Post by drspendlove on Apr 22, 2019 14:20:07 GMT -5
I don't know whether this would be in place of the eventual Faction traits or in addition to them, but it might be nice to have an early game bonus to captains, with the exact bonus varying based upon their selected faction.
Here's some examples:
Moklumnue: Start game with a cargo hold full of Luxury Rations and a Spice Trader Permit (level 1) with Moklumnue.
"Your uncle perished mid-way through a moderately lucrative trade deal. We've kept the cargo intact for you, sir. It's at your disposal to use but be wary of the ongoing trade ban we currently face. We also received special permission to transfer his Spice Trader license to you."
Note: This would benefit ships with larger cargo holds more, which would be a fun nuance to starting as Mok. The permit itself is a small amount of free rep and 1,600 credits.
Steel Song Clan: Start game with a relatively powerful unique sword. (Approximately level 4 weapon in terms of stats but subtly different than others)
"Your uncle's blade was among his personal effects. We grant it to you that it might drink blood once more through your hands or that of your champion."
Note: The sale value of this weapon should be around 6k credits to avoid giving too big of an economic boost through it.
Cadar: Start the game with the first three military ranks with Cadar.
"Your family's military prestige is noted. While we cannot give you the full honors we would if you remained a grav, there is yet a degree of honor you will inherit alongside this license."
Note: This effectively is free personal rep and 6k credits. It'd also make some early missions 6% more profitable before you'd even meet up with a prince.
Thulun: Start the game with a relatively powerful light armor. (Approximately level 4 armor in terms of stats but subtly different than others.)
"The vestments of your great uncle -- the robes of royalty. These are also your heritage. May they protect you better than he."
Note: This should be set with a sell value of about 6k to avoid giving too large of an economic edge here.
De Valtos: Start the game with a retired Explorer contact in a nearby (but not starting) system with whatever starting rep your other contacts have.
"Your family has friends in high places. Notably, one of your second cousins has settled down from her own exploring career and worth be worth a visit. I suspect you may be able to help each other."
Note: This would benefit higher Contacts priority as she'd have more personal rep with you. It would also benefit Contacts D and E though, as having +1 contact with those settings is a pretty big boost.
Rychart: Start the game with two bundles of 4 intel related to your current trade ban conflict.
"Your uncle acquired valuable, and recent, intelligence before he perished. It seems he anticipated his demise. These records are encrypted for you, awaiting your personal seal to decode them."
Note: This would let you quickly boost one or two contacts' influence, help Rychart win the Trade Ban Conflict, earn a little personal and faction rep, and a small amount of credits.
Alta Mesa: Start the game with all pilots and HW Navigators two levels higher than usual. Also start with a special Small Craft Gear item.*
"Know that Alta Mesa will not leave you alone in the void. Those that join you from our world are a cut above the riff-raff the other factions call "Pilots". Additionally, your uncle left behind a strange device that should be helpful should you avail yourself of our smaller craft in the future."
*+4 Fortitude, +2 Resilience, +15% Craft Evasion, 10% Resistance to Debuffs; sells for 12k.
Note: This would help high experience priority players more as the levels would add onto the starting level that is boosted with an Experience A priority differently than it would Experience E. The crew planner should not take into account their boosted level though. If that were to happen, you'd have fewer pilots as they'd meet your capacity sooner. So the leveling should happen _after_ they're added to your crew. Also the small craft item could be saved for when the player is ready to use a carrier, or could be sold off early to give a small but notable economic boost.
Javat: Start game with a stash of 80 Raw Spice on a distant world.
"Your great uncle left you a set of coordinates with the charter. It could be a significant treasure trove, but it is far across the void. Reaching it won't be easy, but the trip might be worth it. Keep in mind you'll need at least a Spice Permit to sell it, unless you plan to sell it to some lowly Indies."
Note: This would be slightly stronger on smaller maps, as the maximum distance from you would be shorter.
Zenrin: Start game with 20 bonus reputation with Zenrin and 15 with the Templar faction.
"Your uncle's ancestors were valorous in their defense of Zenrin and even aided the Templar in history ancient. We honor you as well as you carry his lineage inscribed upon your heart. Know that the templars will remember their old friend's children as well."
Note: This would make early mission running during the grace period much more powerful as your effective reputation would be significantly higher so you could take on two missions per contact at once, right from the start. The Templar faction bonus is a very minor perk, really relevant in very rare cases; it is mostly for theme purposes.
Here's some examples:
Moklumnue: Start game with a cargo hold full of Luxury Rations and a Spice Trader Permit (level 1) with Moklumnue.
"Your uncle perished mid-way through a moderately lucrative trade deal. We've kept the cargo intact for you, sir. It's at your disposal to use but be wary of the ongoing trade ban we currently face. We also received special permission to transfer his Spice Trader license to you."
Note: This would benefit ships with larger cargo holds more, which would be a fun nuance to starting as Mok. The permit itself is a small amount of free rep and 1,600 credits.
Steel Song Clan: Start game with a relatively powerful unique sword. (Approximately level 4 weapon in terms of stats but subtly different than others)
"Your uncle's blade was among his personal effects. We grant it to you that it might drink blood once more through your hands or that of your champion."
Note: The sale value of this weapon should be around 6k credits to avoid giving too big of an economic boost through it.
Cadar: Start the game with the first three military ranks with Cadar.
"Your family's military prestige is noted. While we cannot give you the full honors we would if you remained a grav, there is yet a degree of honor you will inherit alongside this license."
Note: This effectively is free personal rep and 6k credits. It'd also make some early missions 6% more profitable before you'd even meet up with a prince.
Thulun: Start the game with a relatively powerful light armor. (Approximately level 4 armor in terms of stats but subtly different than others.)
"The vestments of your great uncle -- the robes of royalty. These are also your heritage. May they protect you better than he."
Note: This should be set with a sell value of about 6k to avoid giving too large of an economic edge here.
De Valtos: Start the game with a retired Explorer contact in a nearby (but not starting) system with whatever starting rep your other contacts have.
"Your family has friends in high places. Notably, one of your second cousins has settled down from her own exploring career and worth be worth a visit. I suspect you may be able to help each other."
Note: This would benefit higher Contacts priority as she'd have more personal rep with you. It would also benefit Contacts D and E though, as having +1 contact with those settings is a pretty big boost.
Rychart: Start the game with two bundles of 4 intel related to your current trade ban conflict.
"Your uncle acquired valuable, and recent, intelligence before he perished. It seems he anticipated his demise. These records are encrypted for you, awaiting your personal seal to decode them."
Note: This would let you quickly boost one or two contacts' influence, help Rychart win the Trade Ban Conflict, earn a little personal and faction rep, and a small amount of credits.
Alta Mesa: Start the game with all pilots and HW Navigators two levels higher than usual. Also start with a special Small Craft Gear item.*
"Know that Alta Mesa will not leave you alone in the void. Those that join you from our world are a cut above the riff-raff the other factions call "Pilots". Additionally, your uncle left behind a strange device that should be helpful should you avail yourself of our smaller craft in the future."
*+4 Fortitude, +2 Resilience, +15% Craft Evasion, 10% Resistance to Debuffs; sells for 12k.
Note: This would help high experience priority players more as the levels would add onto the starting level that is boosted with an Experience A priority differently than it would Experience E. The crew planner should not take into account their boosted level though. If that were to happen, you'd have fewer pilots as they'd meet your capacity sooner. So the leveling should happen _after_ they're added to your crew. Also the small craft item could be saved for when the player is ready to use a carrier, or could be sold off early to give a small but notable economic boost.
Javat: Start game with a stash of 80 Raw Spice on a distant world.
"Your great uncle left you a set of coordinates with the charter. It could be a significant treasure trove, but it is far across the void. Reaching it won't be easy, but the trip might be worth it. Keep in mind you'll need at least a Spice Permit to sell it, unless you plan to sell it to some lowly Indies."
Note: This would be slightly stronger on smaller maps, as the maximum distance from you would be shorter.
Zenrin: Start game with 20 bonus reputation with Zenrin and 15 with the Templar faction.
"Your uncle's ancestors were valorous in their defense of Zenrin and even aided the Templar in history ancient. We honor you as well as you carry his lineage inscribed upon your heart. Know that the templars will remember their old friend's children as well."
Note: This would make early mission running during the grace period much more powerful as your effective reputation would be significantly higher so you could take on two missions per contact at once, right from the start. The Templar faction bonus is a very minor perk, really relevant in very rare cases; it is mostly for theme purposes.