a fifth faction that's very clearly evil, no doubt about it. Focused on research at all costs, human or alien, the Patriarchs are a faction that does not have a presence in any outposts as neither the coalition or separatists want to deal with them(publicly anyways), instead they nest out in some larger beacon stations and submarines that you can encounter randomly while navigating the oceans of Europa, these beacon stations and submarines are modified to have research rooms, human containment, and uniquely monster containment rooms where they keep permanently paralyzed monsters to experiment on. You can't quite deal with them right away, first you have to encounter an npc in researcher clothes at a station while docked, this will happen early on in a campaign and can happen several times to ensure you can't lose access to them unless you want to.
Questline:
After meeting one of them and dialogueing, they tell you to meet them at a specific beacon station(ex: the beacon station between deez research facility and nuts colony)(these beacon stations can only spawn on the passageway ceiling) and a password to use once you get there. Once you get a pop up like when you talk to an npc that says "This beacon station seems to be malfunctioning" this message is not interectable, however after typing the password you were given into the chat you get another pop up saying "come in" and the hatch/door opens. once in they'll give you a briefing of what they do(making it seem awesome of course) and give you some quests, warning you that it won't make you very liked, these quests range from transport of locked metal crates at low difficulties to requiring you to paralyse a monster and transport it to the next station aboard your ship(they provide you with an otherwise unattainable "paralysis dart shooter" that also keeps the mob alive even if it needs to be in water like a tiger thresher)quests from them are much more profitable, but make you lose 1-10 random rep.
#Patriarchs of science pt. 1
1 messages · Page 1 of 1 (latest)
a fifth faction that's very clearly evil, no doubt about it. Focused on research at all costs
Yo church of the husk
church of husk is more of a religious faction, they're very "mystical" with the way they go about things
plus they're like the separatists, they do evil things but not all of them have evil intent
I like the church, but they're definitely clearly evil fanatics. They have quite a bit of bloodied baby stuff around their modules, a "shrunken" covered body on a table, and apparently their module was where the Infant Corpse was supposed to be as far as files indicate. They also have a habit of causing husk outbreaks on the stations they are on.
Maybe not mystical, but more zealous, religious, or worshipful
This sounds like a great idea! For a mod! Cuss I don't want this! As it does not fit! Please understand! Thank you!
Dude, it's not rage bait, the idea sounds interesting, but not as a permanent part of the game, cuss there's already established lore, and you'd need to rewrite a bunch of it to make this fit, and it is not that good.
nah I'm just messing around
Also too similar to husk
yeah the similar to husk thing I can see
but see I want a message like this first not "doesn't fit", much more to think about and respond to
but yeah this is an issue with any major lore, you can't really suggest lore because it's the devs who write, it's a story not some other qol feature so this was more for fun and to make people think about what cultural niche hasn't yet been filled in by the devs
I'm just a bit tired of people's oc or self insert or whatever, in this channel
Like super badass faction that is badass and cool and better please 🥺
is that what you read here? or what you see otherwise
honestly the faction isn't even the main idea, the main idea is more depth to beacon stations and adding "different" sub encounters
The problem is how you wrote it:
You didn't say "beacon stations with interesting people on them, and sub encounters that aren't just the enemy faction"
You packaged that genuinely good idea on a mantle of unnecessary and too specific story line
I gave an idea, and to not be broad I decided to write a story around it
No
but this is a valid criticism actually
thing is I don't like how broad people are
they're like "add another monster or something"
No
"add another faction" is boring, they're already adding a faction
yeah and what does that monster look like?
Is that important to the idea of a sticky monster?
you don't think they should add a faction?
Another?
I think so, gives something to think about, some greater reasoning as to why it's sticky, what you could get to it and, wait that also implies this!
doesn't have to be a good idea
just something to pick apart and put back together
I think a fifth faction would be awesome
to me bandits seems the most obivious and what they'll probably add, but that's already been talked about
I think one that antagonized everyone is what I want
And in the background there's the church and there's the clown
They wouldn't be a faction
They would be small groups
If you become a big enough to be a faction
You need diplomacy rules and leadership
the bandit faction could just be organized crime
Which is everything pirates "hate" no
the mob has leadership and some diplomacy
It would be hunted by the coalition before it properly exists
very strained diplomacy
You can't get enough people just to pillage
But powerful enough to figure out where you're hiding and come with 5-10 subs
Nuke barrage go boom
Everyone dead
They won't do the same mistake twoce
They got powerfully before they were noticed as threat
Oh I see
You do t want to lose them to the enemy of the literally make you breathe water
well organized crime happens even with powerful militaries in the real world
can't see why it wouldn't happen in europa
Well they'd have to pay the coalition
Bribes and such
And the separatist wound like that
And wipe them out
Play both sides?
Not feasible
I don't really see this happening
Especially if just everyone has a nuke
arms dealers do this all the time
Then you gotta pay everyone cuss you can't risk loosing your stations to nukes
if the coalition was so powerful, hunting grounds missions wouldn't exist as they would deal with the threats themselves, sub combat would be crazy dangerous as you blow up one sub and 10 come after you
And you can't get too powerfully cuss coalition and separatist won't like that
you kill a whole crew and they just get 10% angry
Why deal with it of you can pay mercenary's?
Why send loyal men
organized crime could totally exist
When you can pay 5k?
But not in a mob scale
and when the loyal men die you don't defend them
the whole point of the mob is you don't know their scale
who knows how many captains they paid to avoid their territory
Look at the map
how many colonies they have a hold on
game logic and lore logic don't translate
the game also has less than 1000 npcs
speaking about it now what is the population of europa
ty ty
Let me tell you from my ungodly lomg playing experience , we don't need more factions, this is rather have less bugs
And it's complicated enough
but honestly zimon you made me realize it would be much cooler if the subs and beacon outposts idea was instead assigned to the two religious factions we already have
cause them having their own outposts wouldn't quite make sense
theocracies are rare
but like
church of husk subs seems much more affordable for a religious group
though I wonder how the husk people make money
They work
And there's probably a few rich guys in there funding the more husky things
this makes sense actually
And if you have a ship crew on your side, that gets so much money they quickly have like 10k they don't need (personal experience) they would probably donate it to the church
Submariner is quite the lucrative job
At least when your ad the point where you have to buy barely anything
And if you, on top of that can't die of hull failure
this is true
You are probably able to be quite the supporter for your cause
they should add purchaseable husk and clown npcs
Ye
Don't know how fleshed out itnis
But you can hire at least husks
Donnow about clown tho
Quest only
he's under "hireable npcs" alongside subra in the wiki
weird
ig they count the questlines as hiring
<npc identifier="hireableclown" job="assistant" skillmultiplier="1.5" experiencepoints="2850" BaseSalary="500" SkillSalaryMultiplier="0.75">
<ItemSet commonness="1">
<Item identifier="idcard" equip="true"/>
<Item identifier="clownmask" equip="true"/>
<Item identifier="clowncostume" equip="true"/>
<Item identifier="bikehorn" equip="false"/>
<Item identifier="headset" equip="true"/>
<Item identifier="wrench"/>
<Item identifier="screwdriver"/>
</ItemSet>
</npc>
<npc identifier="hireableclownveteran" job="assistant" skillmultiplier="2.0" experiencepoints="7000" BaseSalary="500" SkillSalaryMultiplier="0.75">
<ItemSet commonness="1">
<Item identifier="idcard" equip="true"/>
<Item identifier="clownmask" equip="true"/>
<Item identifier="clowncostume" equip="true"/>
<Item identifier="cymbals" equip="false"/>
<Item identifier="headset" equip="true"/>
<Item identifier="bananapeel" amount="8" />
<Item identifier="toyhammer"/>
<Item identifier="honkmotherianscriptures1"/>
</ItemSet>
</npc>
There is hirable clowns