Post by Geddon on Dec 10, 2012 1:51:48 GMT -6
All factions have a faction perk and drawback
Brotherhood of Steel
Enclave
Lawbringers
Raiders
Super Mutants
Talon Merc
Trader
Wastelander
All benefits and drawbacks have been weighed against potential perk points available to the faction, intended role of the faction, and faction conflict balance. Suggestions perk changes should be logically justified considering these elements
Brotherhood of Steel
- All Brotherhood of steel are allowed to craft and wear armor up to level 3. This armor may not be looted by any other player (Power armor, requires special training to use)
- Brotherhood of Steel require special training to use their armor. +5 base respawn
Enclave
- Are able to use the Vertibird(Gun Truck) for offensive operations
- Due to sanctions imposed by the Trade Guild, are unable to purchase supplies from any guild-owned Trade Shop
Lawbringers
- Cannot be held in any jail or prison.
- Must take the moral high ground.
Cannot use high tech weapons or performance enhancing drugs. (Pistol, Shotgun, Revolver, Spring Rifle Only)
Raiders
- Loot 1 additional item or 3 additional caps (but not both)
- Chem Dependent: If under the influence of a chem, -5 to respawn.
Chem Withdrawal: If not under the influence of a chem, +5 to respawn
Super Mutants
- Immune to Melee and Radiation as well as being able to absorb up to 3 hits to unarmored areas before becoming wounded.
- Limited Respawn mechanics that require the consumption of captive prisoners
Talon Merc
- Lead Belly: Take a maximum of 1 rad punch from any source
- Manpower is limited to core members and a small band of recruits. Unable to officially recruit from any Military factions.
Trader
- Each trader will receive a monopoly on specific item sales
- Cannot haggle the buyback price on items.
Wastelander
- Base Respawn time reduced by 10 minutes (20 minutes)
- Take 1 additional rad from all sources
All benefits and drawbacks have been weighed against potential perk points available to the faction, intended role of the faction, and faction conflict balance. Suggestions perk changes should be logically justified considering these elements