Factions

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[edit] Main Factions

The six main factions in Fallen Earth:

Children of the Apocalypse (CHOTA)
Enforcers
Lightbearers
Techs
Travelers
Vistas

[edit] Secondary Factions

There will be several secondary factions as well:


[edit] Faction Relations

The basic faction system functions as a wheel. Each faction has two allied factions, one archenemy faction, and two enemy factions. For example, the Enforcers are allied with the Techs and Lightbearers. Their archenemies are the CHOTA, and their enemies are the Vistas and Travelers.

[edit] Gaining Faction

When you complete a mission that is a significant help to your faction, such as aiding in the capture of a conflict town or delivering important supplies, you gain reputation points with your faction. You also gain half as many points with your allied factions, so if you gain 10 points with the Enforcers, you also gain 5 with Lightbearers and Techs. You lose twice that much from your rating with your archenemy, and an amount equal to your gain from your enemy factions. So if you gained 10 points with the Enforcers, you would lose 20 with the CHOTA and 10 with the Travelers and Vista.

[edit] Factions and PvP

In a PvP zone players can shoot at anything they want, including members of their own faction. If you are involved in killing a member of your faction you will lose status with that faction. Doing so forces you to lose faction ranks or even turn your faction hostile to you.


[edit] Changing Faction

Doing missions for a particular factions allows you to change your faction by working your way around the wheel. You can't just jump from Enforcer to CHOTA. You have to go from Enforcer to Tech and be a Tech long enough to get your Traveler rating out of the gutter, then work as a Traveler long enough to get your CHOTA rating up. In the earlier stages of the game, changing factions is not hard, but the longer you are part of a faction, the harder it gets to change.

[edit] Faction Perks

As you gain standing with a faction, new missions, merchants, and restricted faction knowledges become available. You can earn ranks and join in the capture of conflict towns.

Each faction has numerous pieces of clothing and armor that are specific to their faction, from Lightbearer robes to CHOTA bone armor to Enforcer ballistic plate. Some of these outfits will simply function as armor, such as the aforementioned Enforcer ballistic plate, while others may have different functions. Each Faction has pieces for a variety slots, with each Faction having at least its own chest, foot, glove, belt, and head pieces. Most of these slots have 3-5 different pieces for each Faction, denoting different ranks or membership in subfactions. Faction-specific clothing and armor can only be worn by members of the appropriate faction, so if you're a Traveler trying to disguise yourself as a Vista, best not wear your Traveler-specific gear into a Vista town. Players can learn to make Faction-specific clothing and armor if they have the appropriate Armorcraft skill and a really high Faction rating.

[edit] Differences between the factions

Each faction is good at ten skills/skill/mutation skills, average at ten skills/tradeskills/mutation skills, and bad at ten skills/tradeskills/mutation skills. The better the faction's command of a skill, the earlier they can teach it. For example, Techs are good at Science. They may teach a knowledge at level 20, while the Enforcers who are average at Science teach it at level 30, and the CHOTA and level 40. This determines only when the knowledge becomes available to learn, not the prerequisites for it. This aforementioned Science knowledge will have a requirement of Science 60, but the Techs will begin teaching it in level 20 towns, while the CHOTA have to wait until their level 40 towns. Eventually you'll be able to learn almost everything from your faction, but some factions take longer than others. You will be able to pick up many things from allied factions as well, allowing you to branch out beyond the skills favored by your faction.

Some factions, like the Techs, have primarily tradeskills that they are good at, while the Enforcers favor primarily combat skills, and the Lightbearers mutation skills. Also, each faction has a small number of unique knowledge for their preferred skills that only they teach, such as Lightbearers kung fu or Vistas animal training tricks. These are few and far between, though. Each faction also has faction-specific equipment, like Enforcer body armor or a pistol available only to Travelers.

[edit] Relevance of factions for beginners

While the players will be introduced to the factions soon after starting the game, they won't actually join them for a good while, so players will have time to figure out which faction suits them. So at the start of the game the factions are an important story element, but not an important mechanics element.

Players will be able to get almost all knowledges and items through means other than the factions, such as independent instructors and merchants, but there will be a few things for each faction they will not be able to learn. Players who do not choose a side will miss out on a sizable chunk of story content, since a lot of it focuses on the factions.

There is also a huge amount of story that does not focus on the six player factions, and they will be able to go to more places since none of the factions are trying to kill them. A player who chooses not to side with a faction will have a wide game experience since there are more choices available, but not as deep a game experience as someone who joins a faction, since the choices may not be as developed. Players will be able to mitigate some aspects of the faction system through a high Charisma, mutations, and using the Stealth skill to masquerade as other factions.

[edit] References

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shortcut iconSee Also: Category:Factions