conquering settlements

Post » Sat Aug 20, 2011 11:28 am

Should players be able to conquer NPC settlements, most likely not the ones in the starter zones or near it but deeper in the wastelands, should for example enclave faction playes be able to conquer wastelander, BoS or ghoul etc, settlements then plant their flag and then get enclave npcs to the city? And it would remain under enclave control until other faction players would conquer it or the origianl owners NPC soldiers would take it back.

I know it could get bad if one faction is outnumbered by the others and would pretty soon find itself without any settlements or outposts outside their starzone due to the fact they lack the sufficient numbers to defend to capture. Perhaps make it harder to take and keep captured settlements near a factions starter zone (faster reinforcments since near home base) and it would be easier to defend against npc recapture the furter you are from their starter zone since they are far from their homebase.
Last edited by NiQ on Thu Aug 18, 2011 5:29 am, edited 1 time in total.
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Fam Mughal
 
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Post » Sat Aug 20, 2011 6:40 pm

This sounds excellent, I would be all behind this. I think they want to do things from the statement reading something to the effect of 'global events' such as town conquest. It also depends if towns are all pre/outright established towns. These towns, regardless, are suppose to be player run some how as well. Be curious to how this also works and how it can nicely fit into what you said. Image
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Alex [AK]
 
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Post » Sat Aug 20, 2011 4:36 pm

Hoepfully not all towns are not pre establishedit but have player created settlements after a while gather npc traders and become a "living" city even when the settlement founder players have logged off or left and become a part of the world. Become a regular(npc or player) caravan stop and appear in maps if the settlement has survived and thrived long enough.
With the conquered settlements remaning under your faction control until recapture would atleast for me give the feeling that my action can change the world.
And that wold also give change for greater faction missions, Ghouls have lost ground in XX area to enclave, so therefore ghoul faction makes their primary target Enclave or the recapture of XX zone where they have lost ground. Giving a bonus or something that would get ghoul players and/or their allies to join that war against enclave or to conquer settlements in XX zone, player created or other npc faction owned.
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Juan Cerda
 
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Post » Sun Aug 21, 2011 1:27 am

Yeah, definitely I agree with all that. Though I would imagine the divisions wouldn't come by race but by faction such as BoS, Unity/Master's Army, NCR (which welcomes all, mostly), Enclave, and so on. Obviously some will be more selective than others but I'd imagine. You build a tavern with a guild, it becomes popular, you align with a faction and pay 'taxes' to that faction for NPC protection. This would stop you needing to be logged in 24/7 to protect your newly settled spot. You can go independent and hire mercenaries as well but could become a target for others with bigger better weapons which would be ideal for those looking to do this. Image
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YO MAma
 
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Post » Sat Aug 20, 2011 11:20 am

i only used the Ghouls as an example. Would think Master's Army would be pretty selctive perhaps accepting only muties and ghouls but normal humans.. not so sure.
But the possibilities are endless, reading the hints from gamesas and i wish gamesas could find the time to give us some more info.
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Jessie Rae Brouillette
 
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Post » Sat Aug 20, 2011 6:53 pm



You and me both, but I suspect race starting points will be like humans from vaults and ghouls from caves. But after that, allegiances play a bigger role on the PCs.

I wonder if there will be discrepancies between military establishments and civilian? (i.e. camps/forts and settlement/towns) Image
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Amy Melissa
 
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Post » Sat Aug 20, 2011 9:25 am

maybe concering prexisting sites is part of creating a player-owned city? like the players find a BOS bunker, they have to kill everyone three (or make slaves of the survivors, hint hint), then build their city up from there...............
just a thought............... Learn a habit, it’s not wise to upset a mutie.
But sir, nobody worries about upsetting a Human.
That’s ‘cause Humans don’t eat people when they get irritable. Mutie’s are known to do that.

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Your Mum
 
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Post » Sun Aug 21, 2011 12:04 am



agree with the part of allegiances playing bigger role than "race" after you leave the introduction zone.

I would guess that only large settlements/towns would have both a military "base" and civilians in the same fortified area. while smaller ones could be found independently, military camps/forts at stratetic places without a civilians (merchants,general stores, caravan stops) while small town or farmss would not be "important" enough to have any real military presence outrside perhaps a patrol or those accompanying a caravan, but have some sort of trade and services. And i guess civilian towns would be more accepting to several factions while military would only allow their own and/or allies to enter.

That way even players would need to level their small town to a certain level that their faction would consider it important enough sending soldiers to defend it and receive caravans. That way only the ones where the founders show commitment would thrive and grow while those without deep commitment would eventually die and vanish when the wastelanders loot it from everything of value. So the first 1-?? ranks the players would need to defend it themselves or hire somewhat unreliable protection from mercenaries.
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Judy Lynch
 
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Post » Sat Aug 20, 2011 1:12 pm

I could definitely see this. Though this brings up a lot of questions thus asking how these places were to be arranged. I would assume military protection would produce some sort of economy as they would provide protection though not housing unless there are chances to become BoS paladins, NCR rangers, Enclave Commandos, etc for the PC.

I think player created and run towns should have some sort of military protection with military bases at Hoover Dam, Windfarms, and various other places. In addition to this, outside of towns there could be camps along roads entering the area or near it, if there are no roads. So each passage/road will have an encampment as a precautionary lookout. If these fall, the town would be considered under siege as it would stop fast travel and force those in the town to fight or surrender the control over to the faction that has engaged with the city. This could prove to be an awesome system of dynamic change within the fallout world. This could also apply to strategic points that would be militarily important as opposed to economically viable. Obviously, one may attract the other but I don't think people should be able to build bases as you may end up with a carve up that will end in a stalemate between factions.

Lastly, this would apply for independent towns run by guilds can go one of two ways: faction allegiance gaining support from their resources OR mercenaries and contracts. The first one I believe I mentioned would include some sort of taxation whilst the latter would see all income pooled into a guild bank. The guild bank would then be able to tenure out contracts on defence (turrets/robot/mercs), 'hits' on trouble makers including individuals, guilds or factions even, or even structures such as walls.

Another note, will there be political dynamics such as Town Councils which are effectively a guild leader and officers or something like that? Image
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Chris Cross Cabaret Man
 
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Post » Sat Aug 20, 2011 11:28 am



that sounds great making it ones responsibility to defend their homes and giving the option that exist in Fallout games to be able negoatiate a peace/surrender, perhaps terms of surrender, pay tribute.

When the faction considers a player town important enough to send its soldiers, then also npc caravans could start arrivin thereg. Those caravans could in a way pay for the upkleep of those faction soldiers and provide a certain sum to the town coffers. Thus if a strong and big guild has its own town that is too strong to attack straight on with its players and faction soldier, smaller guild could start attacking the caravans heading there. When enough caravans ambushed and captured that would mean less money for the upkeep of the soldiers at the town, perhaps some trader npc start leaving and shutting down shops (town looses levels).. SO then the town leaders would need to send patrols to keep the caravans routes clear, and so fewer soldiers in town and more vulnerable for attack.

One thing that troubles me abit if a players created town could be conquered and placesd under enemy guilds control. If all guilds can build only one guild hall and that end up in enemy hands how would that be handled? would/could it be destoryed by the enemy or would it be able to abandon a "lost" guild hall and thereby the right to that town? Or should the enemy guild that captured it (with all its trophies) be able to claim it for themselves, if they do not own one?

Another note, will there be political dynamics such as Town Councils which are effectively a guild leader and officers or something like that?


I hope so perhaps give them the power to decide who may settle down within the player town controlled area and perhaps somehow control where what buildings are allowed to be built (workshops northwest of guildhall/townhall, housing south of guildhall/townhall) to let the town founders decide how the town should look like instead of being chaos unless they want it so.
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Shae Munro
 
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Post » Sat Aug 20, 2011 8:54 pm



That could give lots of possibilities, take over a such a place and thereby perhaps creating a dangerous existence. As BoS and players who joined them would perhaps get a epic mission type challenge to reclaim the site? Perhaps not for all eternity but for a long time from the moment that place was captured by enemy forces.
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Ladymorphine
 
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Post » Sat Aug 20, 2011 12:32 pm



The Town could have rules for caravans with an open market with a fee to set up a stand. That could prove a good economy and in exchange they get protection. They could also charge toll for safe passage and overnight security. A highway stop over or something where they can restock. These can be run by both NPC or PC caravans. NPCs can buy up stock and the profits can go to the guild. These stocks can be replenished by members of the guild dumping meat and/or cooked products into a product basket. These caravans can also be blocked by exterior camps being taken over or by being raided between towns. This will force the town to be enforcing rule of law around or lose money to raiders.

Guildhalls could be more like fortresses, or a citadel, with signs of the guild and the flag of the respective faction, if any. This would be protected by a detail of NPCs from mercs or faction resources. These would depend on caravans, pay towards defence, and of course, guild member guards. Theoretically you could have just PCs guarding themselves and hoarding money but this could and would likely hurt them at some point.

I hope so perhaps give them the power to decide who may settle down within the player town controlled area and perhaps somehow control where what buildings are allowed to be built (workshops northwest of guildhall/townhall, housing south of guildhall/townhall) to let the town founders decide how the town should look like instead of being chaos unless they want it so.


You could have a town leader, then an officer for each quarter and external camps, 2-4 depend on surroundings, guarding the town. Though this should be up to the guild in the long run. Defeating an officer would give command of his area and the leader could do the same for the town hall. So you can take the town by force or eliminate the lieutenants in a carefully planned coup-de-tat. This gives several options to a town's demise: political assassination, seige/raids and straight forward warfare. Also, I think NPC factions ought to have some sort of claims that make them see areas as theirs forcing town to fold or seek help from another faction. Image
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Alycia Leann grace
 
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Post » Sat Aug 20, 2011 5:54 pm

With that the game would get a nice mix of PvE and PvP but still give control to the player. The NPc traders would give a base to build the market in a town before players can level their skills. And the npc guards would make sure that the town isnt just for the taking but there would be opposition even if PC wouldn't be there at that moment (sure would be awesome with only players but who wants to spend their play time in guard duty? sit in a tower waiting for invaders.)

Perhaps the further away from the starterzones you get the more it will be up to the players to secure caravan routes. Near the faction startingzone the faction would send patrols but the furter out it would be the player towns/forts that need to send either npc patrols they have "bought" from their faction or players patroling themselves.

That faction claims over sreas would make good "world events" one faction declares a spring offensive in XX zone. Perhaps there then be some amount of npc soldiers but have the real deciding factor be the players for the goal to be achieved in time.
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Natasha Callaghan
 
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Post » Sat Aug 20, 2011 9:44 am

NPC traders will likely be the best bet and would do some sort of rotation between areas they are aligned to. I.E. Crimson Caravan goes between NCR places and whatnot. Market area charges can apply as the guild/NPC faction sees fit.

Yeah, I like that random campaigns that are triggered in global campaigns. Maybe a raid by players can spark a war and all that. Or certain quests, so you run up to a NPC he says do X, Y and Z and you set off the war. Could be excellent!

If we only knew more, we could speculate better. I've been pondering what this meta-puzzle will be . . . it sounds interesting but it could be similar to caravan or something. I really hope for some more info, its been a while and we're feeding off public records. These things can't be rushed I suppose but that's just my two pence. Image
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Rach B
 
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Post » Sat Aug 20, 2011 4:21 pm


well, why not? i know if you took over my settlement, id want it back; i know if i took over your settlement, youd be coming back to kick my a$$. hell,if you raided me then ran off with some stimpack or something, id be gunning after you, and vice-versa for sspite, if nothing else (and referably to get more back than i lost to the raid.
so why wouldn't we try and take gamesass turf to start out? make us earn our place in the world. and they could tailore these first missions to the player group; i happene to be pro-NCR/BOS, anti-VC/Slaver and anti-Enclave, so maybe my target village would be an Enclave slaver base. and anti-BOS type might start out with an BOS bunker for a target, then i learn of the attack on my allies, and make a choise, do i raid them or not? or maybe even kill them off and take the site back for the Brotherhood, loot it, and then gamesas could delete that file, and re-use it later for another anti-BOS group......... Learn a habit, it’s not wise to upset a mutie.
But sir, nobody worries about upsetting a Human.
That’s ‘cause Humans don’t eat people when they get irritable. Mutie’s are known to do that.

Green Haired and PProud!!!!
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Trey Johnson
 
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Post » Sat Aug 20, 2011 3:02 pm

I can see the option for NPC guards for towns being a slider. The smaller the guild/town, the more NPC's you can hire for protection. The bigger the guild/town, the less NPC guards. Epic "Fallout" sig coming soon!
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stevie trent
 
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Post » Sun Aug 21, 2011 12:42 am



That seems counter intuitive as protection is linear. You get more police in NYC/London than you do in Jacksonville FL/Bristol. Image
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victoria gillis
 
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Post » Sat Aug 20, 2011 12:05 pm


yup. new york, london, etc are bigger, therefore have more omeny, and therefore can afford a larger security force.

balance is nice, but real-woprld trumps here. Learn a habit, it’s not wise to upset a mutie.
But sir, nobody worries about upsetting a Human.
That’s ‘cause Humans don’t eat people when they get irritable. Mutie’s are known to do that.

Green Haired and PProud!!!!
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josie treuberg
 
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Post » Sat Aug 20, 2011 6:23 pm



That is what I was after with dangerous existence, when taking over someone elses base you would become their main target from that point on in recapturing it from you. Trying to build a town under constant threat.
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jaideep singh
 
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Post » Sat Aug 20, 2011 5:51 pm

of course, i take over your village, someone else comes along to take it from me.......
now, doo you and i join forces to take it back form them? and if so, do we turn against each other afterwards?

ah, so many psobilities, eh? :twisted: Learn a habit, it’s not wise to upset a mutie.
But sir, nobody worries about upsetting a Human.
That’s ‘cause Humans don’t eat people when they get irritable. Mutie’s are known to do that.

Green Haired and PProud!!!!
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OTTO
 
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