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Factions.

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Kormai
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Factions.

It would be nice if there would be some factions with certain enhancements that you have to pick between.
Two opposite factions and you would have to pick which one you support gaining a power or enhancement depending on which one your standing is good with (both kero's and villains should be able to access that area?)

kitsune9tails
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I CANNOT PROMISE ANYTHING YET

I CANNOT PROMISE ANYTHING YET

But the current intent is to have a lot of interaction with Factions, gaining and losing favor with various ones. Currently, however there are no plans to bar basic needs like power-increasing drops from players based on alignment or faction favor.

Gaining favor with certain factions should bring benefits, but for most benefits in the game there should be multiple paths to getting them.

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Ellysyn
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favor for factions is always

favor for factions is always fun. WoW has a ton of that. There is one that you have to pick a side to progress in the quest line. Depending which you pick will get you different things. SWTOR sort of has factions but you can get rep with all of them. And when you hit certain rank of rep with them you get access to buy various faction items. ^_^ So i'll put my vote for faction interaction. Long as it's not just plugged in.

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kitsune9tails wrote:
kitsune9tails wrote:

I CANNOT PROMISE ANYTHING YET
But the current intent is to have a lot of interaction with Factions, gaining and losing favor with various ones. Currently, however there are no plans to bar basic needs like power-increasing drops from players based on alignment or faction favor.
Gaining favor with certain factions should bring benefits, but for most benefits in the game there should be multiple paths to getting them.

Sounds good to me. Always hated being locked in to a faction in one way or another.

I remember when Star Wars was cool...a long, long time ago...

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Your faction as described in

Your faction as described in the kickstarter sounds amazing, but presents SO many problems when it comes to teaming. What if my teammates don't have the same affiliations. Is there any plan for dealing with teams?

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Redlynne
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I would presume that in a

I would presume that in a Team situation you'd be dealing with a Weakest Link scenario when it comes to NPC interactions.

[b]Bouncer[/b]: "You can come in, and you ... and you ... [b][i]but not YOU[/i][/b]."

The Team Leader would then be given the opportunity to "vouch" for the "objectionable" and doing so would have a "price" attached to it on the Reputation of the person "vouching" for their friend (ie. it's suspicious, so it'll cost you). If the Team Lead doesn't do this, either because they can't or they won't, then the NPC either has to be "defeated" somehow or their objection/blocking stands. That way, Reputations build a sort of Social Second Game beyond just (merely) punching people/robots/aliens in the face in order to get things done.

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In the final days of CoH, I

In the final days of CoH, I had come up with this idea. I sat on it, even though I wanted to suggest it, but it was not significant enough to me in it's unfinished state, to bring to the table.

The gist of it though, was that your supergroup / superteam could align with an in game faction (each of those factions have an arch nemesis faction, but I'll get to that later). Aligning would take place with any group leader (or designation) approaching specific agents, requesting an alliance. You would have to jump through a few hoops (missions) to forge the alliance - these could be solo'd, but ideally were for team play. All in all, maybe two hours in game time (a fully formed story-arc), where at the end, you and this faction are now aligned. The benefits of an allegiance were numerous

Immediately upon forging the alliance, you get:
A) Light support - If any team members in supergroup mode were in the streets, Light support may show up - could be a low level buffer, or light damage class. They would be two levels lower than you and wouldn't do much to help, but made you feel like part of something bigger.
B) Specified agents would sell particular low level buffs, debuffs and weapons. Like a one-shot use time grenade, or a 1 hour Anti-toxin fetish and so on.
C) Faction oriented missions.

After showing your support (doing the missions or real time lapse) you would move into the next tier, which would provide:
A) Base Items and decor - elements from their bases and zones available to you (permanently - even after dissolving the alliance).
B) Medium support - Any team member can call in a support pet (1 level below you) once every 6 hrs real time play
C) More faction oriented missions

Finally, you would become a trusted ally, (by doing the missions or real time lapse) .This would be the final tier,: which would provide:
A) Costume / Uniform parts and emblems.
B) Full support . You could call in a equal level NPC Once every 6 hours real time. You could select from 3 types of support.
C) Final missions to wrap up overreaching story-arc. This would provide you with a permanent ultra low level buff or bonus. (Stackable - see below)

Now aside from the benefits or aligning with a faction, you would also attract their arch-nemeses more often, but defeating said nemeses would give you marginally better / more frequent drops.

The Aligning System would actually encourage to ally with all the factions over time. Breaking affiliation with a faction would lose the pets and support, but the costumes, base items and final buff are permanent. You would go through the process all over again with another faction and so on. After your team has allied with all 5 possible factions (or just one - whatever) there would be a one time badge / accolade by re-aligning with ANY of those factions (ie - you've tried them all, and gone back to your favorite).

or something like that.

Darren

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Redlynne wrote:
Redlynne wrote:

I would presume that in a Team situation you'd be dealing with a Weakest Link scenario when it comes to NPC interactions.

When there was some discussion of SSK at http://indiegraph.org/2013/04/02/a-new-city-for-old-heroes-the-phoenix-project-interview/ they talked about the team leader's (or, presumably, the mission holder's?) "phase". I guess one possibility is just extending that concept to include faction and mission progress and whatnot (so, you would operate with whatever access the mission holder has, and whatever alignment changes they go through would either not affect your ratings [or maybe there could be a prompt when it comes up, ala the CoH shared mission complete one]. I think that is less fun than having factions always react to you individually based on your rating with them, but it is also not fun to have mission options on a team get complicated by that.

Another possibility is something more along the lines of the CoH prompt about whether you wanted your level to be changed to match the level of the team you were joining. If you declined, it popped you off the team. While that would certainly be a clean way to separate folks who want their individual faction values to always apply from folks who are fine with putting that on hold while teaming, it would pretty much isolate that person if they always declined.

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One type of group that would

One type of group that would be cool to see is something akin to a neighborhood watch. I imagine something like [i]Kick-Ass[/i] with dozens of people, rather than a handful. There could even be factions within the group, which could see some being funded or supported in various ways by 'benefactors' (anything from basic weapons and armor to kit that could result in something similar to [url=http://rifts.wikia.com/wiki/Juicer]Juicers[/url] or [url=http://rifts.wikia.com/wiki/Crazy]Crazies[/url]). The group as a whole has a noble goal ("protect our part of the city and the people in it") but potentially vastly different ideas of how to go about doing so, which could put them at odds with villains, heroes, and even law enforcement.

An added wrinkle could be shifting alliances within the group that would affect player standings with the various factions. Admittedly, even if that is feasible, I have no idea how popular it might be with players to have their faction standings change by events beyond their control. The effect could be mitigated in that, with a sufficient standing with a particular faction, they would always be, at a minimum, neutral to the player (something to the tune of, "Sorry, we can't be seen talking to you right now.").

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Fez, that sort of thing is

Fez, that sort of thing is best realized if you can get NPC "patrols" set up in zones and neighborhoods. It gets even better if the patrols get set up such that they can spawn different types of NPCs with differing alignments so as to create inevitable confrontations on the streets (much like the NPC vs NPC battles often seen in Croatoa).

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I figured on something along

I figured on something along those lines, yeah. There are plenty of examples where something like this could've been done in CoH - the Marcones and the Mooks in Port Oakes being an obvious example (I want to say that this did happen, but my memories are hazy).

Rather than calling any kind of group it might present the idea more neatly to call them a type of faction. With a bit of a tweak even the Scrapyarders could have fallen into this type.

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There were Freedom Corps

There were Freedom Corps patrols in Atlas Park and Galaxy City doing more or less that, just with more generic NPCs.

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Maybe it'll all just be based

Maybe it'll all just be based on the team leader. If the leader is buddies with one faction that you aren't. Then as long as you are in that team then you'll be buddies with that faction also.

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Going by the leader marker

Going by the leader marker would be the easiest to program, IMHO .. just not the most "realistic.

This, like the sidekick system can be left open ended for further dev down the line but I think for the purposes of launch, going by the leader's alignment makes the most sense.

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My problem with the whole

My problem with the whole factions thing, (a very, very tiny problem), the way they are being generally described, seems like it would force a lot of linear story-type play. Like, "Okay gotta do this whole long list of faction missions to get this thing before I do any other missions." Unless your standing with one faction doesn't effect your other faction relationships.

I'm inclined to favor the "Leader Faction Override" method for ease of teaming. As long as the mission arcs aren't set up in a particular order locked to the team leader. If I do a mission under one Leader, for a given faction, do I get credit with that faction? Even if I haven't started the Arc myself?

This also creeps into RP. My character "BroodingLonerMan", isn't a "joiner". But here he is, out trying to curry favor with all these groups in the city. Heck, even Batman won't admit that he's part of the Justice League.

Like I said, these are tiny little problems for me. I just don't want anything that gets in the way of anyone teaming with anybody, any time they want. That's what will keep players coming back. Not being forced to follow specific arcs, or team up on missions that they'll just have to do again later. Or be told, "We're doing this Story arc. Sorry, if you're not aligned properly we can't use you."

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I dont play those other games

I dont play those other games you all mentioned, but I'm down for a Supergroup Owner choosing the enemy group and missions. It would sit in the SG Que, waiting for SG members to pick them up, maybe even provide bonus SG Status points or some benefits if more than 3 SG members teamed up from the same SG in a SG Que Mission.

If the SG Owner starts sending its SG members to fight villains in a different section of the City, where a certain BOSS has control, that BOSS now becomes the SG's main rival nemesis. And when you defeat that neighborgoods BOSS, that SG becomes the new BOSS there.
Villain or hero SG's can stake a claim now... or maybe have a ranking system that shows which SG has defeated the most minions under that Neighbourhoods BOSS, but this might not go well for those PvP'ers that would like to Issue a SG Challenge, and move up in the Standings as the dominant SG in that Neighborhood.

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WarBird wrote:
WarBird wrote:

My problem with the whole factions thing, (a very, very tiny problem), the way they are being generally described, seems like it would force a lot of linear story-type play. Like, "Okay gotta do this whole long list of faction missions to get this thing before I do any other missions." Unless your standing with one faction doesn't effect your other faction relationships.

huh, yeah. I had been assuming we'd build and lose faction with the various groups (along with rep with npcs and whatnot) through normal stuff we were doing, rather than through a set of missions that are just intended for that purpose. I hope my assumption is correct, and that faction-changing-missions, while present for special things perhaps, would be the exception rather than the rule.

Quote:

I'm inclined to favor the "Leader Faction Override" method for ease of teaming. As long as the mission arcs aren't set up in a particular order locked to the team leader. If I do a mission under one Leader, for a given faction, do I get credit with that faction? Even if I haven't started the Arc myself?

Agreed, on the ease choice, for arcs that are gated by rep or faction.

As for the rest, it assumes we'll be having specific arcs for changing faction, which I am going to continue to pretend won't exist for as long as I can.

I do think we probably will have some special missions that a team is doing that could change a member's alignment in some way, and you should get a prompt at those times (or, at least, some way to participate in the decisions being made there), if so. IOW, I think it is fine for your faction with sandworms and their enemies to be adjusted by the fact that you are beating up sandworms in a mission along with the team, but if the team leader is making a choice about something in some dialog, the game shouldn't automagically act like that was a choice you made, as well.

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