er.. their drawback is also monetary. So what's there to complain about?


I think Reds are more about killing for the fun of.. ahhh ...for the cause and the benefit of all, rather than for the capital. Thats cool by me.

Some ideas?

Increased prices at some markets, shops could have their own separate faction bias and charge people accordingly.

Free bees here and there would also be appropriate for reds I think, and maybe some balance to paying higher merchant prices at markets.

I was finding extra food and water in my lockup for a while in GW, and was thinking I was getting it for being a red (turns out I nabbed it in trader hits that I forgot about)
St Germain


Posted Nov 25, 2010, 2:14 pm
[quote=Bastiel][quote]Free bees here and there would also be appropriate for reds I think, and maybe some balance to paying higher merchant prices at markets. [/quote]

As a bee merchant I refuse to give them away for free!
iceman


Posted Nov 25, 2010, 6:58 pm
goat starer said:

because... in terms of money the drawback is enormous. I ship tonnes of stuff around... its how i pay for a game where i dont play many games v AI anymore.


Maybe you should come out as the merchant you really are?
:rolleyes:

goat starer said:

im not complaining


oh yes you are, champagne socialist  ;)

Bandulu


Posted Nov 25, 2010, 7:52 pm
The Soviet Union evolved from a mostly peasants society thanks to Stalin's massive industrialization program, focusing on heavy industry above all. There is also the 5 years plans and Stakhanov.

So maybe give the Reds a small boost for camp production or slightly faster mechs (+5 or 10%).

Edit : I don't know exactly how camps work but maybe balance out the small produtivity boost with a longer delay when switching production.



*goat starer*


Posted Nov 25, 2010, 8:58 pm
johnnynever said:
goat starer said:

because... in terms of money the drawback is enormous. I ship tonnes of stuff around... its how i pay for a game where i dont play many games v AI anymore.


Maybe you should come out as the merchant you really are?
:rolleyes:

goat starer said:

im not complaining


oh yes you are, champagne socialist  ;)



are you under some sort of delusion that socialists dont need to eat?
FireFly


Posted Nov 25, 2010, 9:24 pm
No goat, he is telling you to do it properly, go get a camp and grow your own food, and give away what you can spare to those that need it...

Hey, It's not like communism was ever supposed to be profitable was it? :p
*Bastille*


Posted Nov 26, 2010, 12:08 am
I think hes got some spare bullets that could be donated to a good cause.
JS


Posted Nov 26, 2010, 1:14 am
Bandulu said:
The Soviet Union evolved from a mostly peasants society thanks to Stalin's massive industrialization program, focusing on heavy industry above all. There is also the 5 years plans and Stakhanov.

So maybe give the Reds a small boost for camp production or slightly faster mechs (+5 or 10%).

Edit : I don't know exactly how camps work but maybe balance out the small produtivity boost with a longer delay when switching production.





If you are going to model Reds on Stalin, then you are going to have to randomly kill about 10% of the gang during periodic purges.  You will also have to decrease the effectiveness of each mech by 50% to model a Reds economic/manufacturing handicap.  About 95% of the gang will have to be hungry all the time, and 5% will be in the party, eating relatively well, but subject to the purges.  The idea that Reds would get a manufacturing bonus has given me one of the best laughs I've had in a week.
Bandulu


Posted Nov 26, 2010, 1:19 am
Why don't you show us on the doll where the commies touched you?



JS


Posted Nov 26, 2010, 2:13 am
Bandulu said:
Why don't you show us on the doll where the commies touched you?





I don't need to do that, 100 million corpses can though.
*Maxxed*


Posted Nov 26, 2010, 2:16 am
Can we just clarify something here:

It is my assumption that the Evan Reds faction represent a variety of gangs with socialist philosophies as opposed to a specific communist collective.

If this is not the case I want complete access and shared ownership of all Evan Red faction resources...I believe goat has a nice fire truck collection.... :rolleyes:

Socialism is an economic and political theory advocating public or common ownership and cooperative management of the means of production and allocation of resources.

Socialists generally advocate a society in which there are equal opportunities and life chances for all individuals to maximise their potentials and attain positions in society. This would be made possible by equal access to the necessities of life.

This is a post-apocalyptic science fiction world and one would imagine that the social politics would be highly complex and would likely consitute a blend of survival pragmatics and a level of conformity and rebellion to previously established socio-political ethos.

Pre-amble concluded; my point is this: Factions currently seem to predominantly effect little except the liklihood of being attacked by certain gangs in certain places and the possibility of gates encounters from local militia.

The economic effect of belonging to any particularly faction seems largely irrelevent. And I agree with Goat in regards to his point about the reduction in wages for reds being largely insignificant.

But factions are still a very significant part of this game...particularly south of Gateway.

I previously advocated that each faction should have a representative to put forward ideas to the rule council and generally represent their constituents and i am taking this opportunity to reiterate this point.

I have a number of ideas in this regard and believe that an expansion of the pros and cons of factionalism would add significant flavour to the DW culture as well as further increasing the depth of the game...however I feel that this needs to be done in a fashion which has limited complexity and is not open to exploitation.

I also believe that it should be modified in such a fashion that there is a genuine benefit in remaining factionless.

Bandulu


Posted Nov 26, 2010, 2:41 am
JS said:
Bandulu said:
Why don't you show us on the doll where the commies touched you?





I don't need to do that, 100 million corpses can though.


Dude we got it, you got a big chip on your shoulder and you hate communism, okay now why don't you stop derailing this thread? Go start a thread on the general discussion forum and tell us how much communism was evil.

It is pretty clear you are wholly ignorant on the subject from your previous posts in this thread downplaying the importance of the Soviet Union contribution to the defeat of nazi Germany.

But then again you're american I suppose, pretty hard to be unbiased on the matter when you have been told since childhood how capitalism = good and communism = evil. I am sure however that it must be really comfortable to have such a simplistic view of the world lmao.

FYI, the Soviet Union never had a problem producing massive amounts of goods, I am not talking about consumer goods here but heavy industry and it sure wasn't particuarly efficient, but heavy industry was one of their strong point.

wiki quote :
http://en.wikipedia.org/wiki/Economy_of_the_Soviet_Union

From 1928 to 1991 the entire course of the economy was guided by a series of Five-Year Plans. Within 40 years, the nation evolved from a mainly agrarian society and became one of the world's three top manufacturers of a large number of capital goods, heavy industrial products and weaponry.

Industry was long concentrated after 1928 on the production of capital goods through metallurgy, machine manufacture, and chemical industry. In Soviet terminology, the capital goods were known as group A goods, or means of production. This emphasis was based on the perceived necessity for a very fast industrialization and modernization of the Soviet Union


Also this is probably going to be shocking for you, but during the early days of the revolution, after 1917, factories ran by soviets had a much higher productivity than the rest because at the time, the workers believed in the ideal of communism and were particularly motivated.

Alpha centaury which is an excellent game also models the communist faction this way, granting them a production bonus. You also got a chance of cities switching to your side when there is unrest.

*Rev. V*


Posted Nov 26, 2010, 3:44 am
"But then again you're american I suppose, pretty hard to be unbiased on the matter when you have been told since childhood how capitalism = good and communism = evil."

Actually, it's the Ramones who did it for me...heh...

"It is pretty clear you are wholly ignorant on the subject from your previous posts in this thread downplaying the importance of the Soviet Union contribution to the defeat of nazi Germany. "

Agreed, they certainly pulled their weight in that respect.
St Germain


Posted Nov 26, 2010, 7:37 am
Bandulu said:
Why don't you show us on the doll where the commies touched you?





Ok, I'm just crying over here!  LOL!
*sam*


Posted Nov 26, 2010, 9:17 am
Maxxed said:
I previously advocated that each faction should have a representative to put forward ideas to the rule council and generally represent their constituents and i am taking this opportunity to reiterate this point.

I have a number of ideas in this regard and believe that an expansion of the pros and cons of factionalism would add significant flavour to the DW culture as well as further increasing the depth of the game...however I feel that this needs to be done in a fashion which has limited complexity and is not open to exploitation.



This is an interesting idea.

And I absolutely agree that much more could be done with factions to add depth to the game.

I'd be delighted to receive suggestions from faction spokespersons..
*Tinker*


Posted Nov 26, 2010, 11:54 am
Just noticed the mutant boost for Psionics,

Wondering if some of the other factions could get a boost to certain skill if appropriate,

Was thinking boosts for

Reds = first aid
Merchants = trucker
Civs = driving
BL truckstop = mech
Slavers = scout (just because they try so hard to ambush us)

and some other ideas perhaps

Raiders = free recruits every 4 days
Because their area is the northern "easy" towns

Slavers = free recruits every 3 days
No pun intended
Marrkos


Posted Nov 26, 2010, 6:02 pm
Any chance a Mod could split this out of Announcements and into Discussion?

This is a good spot, IMO.
*Grograt*
gary.r.horder@gmail.com

Posted Nov 27, 2010, 10:47 am
Slavery debate moved to Darkwind Discussions.

Please keep this thread discussion to Faction membership benefits.

( and discussion on slavery in other thread )
*Tinker*


Posted Nov 27, 2010, 2:09 pm
All this talk about the brutality of many players killing off every NPC to get at that rare chassis or just to train up 1 pt of gunnery for that 300+ gunner made me think why there is no consequences..

I say that if you kill too many NPC you stand the chance of getting beat up in town from that NPC gang.


The numbers i'm not sure of because accidental killing happen every scout especially with a rapid shot level 3 H lasers by example.

But i think it's good to draw a line somewhere, a weekly quota per NPC/faction gang

How does 20 per week sound, past that you get a chance to get beat up one day of the next week. if you kill 40 then a chance 2 days next week?

I know this might take away the fun of playing, but think consequence are ok, especially for DW players.

Oh and the 2 exceptions should be

1. Ambushes
2. bountied gangs
St Germain


Posted Nov 27, 2010, 2:47 pm
I don't know Tink, I think there's a point where we can over-engineer the 'realism'....

This type of thing brings up all sorts of follow up questions.
-Why 20 gangers? More? Less?
-Should the relationship between gangs also factor in, faction wise?
-What about the the relative value of the gangers killed? Would vets rate higher?
-What of the actual towns themselves, are they automatically 'free zones' once in the gates, otherwise your gang would not be allowed in to cause trouble. I can't imagine that these communities are so big that if assaults became a daily event that the crime level would not be noticed or addressed.

*Maxxed*


Posted Nov 27, 2010, 3:06 pm
[quote=*Tinker*]All this talk about the brutality of many players killing off every NPC to get at that rare chassis or just to train up 1 pt of gunnery for that 300+ gunner made me think why there is no consequences..

Not sure that this belongs in this thread but while we are on the topic I was thinking about this the other day.

Possibly individual gangers should gain bounties as opposed to the gang as a whole (obv not for NPCs) although the extra complexity could add pressure on poor old Sam's servers.

On a side point: adding the character statistic of loyalty could create a whole extra dimension to dood resource management (and factionalism).

*Moderators plz feel free to move to general discussion.*
*Maxxed*


Posted Nov 27, 2010, 3:17 pm
But back to factionalism:

Upon review of the wiki there is no detail on factional benefits (or i missed it due to limitations of search functionality)

As I understand it the pros of the different factions are:

CIVS: Lower gate fees in Civ towns.

SLAVERS: Easier to get out of FL arena if ganked by slavers.

MERCHANTS: Increase in sale price(or reduction in selling fees - same poo different smell)

MUTANTS: Increased chance of hiring psionics and uber-mutants.

DEATHRACE MAFIA: Some chance of getting reloads in DRs and Combats and the AI doesn't waste you if they have an alternative target.

BADLANDS TRUCKSTOP: Reduced chance of returns from BL&GW scouts..cheaper gate fees in truckstops.

EVAN REDS: Reduced wages and possibly upkeep costs.

ANARCHISTS: You get hated by everyone but don't have to worry about what the boss thinks of you...

[BTW Anarchy literally means an absense of hierarchy and does not etymologically imply antisocial behavior nor a chaotic dog eat dog society...)

NO FACTION: You don't have to read all the tedious bickering on the factions thread...and players won't make value judgements about your personal ethics based on your role-played gangs affiliations...
*Tinker*


Posted Nov 27, 2010, 3:29 pm
Maxxed said:
NO FACTION: You don't have to read all the tedious bickering on the factions thread...and players won't make value judgements about your personal ethics based on your role-played gang...


What i understand about the NO FACTION is that it's easier to increase your rep in any towns by scouting there.

For example as a Mutant player, when I scout SS, a Civ town, for Raiders it's very hard to increase my rep there, because i'm increasing  my rep with the Mutant faction instead, because Raiders are the mutants' enemies.

Mutants distrust Raiders
Civs Hate Raiders

But most of my rep gains from reding Raiders goes to Mutants, and the left over goes to Civs. I think because they hate them more (Raiders) then Mutants, or because it's a Civ town.
*Maxxed*


Posted Nov 27, 2010, 3:37 pm
Furthermore although factionalist considerations should not be all about balancing, the pros and cons have to be on some kind of par or through pragmatism most players will choose the most beneficial faction unless they feel that they need a greater challenge and want a handicap...or the pros outweigh the cons.

Currently the Mutants faction most accurately represents this philosophy as the cons of Mutant Faction membership are considerable yet many players consider it worthwhile for the chance of getting some uber doods.

It is a point worth noting that the majority of the factionalist debate has been focussed around the factions which have the lowest player membership.

I would suggest that if we(the players) had a clearer understanding of what the benefits are of the two major player factions (ie civs and merchants) then we would have some kind of par to suggest equivalent pros and cons for less popular factions.
*Ninesticks*


Posted Nov 28, 2010, 7:31 am
I think your basic premise that because two factions have the most members that makes them the 'best' factions is probably flawed. Far more likely it is due to the fact that these two factions are aligned against the most common targets of player scouting - thus they are the first ones for players to gain enough favour with to join (populairty by default rather than choice).
*Maxxed*


Posted Nov 28, 2010, 10:46 am
Nine - I don't believe that I ever premised that Civs and Merchants are the best faction but merely observed that they seem to be the most popular.

I agree that this is largely due to the factional affiliation of Somerset and that the majority of scouts from Somerset target raiders.

To reiterate my suggestion: If players had a clearer idea of the benefits and disadvantages of being a Civ, Merchant, Red or Mutant then members of other factions could propose pros and cons that are on par with the benefits of other factions.

I have only ever been a member of two factions Civs and Reds(which is the order that I was offered factional membership.)

From discussions with other players it appears that my weekly upkeep cost as a Red is lower than other players and as i tend to hoard vehicles as opposed to selling them off to get more expensive equipment I declined the offer of the Merchants to join their faction when it was offered.

Subsequently my rep with Merchants has been in decline and they now have a neutral attitude towards me...however the Mutants now reckon i'm pretty cool and as i like the idea of having muties in my gang I may well change my faction yet again.

I like the idea of gangs aligning with factions for pragmatic reasons. Tribes and gangs change their allegiances as regularly as the wind changes...perhaps that is an exaggeration but at least as regularly as the average post-apocalyptic mutant changes his underwear...

*Grograt*
gary.r.horder@gmail.com

Posted Nov 28, 2010, 11:54 am
Thats the problem, factions are such a new feature that there isnt a long list of pro's and con's .... this is a beta stage that will expand over the years... but as we know this expands along side all the other requests Sam gets..... Factions at present are just a little flavouring of what might be and not the main stay of DW as a whole

Also the majority of members still remain in Somerset, so the faction choices to them are limited, hence why Civs and Merchants are the largest factions, not down to choice but convenience as stated above
*Ninesticks*


Posted Nov 28, 2010, 7:39 pm
Pardon the paraphrasing but....

Quote:

...the pros and cons have to be on some kind of par or through pragmatism most players will choose the most beneficial faction...


then

Quote:

I would suggest that if we(the players) had a clearer understanding of what the benefits are of the two major player factions (ie civs and merchants) then we would have some kind of par to suggest equivalent pros and cons for less popular factions


Certainly looks like that's what you said to me.

Of course always happy be corrected.
*Maxxed*


Posted Nov 28, 2010, 7:46 pm
They are two independant statements.

I said that merchants and Civs were the major factions(based on player membership) never that they were the best ones to belong to.

I also suggested that players were likely to want to belong to the faction that is most beneficial to them and that if one faction had vastly superior advantages to another that most players would pragmatically choose this faction and hence a need for balance of pros and cons...contrary to Sams comment on the subject.
*Ninesticks*


Posted Nov 28, 2010, 7:54 pm
Taken from the same post, from the first and last parts. Perhaps it's me but unless I see a notification of change of an argument's direction I will read an argument/statement as having a start, middle and end (my presumption being here that they are meant to be flowing together). Anyway you write tomato I see potato no biggie.



iceman


Posted Nov 28, 2010, 11:50 pm
Maxxed said:
But back to factionalism:

Upon review of the wiki there is no detail on factional benefits (or i missed it due to limitations of search functionality)

As I understand it the pros of the different factions are:

CIVS: Lower gate fees in Civ towns.



I thought the major advantage of civs was easier trucing...though im not sure this works
*Bastille*


Posted Nov 29, 2010, 12:20 am
I think its nice to have the basic pros and cons clear, with some most of the benefits/drawbacks being hidden. The role of each faction is what needs to be clear (and what the known pros and cons should reflect) with certain side effects being unkown(this allows for different interpretations of the idea, Myself and Goat for instance, both reds but quite different. I imagine the hardened war veteran and the young fresh idealists). I'm not sure if we want people choosing sides based on the bonuses rather than role, if the bonuses are too clearly displayed this may end up being the main focus.

Zoltan


Posted Nov 29, 2010, 2:19 am
I belong to the Badlands faction, mainly because i am based out of Badlands and I kill every greaseball ganger from any gang that comes into BL with a fame higher than 900. I don't care which one it is i kill them all.
Skasi


Posted Nov 29, 2010, 4:13 pm
Since I'm a member of the Deathracing Mafia I was thinking about some more pros and cons for them.

These are just a few ideas, I don't really care for balancing, that's not what I play this game for:

+ Boost fame gain if you turn out the winner of an event.
+ Receive offers to participate in a professional event for free, a vehicle will be provided for you too.¹
+ Being able to ask for help - let DRM sabotage competitors.

- Suspension of registration for certain characters. For reasons of marketing. The DRM is leading a business - it's all about money and sponsorship, there is no room for individual uh.. stuff! (cue: bad rep with anarchists)
- Requests for donations. Vehicles or money, or even requests not to participate/win an event. Complying boosts rep slightly, objecting would result in reputation loss or fines.¹
- Due to high reputation with Merchants and Civs.. I still have to come up with something. High rep with other factions will surely be a good source of more (dis)advantages though!

¹ These suggestions will most likely need a lot of attention and tuning. Players fame and reputation should probably affect them.
Dryfus


Posted Nov 29, 2010, 4:43 pm
Skasi said:
Since I'm a member of the Deathracing Mafia I was thinking about some more pros and cons for them.

These are just a few ideas, I don't really care for balancing, that's not what I play this game for:

+ Boost fame gain if you turn out the winner of an event.
+ Receive offers to participate in a professional event for free, a vehicle will be provided for you too.¹
+ Being able to ask for help - let DRM sabotage competitors.

- Suspension of registration for certain characters. For reasons of marketing. The DRM is leading a business - it's all about money and sponsorship, there is no room for individual uh.. stuff! (cue: bad rep with anarchists)
- Requests for donations. Vehicles or money, or even requests not to participate/win an event. Complying boosts rep slightly, objecting would result in reputation loss or fines.¹
- Due to high reputation with Merchants and Civs.. I still have to come up with something. High rep with other factions will surely be a good source of more (dis)advantages though!

¹ These suggestions will most likely need a lot of attention and tuning. Players fame and reputation should probably affect them.


Skasi,

I think these are good ideas(I am a renegade)
FireFly


Posted Nov 29, 2010, 4:48 pm
Skasi said:
Since I'm a member of the Deathracing Mafia I was thinking about some more pros and cons for them.

+ Being able to ask for help - let DRM sabotage competitors
I just have an issue with this, or rather, let me put it like this...

"Flushes skill and game balance down the drain"
Skasi


Posted Nov 29, 2010, 5:54 pm
You know, that's what you do every day, FireFly. Ask others to shoot people ahead of you, offer them money if they do, etc. It's what Darkwind stands for.

Right now it's just about who's got the best cars and highest skilled gangers. Why not make reputation just as important? You know, having contacts, people you know and who know you. That's what makes the Deathracing Mafia the Deathracing Mafia.

I'd even go as far as assigning faction leadership and politics to players, allowing them to scream when they find out about such things as sabotage, or think others are not loyal to their faction (eg don't donate all the junk one would sell to DRM).

No game can ever be as balanced as one heavily based on player-interaction - a free for all, so to say!
Wuahaha! :mad:
FireFly


Posted Nov 29, 2010, 7:00 pm
Nah, but there are certain differences, say, I could never bribe Joel or PA into throwing a race for me, and all 3 of us are fairly equal in racing skill, now, if one of us had the ability to #### the other peoples cars up, that's just plain griefing and, well, it would take the suspense out of the races.

Look at some of the mini league races, and you'll see what I mean.

In races, the leagues specifically are some of the most intense matches in the game, with everyone having the same car, and while there might be differences in character skill, player skill still wins the game.
iIIyB


Posted Mar 23, 2012, 1:35 am
Have a question about switching Factions. Have been with BL truckstop for awhile now, after raising rep with Mutants up enough i switched over few days back. Right away i saw a change in rep, GW went to scorned from neut, fee's increased 900$ few other towns went up as well. Still had nice standings in SS and BL, with Civs n Merchants being nuet/disliked towards me.

Wasnt a big deal, then i logged in this morning and in SS and BL i earned a large bounty and went from adored to scorned over night. I know the muties n civs dont like each other but wasnt expecting such a late jump in standings. Is this normal?

Since i only have crew/cars in SS n BL being hated n bountied pretty much stops the game for me unless i plan on being hated there for life lol


Logged out over night, came back and both Bounties have increased, even tho i wasnt subbed n ran no travels or scouts... whats going on?
*JeeTeeOh*


Posted Mar 23, 2012, 4:42 pm
It's possible (though unlikely, given the timing) a player put the bounties on you. But let's leave that alone as I doubt that's the case.

I can't answer technical aspects of how/why, but in response to "game over" I offer this: If you are in somebody else's squad the bounty hunters don't come for you. Right or wrong, they only target squads that the bountied player is leading. The bounties will also decrease as you take out enemies of the towns in question.
Juris


Posted Mar 23, 2012, 4:48 pm
I think this is the problem: when you chose a faction it becomes much harder to make that faction's enemies like you.  Before you were BL Truckstop - which is pretty neutral.  But pretty much everyone hates the Mutants, so it will be much more difficult to make the Civs/Merchants etc. like you than before.  The Civs and the Merchants control SS, EL, GW, Tx, and SF so that's a lot of hate.  You still get the full negative rep from hitting Civ/Merchant traders though, so it means you need to either change the way you play and stop hitting Civ/Merchant traders so often or 2) not give a crap and fight the SS militia - enjoy being a bad guy. You might want to move a squad to Shanty :)

iIIyB said:
Have a question about switching Factions. Have been with BL truckstop for awhile now, after raising rep with Mutants up enough i switched over few days back. Right away i saw a change in rep, GW went to scorned from neut, fee's increased 900$ few other towns went up as well. Still had nice standings in SS and BL, with Civs n Merchants being nuet/disliked towards me.

Wasnt a big deal, then i logged in this morning and in SS and BL i earned a large bounty and went from adored to scorned over night. I know the muties n civs dont like each other but wasnt expecting such a late jump in standings. Is this normal?

Since i only have crew/cars in SS n BL being hated n bountied pretty much stops the game for me unless i plan on being hated there for life lol


Logged out over night, came back and both Bounties have increased, even tho i wasnt subbed n ran no travels or scouts... whats going on?
JuaN VaLDeZ


Posted Mar 23, 2012, 5:14 pm
I am mutant and I try to promote a bounty on me in SS so i know a bit about this. on the returns dont red the militia, run courier packages to SS, just doing these 2 things will bring rep up with civs, doing ss town events helps too. but if you really want to not worry about returns scout with other players. If your scouting BL also i dont see why you would be scared of a SS militia return when playing in badlands means you have a much higher odds of getting a return there.
iIIyB


Posted Mar 23, 2012, 6:11 pm
Thanks for the tips guys! Mostly I just like to go out and shoot cars, i dont do many town event, leagues or much else beside fun SS and BL scouts. Dont hunt Civs or merchants much at all, was mostly neut the whole time, which suits my play style very well. I figured i'd take a rep hit switching to muties, just not this extreme in the only 2 towns im based in.

Since most placed dislke me or worse, i cant find any missions to run, most of the time i play no one else is on to group scout with, so looks like i have a very long road ahead to get back to good standings. Also alot of game play i dont find fun, learned the lesson about factions atleast. stayin renegade from now on!
JuaN VaLDeZ


Posted Mar 23, 2012, 6:42 pm
I'm sorry if I came across as rude, I was just trying to put it into perspective. It sounds like you just got hit hard cause a lot of factors piled up at once. Before I started hunting bounty hunters and civs. I was able to balance being a northern mutant quite well. I had switched to mutant from BL truckstop faction. I kept a steady supply of courier runs on a regular route to upkeep reps. you dont need to move a ton of bulk. 12 courier packages of 5 bulk each fits in a 4L phoenix, and qualifies as 12 missions. Just advertise for courier missions. You can be hated everywhere and still get courier packages.

The only reason I have a bounty is because I want one. I want the returns with all those fast muscles cars I get $15,000 to $30,000 each for scraping. It is not difficult to clear $1 million in a day in somerset. But I have to keep pounding bounty hunters cause everything else I do keeps knocking down my bounty.

Why not go to badlands and scout, you may ask... Well that's not the subject of this thread so it is not the place to go in to that.
iIIyB


Posted Mar 23, 2012, 7:22 pm
You wernt rude Juan, and thanks for heads up on bulk good missions, never did those before, might b a good distraction.

Not sure if it would be the same for anyone changing or if it was a perfect storm of bad timing that caused such a huge drop, but i think it would be nice have some way of knowing how much rep hit you take when switching. 1 click cost me weeks of grinding back to neutral.
*JeeTeeOh*


Posted Mar 23, 2012, 8:59 pm
iIIyB said:
1 click cost me weeks of grinding back to neutral.


Heh. Brutal game, ain't it?  ;)

Back