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Old Apr 14th, 2009, 14:37:26   #1
Wrangeline
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Subfactions

I have said many times that if AO is to get more additions then it should be to make the game "wider" and not "longer". Longer being time and effort needed to go from level 1 to a fully fledged endgame character. Width being various ways to get there like missions and quests, number of zones, instances, weapons, armor and stuff like that.

Width and length creates a 2d picture. To create depth we need a third axis. AO already has depth in the form of backstory, omni, clan, neutrals, dust brigade, tradeskills and all those things.

This suggestion is designed to add more depth to the game. I also feel it will add more width to the game in the process, which I think it needs.

It's all about subfactions. Right now we choose a profession and we choose a faction like omni, clan or neutral. I would like subfactions. Kind of like "thieves guild" in pen and paper RPG's and so on. Not profession specific though, just different subfactions within the clan, omni and neutral factions. Entering and working for these subfactions will add specific bonuses that are unique to the nature of each subfaction.

Just as an example, let's say that if you are clan, you can choose between 2 or more subfactions. 2 of these subfactions could for example be a more offensive and a more defensive subfaction. If you choose the offensive one you get bonuses for killing towers and taking down towerfields in PvP for example. For each tower you take down you gain a littlebit of currency and if you take down a control tower, you get a big bonus amount of currency. This currency can only be used in your subfactions vendor where special gear and such is sold.

Same with the defensive one. It's all about gathering resources for clan. Resources that can be found in PvM. Here you get special currency by collecting specific types of items. The harder these items are to get, the more currency you get when you turn them in to the subfaction vendor.

The things you can buy at the offensive subfaction will be mostly stuff that revolves around offensive capabilities and the things you buy from the defensive subfaction will mostly revolve around defensive capabilities. So you have to make a choice of which faction to join. Do you want offensive or defensive for example? Or do you want the third and different option if there were 3 subfactions to choose from?

These items wont be overpowered or anything. They will just steer your character down a path of your choosing. They will simply give your character a.. flavor. To make characters stand apart more. Sure, one 220 trader is just like the other 220 trader except now, one might be part of the offensive subfaction while the other might be part of the defensive.

There are many different reasons why I think this is a good idea:

1. It gives an extra incentive to PvM.
2. If FC is smart about what items are needed for resource gathering, they can promote PvM in areas where people don't normally go these days. To make use of all the RK zones and such.
3. It will promote more notum wars and make towerfields change hands more often.
4. It will add flavor to your characters so they become slightly different to other characters of the same profession.
5. Makes room for more interesting NPC's and sidestories and quests.
And so on.

There will be more subfactions and they will be available to clan, omni and neutral. The NPC's will be different for each faction of course and the details will also be different. Such as the reasoning for why neutral need resources as opposed to why omni needs it for example.

There could also be more depth within this system by having the clan offensive subfaction (for example) work directly against the omni offensive subfaction. Kinda like how side XP-bonus now works. They can also work against other subfactions as well if you are clever about it. For example, if the clan resource gathering is lagging behind a bit, prices will go up in the subfaction vendors as items are harder to manufacture with lack of resources.

PvP'ers that are member of offensive subfaction would get PvP quests to raid the enemies factions resource-gathering depot that is set in a 25% zone. A successful raid on their resource depot will lower prices in your subfaction vendors and raise prices in your enemies vendors.

Also, taking over PvP-towers will give more notum to your faction (that's what the towers do, extract notum), and with this added notum, the amount of resources needed from PvM for lower prices in vendors gets lowered.

I'm not saying it has to be this complicated. I'm just giving random examples as to how these subfactions could interact IF you want them to interact and influence each other. I'm also not saying these subfactions should be called "offensive" and "defensive" and I'm also not saying these are the kind of factions people would want the most. I don't know.

I'm just throwing this general idea out there and adding some random examples in there to try and explain how the idea works.

The idea is that being clan or omni or neutral is all well and good but I think the game would be much more interesting and diverse if it all went a little bit deeper than that. Make us feel like we are doing different jobs in different areas for a common goal, to help our faction.

Ofab will remain as a more general faction vendor.
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Old Apr 14th, 2009, 15:05:33   #2
GeneralSkruf
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There actually is a system that could support this allready somewhere in AOs coding.
I remember in the early days of SL i think, you wouldd occasionaly get faction points for the various legacy clans and loose points with the omni department counterpart, just like in SL.
unfortunately it was just a bug according to FC, more likely a project that got scrapped in my opinion.
I allways thought the RK storyline was far more interesting than the SL/Alien one, and I do hope we get to see more of that indtead of quasi fantasy and aliens in the future of AO.
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Old Apr 14th, 2009, 21:23:09   #3
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What Skruf said.

Great idea, Wrangeline. Like Global Research but 1000x better. One question, though: will orgs also be divided up by subfaction?
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Old Apr 14th, 2009, 22:07:10   #4
Scabadus
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I'd prefer it if the sub-factions were aimed at certain professions (Omni-Med for Omni Doctors and Adventurers jumps to mind) BUT wern't locked to that profession. So for example a fixer could enter the Omni Med sub-faction and become a better healer (through access to Omni Med's sub-faction vendor) at the expence of taking away something from their existing toolset (having to take out an item to fit in the one from the vendor).

I think this would alow for more customisation of characters, giving them more depth as the origionl post was suggesting. Also, big no to everyone from an Org having to be from the same sub-faction (though mabey there could be a SMALL Org-wide bonus if they were?).
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Old Apr 14th, 2009, 23:52:44   #5
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Quote:
Originally Posted by Scabadus View Post
I'd prefer it if the sub-factions were aimed at certain professions (Omni-Med for Omni Doctors and Adventurers jumps to mind) BUT wern't locked to that profession. So for example a fixer could enter the Omni Med sub-faction and become a better healer (through access to Omni Med's sub-faction vendor) at the expence of taking away something from their existing toolset (having to take out an item to fit in the one from the vendor).

I think this would alow for more customisation of characters, giving them more depth as the origionl post was suggesting. Also, big no to everyone from an Org having to be from the same sub-faction (though mabey there could be a SMALL Org-wide bonus if they were?).
This in addition to the OP. Definitely a fun idea.

The bonuses could be a bit like how they are with symbs, only available to everyone rather than just support for doctors, control for engis, etc.
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Old Apr 22nd, 2009, 21:51:21   #6
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I think that pretty much my only suggestion was something like this. Basically if these sub factions could be part of a storyline, like for example the already existing Hacker's Club. I don't know of course how many factions there would be. It is pretty much like Scabadus described, but I was looking more to profession specific lines that will give bonuses after some quest chain has been completed.
Maybe have something like: finish a quest line to get the "basic" upgrade, and then using Wrange's idea, that playstyle will determine whether the bonuses will be more offensive or defensive.
Something like that is what I would like at least.

My own thread from a while back is this. It might also have some points that could expand on Wrange's post.
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Old Apr 22nd, 2009, 22:45:28   #7
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I support Omni-Trans.
I also support Omni-Reform.

Therefore, I am classified as an Omni-Transformer.

I get a bonus for every Decepticon I destroy in PvP :-D

Go, Autobots!
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Old Apr 22nd, 2009, 22:51:08   #8
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This sounds like a generic RPG skill line. Pass.

Also, you forget the nature of PvPers. They're going to make 1 set and declare it superior, everyone follows suit. The class has the same skillset regardless, so changing items around a bit won't necessarily bring any change, just another gig of "useless" items that don't get used.
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Old Apr 23rd, 2009, 00:24:29   #9
Lasliana
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Bump for this idea, love it.
As for the subfactions theyre pretty easy i think, using existing ones;

Clans:
Sentinel
Vanguard
Unionists
Knights of Avalon
Terra Firma
Eco Warriors
Red Freedom
New Dawn

Neutral:
Smugglers
Mercenaries
Merchants
Borealis Freedom Fighters
Newland Defenders(?)
Alien Hunters(?)
Smokers Lounge(?)

Omni-Tek:
Omni-AF
Omni-Pol
Omni-Med
Omni-Trans
Omni-Reform
Omni-InternOps
Omni-Engineering
Omni-Mining

The ones marked with (?) are only suggestions as to where i would place them, mainly to try and bulk up the neutral ones, and to fill in where both Clan and Omni have the chance of using, eg. Smokers Lounge and Alien Hunters.
Also I purposefully left out Omni-Admin and Omni-R&D to try and round out the numbers of sub factions, so all factions would have the same And also because i believe both of those departments would have the least input or output available.
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Old Apr 23rd, 2009, 03:14:42   #10
Wrangeline
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Quote:
Originally Posted by -Bugsplat View Post
This sounds like a generic RPG skill line. Pass.

Also, you forget the nature of PvPers. They're going to make 1 set and declare it superior, everyone follows suit. The class has the same skillset regardless, so changing items around a bit won't necessarily bring any change, just another gig of "useless" items that don't get used.
I'm not sure what a "generic RPG skill line" is. Care to elaborate?

As for the rest of your post, yes PvP'ers will to some degree find what the best items are for their profession. However, if PvP'ers choose the same items or not depends on the items. I strongly object to saying no to something because you assume it will be a certain way. I mean, I definitely don't hold it against you that you feel this way. It has been the general statistic of AO that FC adds items that are either CRAP or simply better than the older alternatives and so PvP'ers all flock to the good items and leave the rest to collect dust. Because of this, I understand where you are coming from.

However, my suggestions here are based on my kind of "logic". I do not want FC to take any of my ideas and put their own "time-proven" twist to them. Let me make some examples:

FC's version (as I would predict it) of a PvP item:

PvP: Scope, Hud3. Gives +12 crit, +40 to all damage types, +350 aimedshot skill and -400 inits/-23 nanoinit.

Now, as I have come to understand it, this is FC's idea (if slightly exaggerated) of adding new gear that we will find interesting. Following the creed that "if it aint better than what we got, no one will use it". The problem here is that there's no choice. If you want the best gear then you have to get the item if it's better than what is currently available to you. I don't like this way of thinking at all.

So if I were to add a PvP item (amongst many other more interesting and less "generic" things), it would be slight variations of existing gear, using the existing gear as "medium" templates. Going the PvP route would grant you access to items that are a little bit buffed in some areas while nerfed in others, compared to existing templates. Not by much but enough to make you choose one over the other based on what you want. Going the PvM route would give you the same kind of variations but focusing on more defensive stats (or whatever).

My version of the same item:
PvP: Scope, Hud3. Gives +11% crit, +20 to all damage types. +340 aimedshot skill, -500 inits and -400 nanoinit.

These scopes are based on the ql 275 Targeting Scope - Vision Enhancer. In FC's version, all stats are better than the old version, making it the obvious choice for a PvP'er. My version however add to stats like aimedshot, crit and gives a small +damage boost while debuffing more of your inits and much more of your nano inits. The PvM version would give 2% less crit than the standard VE-scope, no +damage buff, 30 less aimedshot buff but debuff all inits by 200 points less than the standard scope (and maybe even buff one or two of them instead of debuffing).

So now everyone has 3 choices. PvP scope, normal scope or PvM scope. What is more important to you, the damage stats, the inits or a balance between the 2?

While it is true that what profession you are will heavily influence which scope you go for, there are so many other factors at play here to make it interesting.

1. Not everyone play their profession the same way. Some have a very offensive setup to more easily land perks and kill people quickly while others have a more defensive gear to evade perks and survive longer. Traders is a great case in point. Do you have a lot of nanoskills to land nanos more easily or do you have full CSS armor and such to get high attackrating and evades? (no need for scope when you got CSS so you can use defensive research HUD item).

2. Just because you find the PvP scope the better option doesn't mean that you choose to go that route. You also have to make choices based on the other items available. Maybe most other items in the PvM-vendor are more interesting to your playstyle and therefor you have to choose, scope or the other thingies? You can't have it both ways. While a PvP item is the best choice for some in terms of PvP, they would have to pass up some really good items from the PvM camp in the process. Others might make a different choice.

3. Once you have committed to one path, you have to make choices as well. Do you take helmet 1, helmet 2 or helmet 3? 1 gives you +20 damage, number 2 gives you +1 crit, number 3 gives you +80 inits. You can only choose one. Do you take backarmor 1, 2 or 3? 1 gives 1000 more AC, 2 gives +100 runspeed, 3 gives +20 heal delta.

All these numbers I have made up here are completely random really and should not be taken 100% serious. The general idea is simply that choices and diversity is far better than simply having yet another superior item to farm in some instance yet again. The ways these items are obtained will also be far more interesting. The stats on these items have to be CAREFULLY thought through to make it hard enough for people to choose what is best, to make people end up taking different choices from each other.

The idea of these different subfactions is first of all to provide more fun and interesting things to do. Secondly it is supposed to provide real choices for players. The items bought in subfaction vendors will not be superior to old gear. While they do buff some stats, they also provide less stats in other areas. If PvP'ers find a booth that has all the best items, then the stat-designers have failed. If all PvP'ers find one item that is good enough to cast aside the options of good items from all other subfactions, then the stat-designers have failed. If people from the same profession take many different routes based on their playstyle and what items they think looks interesting, then the stat-designers have succeeded. This is what I'm aiming for

Also, there will be far more subfactions than 2. More like 5+. So you can only gain access to like 20% of the vendors available. All these subfactions wont sell the same kind of gear. One will be more about armor. One will be more about rings and util/hud items. One will be more about weapons and scopes and so on. One can be more about clothes and social stuff. One can even be about yalms and ground vehicles. All subfactions have quests and such to match their "theme". The sky is the limit.

PS: I wrote this wall of text while somewhat drunk so if I come back tomorrow and I can't make any sense of my own ramblings then I will plead ignorance and say that someone else hacked my account and wrote it.
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Old Apr 23rd, 2009, 04:46:41   #11
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To be honest though, it's not really the stat-giving items that I'm most interested in. What I really want to see are unique and interesting stuff added to the subfactions that you can gain access to. Different subfactions will eventually grant you access to stuff like:

Hacker tool that allows access to Fixer Grid but has a few hours cooldown.

Yalm that is 20% faster than existing yalms.

Add a ground vehicle/robotic exoskeleton or such that actually makes you do pretty good damage (worth using for DD in raids or such for various professions). It doesn't boost any of your defenses in any way and you can't use nanos while in it. Its only use will be to make you look cool and make you do 130k DPM (ish). It will require so much vehicle ground to use that you need to max your vehicle ground skill pretty much. Most people will not max ground vehicle for this as it is a lot of IP but one subfaction will eventually grant you access to something that allows you to use this without having to spend any IP into vehicle ground.

A portable GMS tool just like the one traders have.

A portable bank tool.

Access to unique tradeskill tools that allows you to create towers with different stats from the normal towers. Tradeskillers might want to choose this subfaction over others as they could make some money by selling these towers to people.

You know.. stuff like this. I would love to log in one day and have to make choices like these. None of these things are overpowered or can be exploited in PvP or such but I really want them ALL.. but I can only choose 1 of them.
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Old Apr 23rd, 2009, 10:11:41   #12
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I'd like to see some interesting new actions from the subfactions, something other that "Heal, Do damage, and Root/Snare/Stun". For the most part I believe that these shouldn't be proffesion locked, but they are obviously aimed at one proffesion. The excpetion is Shades, because of thei uniquness I believe that they should get one action; they can't use other actions and other proffesions can't use theirs.

A couple of Ideas that I came up with:

Grid distortion (given by a subfaction aimed at fixers) - Teleports the target to a random location within the same zone.

Undepleted Uranium Rounds (given by a subfaction aimed at soldiers) - Mutates the target, turning them into a random varient of native Rubi Ka wildlife. They may turn into a leet, or it may be something... bigger. All ACs and damage given out are adjusted accordingly.

Battle-Prepared Virus (given by a subfaction aimed at Nano-Technitions) - Uploads a computer virus into the nano-technition's next nanotechnoligical attack, causing any robots creatures (including cyborgs) damaged by it to go beserk: They may run away, they may attack each other... or they may come after the nano-technition with renewed vigor! (A massive taunt and a boost to both runspeed and damage per hit for the last one).

Dope 'im Up! (given by a subfaction aimed at Doctors) - The target and his/her pets are given so many drugs that they're not quite sure what's going on. Usable on friendly targets, this makes the target (and the target's pets) immune to fears, charms and calms, while increasing their suseptibility to roots and snares. Because the human target cannot feel pain they are more likely to take damage since they won't know to avoid harmful things, however the inhuman pet suffers no such downsides.

Nanobrain (given by a subfaction aimed at Agents) - The user is temporarily augmented by nanobots, replacing the neurons in the brain with superconducting metals. The effect of this is to make the world slow to a crawl around the user letting them take their time over shots and aim with absolubt presision allowing them to shoot at the target's weak points without any penalty to the augmented person's actual firing rate. All shots fired in this time completly ignore ACs, though the target's AC isn't reduced for attacks made by other beings.

Desperate Seller (given by a subfaction aimed at Traders) - You really need to seel your loot NOW! This puts an ad on several gridnets that you have stuff to sell fast: a willing customer will soon be teleported to your location that you can sell loot to. Be warned though: you will get very poor rates for any items sold to this customer! (This spawns a human NPC at the users location who can be traded with, but gives very poor rates.)

Illusion of the Flower (given by a subfaction aimed at Martial Artists) - Using the old holo-bots that still populate the atmosphere of Rubi Ka the user can create holograms of him/her/itself. These holograms with behave exactly as the creator does, follow them around or attack what they do. If used during PvM battle the attacker will be de-taunted, meaning that it will randomly attack one of the beings it sees. It may turn back the the user, or it may attack a hologram. If used in PvP the user will be de-targeted, meaning the other player(s) will have to guess which being they want to attack. Since they are made out of light the holograms will do no real damage, and will be destroyed after only one hit.

Don't hold back (given by a subfaction aimed at enforcers) - The enforcer gives up the last bit of finess they have and charge their opponent. Nobody can attack the resulting mass of limbs without a chance of hitting their friend. For a short time, the user and their target are locked in battle: they cannot stop attacking each other and nobody else can attack them.

I've been here before... (given by a subfaction aimed at Adventurers) - Whilst on Rubi Ka this will reveal the minimap for the current location. The effect will not continue over zoning and it doesn't work in the shadowlands.

Early morning radio (given by a subfaction aimed at Bureaucrats) - The user obviously doesn't know what they're doing, but they just won't admit it. If left for long enough they will dig themselves into such a hole that their career will be ruined. Mabey the people who work for them will be able to save them, though it might destroy their own reputation in the process. This nano drains all of the users skills slowly at first, but getting quicker, and transfers them to their pet (or attack pet, in the case of MPs). Once one of the users nanoskills reaches zero the user is stunned and is affected by a Damage Over Time that gets larger and larger, eventually killing them in one hit if they are kept alive for long enough. To cancel this effect the user must kill their pet, sacrificing it to save themselves. Anybody who assists the user (healing, buffing, etc) will also have their skills drained by a small amount, which will last until the user kills their pet or until the user dies.

Swap Soul (only usable by Shades) - Using dark powers beyond other peoples' comprehension the shade rips their opponent's very soul out of their body and absorbs it. The metaphysical vacum created by a body without a soul, however, rips the Shade's own soul out of their body. The horror of having another being's soul in their body gives both beings a debilitating damage over time to their health and nanopool. Once one of the beings die the alien soul will leave their body and return to it's owner. This forces the dead being's soul out of the other body, which can then return to it's true body via the reclaim system.

These are still more coming, I'm going to think of one for every proffesion.
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Old Apr 23rd, 2009, 11:37:24   #13
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Very, very interesting idea, that might even turn more ppl to actually pvm/quest (not only farm pande 100xTimes to get boc and forget about it)

Deeper storyline which affects everytime gameplay would be really nice.

Extending the omni/clan conflict line, with spies, research stealing and stuff would be awesome.

It's a very hard work thou.
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Old Apr 23rd, 2009, 13:19:46   #14
mes
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Originally Posted by Lasliana View Post
Bump for this idea, love it.
Neutral:
Smugglers
Mercenaries
Merchants
Borealis Freedom Fighters
Newland Defenders(?)
Alien Hunters(?)
Smokers Lounge(?)
I don't think the neutral 'factions' should be that much city specific, but let me add some ideas here. Neutrals aren't defined very well anywhere in the AO Lore but basically the little crazy bunch of people who don't like submit under any jurisdiction, thus the 'factions' should go along the lines as well

Trying to sum this up in a way it would go along the omni/clan-subfactions.

Smugglers, Mercenaries and Merchants is pretty obvious. Smugglers could be an intricate group of people working in a mafia-style, controlling the less legimate goods, and sometimes 'disposing' of people who stick their nose too close to their business. Merchants, well, trading the legimate goods while being great negotiators and providers of high standard services for anyone who's willing to pay enough. Mercenaries will kill any prey no matter how big or dangerous just for the joy of hunt or a credit chip with enough digits on it et cetera.

Freedom Fighters - anarchistic bunch, not liking omni, clan or fellow neuts that much either, fighting for their own values and vision. Skilled guerrillas, saboteurs and crooks sign up here.

Nomads - The native people born in northern parts of Rubi-Ka, environmentally aware group who specialize in natural healing, knowledge of the land and ingenious fighting techniques developed for the harsh conditions.

The Node - Group of rogue technicians who specialize in making technology more dangerous than it should be. Without legimate access to the vast data banks of omni/clan, these people have came up with rather original and sometimes dangerous ways of performing the same operations as their sided fellows. If something needs to be hacked, blown to bits or modified beyond recognition, these people are the ones to do it for sure.

The Jobeans - Working for the ultra-high technology corporations of Jobe will certainly raise an eye-brow or make certain people green of envy. This privileged wealthy, beautiful and smart group get their hands on very exclusive technologies specializing in the fields of administration, meta-physics and advanced nanotech that's barely out to the public.

Smokers Lounge is kinda yes/no/maybe, I think anyone should be able to belong to it according to the storyline, even the related people are basically neutrals.

Coming to think of it, here would be an interesting opportunity to hook up people with the global research again.

too much editing
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Old Apr 23rd, 2009, 13:58:37   #15
Izolenta
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You forgot Freemen, you know those little red units coming from nowhere with rocket launchers

And again, would be really nice so see this suggestion implemented. Don't think i ever met it in other mmorpgs.
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Old Apr 23rd, 2009, 14:20:39   #16
Lasliana
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I don't think the neutral 'factions' should be that much city specific, but let me add some ideas here. Neutrals are basically the little crazy bunch of people who don't like submit under any jurisdiction, thus the 'factions' should go along the lines as well
I was just trying to use what groups already have some background or place in storyline, such as the Borealis Freedom Fighters, and try and come up with new ones, since the Neutral list was severely lacking.

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Smugglers, Mercenaries and Merchants is pretty obvious. Smugglers could be an intricate group of people working in a mafia-style, controlling the less legimate goods, and sometimes 'disposing' of people who stick their nose too close to their business. Merchants, well, trading the legimate goods while being great negotiators and providers of high standard services for anyone who's willing to pay enough. Mercenaries will kill any prey no matter how big or dangerous just for the joy of hunt or a credit chip with enough digits on it et cetera.
I put Smugglers, Mercenaries and Merchants as different groups as i feel they are, there are major differences between them all.

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Freedom Fighters - anarchistic bunch, not liking omni, clan or fellow neuts that much either, fighting for their own values and vision. Skilled guerrillas, saboteurs and crooks sign up here.
To me it sounds too much like the clans.
However the Borealis Freedom Fighters were/are well schooled in urban warfare and guerrilla tatics. But there would need to be something to distinguish them as something other than what the clans essentially are.

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Nomads - The native people born in northern parts of Rubi-Ka, environmentally aware group who specialize in natural healing, knowledge of the land and ingenious fighting techniques developed for the harsh conditions.
I like, there is minor storyline which could be expanded for this easily.

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The Node - Group of rogue technicians who specialize in making technology more dangerous than it should be. Without legimate access to the vast data banks of omni/clan, these people have came up with rather original and sometimes dangerous ways of performing the same operations as their sided fellows. If something needs to be hacked, blown to bits or modified beyond recognition, these people are the ones to do it for sure.
Sounds like a terrorist group called the Legion, though they were finished off before i arrived. But again i like.

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The Jobeans - Working for the ultra-high technology corporations of Jobe will certainly raise an eye-brow or make certain people green of envy. This privileged wealthy, beautiful and smart group get their hands on very exclusive technologies specializing in the fields of administration, meta-physics and advanced nanotech that's barely out to the public.
Deffinately good, just annoyed i left them out.

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Smokers Lounge is kinda yes/no/maybe, I think anyone should be able to belong to it according to the storyline, even the related people are basically neutrals.
This one is very difficult to place, It does need to be accessable to Clan, Omni and Neut, but maybe to all neuts if there are proff locks, make them not apply for neuts, so they have an advantage for a change, again this fits well with storyline.

One further idea i had was allow omni access to Jobeans, since the founders of Jobe were Omni-Tek scientists and they still retain close links with them.
But also if you go with the Borealis Freedom Fighters, possibly allow Clan access to this since it is fighting against Omni-Tek.
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Old Apr 23rd, 2009, 14:34:23   #17
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I put Smugglers, Mercenaries and Merchants as different groups as i feel they are, there are major differences between them all.
They are different groups as you stated in your original posting, made that as a mental note to myself, to distinguish and define these guys somehow

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To me it sounds too much like the clans.
However the Borealis Freedom Fighters were/are well schooled in urban warfare and guerrilla tatics. But there would need to be something to distinguish them as something other than what the clans essentially are.
My idea here was that these guys wouldn't mind killing anyone who's standing on their way, even a fellow neut, making a difference to the 'clan code of honor' and all that. Clans do clash every once and a while but these guys would do it on purpose, usually being openly hostile to force their views along the lines of Clan Sentinels.

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This one is very difficult to place, It does need to be accessable to Clan, Omni and Neut, but maybe to all neuts if there are proff locks, make them not apply for neuts, so they have an advantage for a change, again this fits well with storyline.
This could be sort of a wild card among the sub-factions, basically neutral but open for anyone resulting some very unique and weird enhancements
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Old Apr 23rd, 2009, 14:34:50   #18
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All sounds like a great idea to divide into subfactions altho like asked before it shouldnt affect current orgs into not being able to stay together.

As another idea to widen the game but make the proffessions come together more. It would be to make quests rely more on proffesions related stuff. For instance a quest thats totaly reliable on ur proffesion that gets u something for ur specific proffesion. However, and heres the turning point, this quest couldnt be accomplished by help of soldiers/docs/whatever other proffs than ur own. Ud need a group of 1-4 ppl of the same proffesion to solve the puzzle or kill the mob. This mob or mobs will have to be accustomed to ur proffesion. So for an Mp like me for instance a mob with a pretty high ammount of damage which has to be screwed down by the -damage line of nanos, this mob could for instance be effected double for it making his damage go down by 2k instead of 1k, The other metaphysicist would have to put their healpets on one Mp doing the tanking using his aggro nukes.

For Enfos u could get a mob that changes his aggro easily by whiping its hatelist every so many seconds, this would make up for all Enfo's being able to use their Hp to the max so one Enfo goes from his 60-70k hp to 10k and the next Enfo gets the aggro till 10k and so it passes along

Instead of plain zerging ull have to use smarts to win the fight. Plus itll teach u more about ur own proffesion instead of just tagging along with the rest

ps: This isnt well thought threw but its only to point out the idea where more ppl could elaborate on with real cool ideas as a sidenote on what Wrangeline said. Maybe something to incorporate the mobs into to make it even deeper.

This would be making different mobs for each sidefaction and ofcourse the different rewards Wrangeline meant
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Old Apr 23rd, 2009, 15:01:30   #19
Lasliana
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Yeah i think Proffession quests as wells subfaction quests would add alot to the game, and i do like the idea of using more of everyones toolsets in different ways on top of it all.

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My idea here was that these guys wouldn't mind killing anyone who's standing on their way, even a fellow neut, making a difference to the 'clan code of honor' and all that. Clans do clash every once and a while but these guys would do it on purpose, usually being openly hostile to force their views along the lines of Clan Sentinels.
Thats kind of an interesting way to look at it.
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Old Apr 23rd, 2009, 15:42:22   #20
GeneralSkruf
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My idea here was that these guys wouldn't mind killing anyone who's standing on their way, even a fellow neut, making a difference to the 'clan code of honor' and all that. Clans do clash every once and a while but these guys would do it on purpose, usually being openly hostile to force their views along the lines of Clan Sentinels.
So essentially Dust Brigade?
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