WARNING: This is a long one
While I have absolutely no objection to the concept of inter-Faction war, as my response to this shows ( [MOD-REQUEST] Stop the faction war on each other ), I do find the Faction War as it currently stands both irrelevant in game terms and pointless.
I get that it’s probably designed as a way of thinning out the Factions in the mid-game but it goes nowhere! It simply peters out, and can actually be completely ignored – I simply left the idiots to duke it out amongst themselves and got on with the job of saving the world. Maybe that’s why my ODI was so high – I don’t know – but it felt utterly irrelevant to me.
So I propose a DLC (or a Mod if someone has the chops) called THE PATH OF THE PEACEMAKERS, which gives PP the option to try and delay or even stop the War, at a significant cost in commitment and risk/reward. It would break down into a series of Story Panels & Missions:
PANEL 1: WE ARE THE PEACEMAKERS - Triggered by the first Declaration of War – PP is given the option to declare itself the Peacemakers, dedicated to preventing a War. This gives PP a +5 Attitude boost from all Factions except the Declaring one (where PP gets -5 Att), and triggers the DLC stream below
MISSION 1: HOLD THE LINE – Triggered by the first Haven Invasion – When the first Haven is invaded, this triggers a HOLD THE LINE Special Mission located between the Invading Haven and its Target. Set on a random Scavenging map, PP must prevent the Invaders from exiting along PP’s baseline. If they do so, the invasion is cancelled and ALL Factions gain a +5 boost in Attitude to each other and PP. If they fail, all Factions lose -5 Att to PP, but the Invaders’ Strength is reduced by the number of casualties inflicted by PP.
PANEL 2: I’M A SCIENTIST, GET ME OUTTA HERE! – Triggered by Mission 1 – At the conclusion of Mission 1, PP gets a message from Dr Jay Gee: a Biologist currently imprisoned in the Invaders’ Haven. He thinks he has discovered the reason why everyone is getting so aggressive, but he’s being held under house arrest and his research is being suppressed. He needs PP to break him out of the Haven so that he can complete his research.
MISSION 2: SAVE JAY GEE! – Triggered by PP accepting Panel 2 – PP must mount a Rescue Mission to break Dr Gee out of the Invaders’ Haven. If they succeed: the Haven’s Faction Att to PP drops -10 and you unlock Research 1.
RESEARCH 1: DR GEE’S DISCOVERY – Triggered by Accomplishing Mission 2 – A new Research task which reveals that samples of drinking water from the Invading Haven is contaminated with weird Alien viral DNA that increases testosterone levels and boosts human aggression. He thinks it’s coming from the Haven’s water supply – an old, run-down reservoir in the mountains above the Haven.
MISSION 3: FOLLOW THE WATER TRAIL – Triggered by Research 1 – PP must mount a recon-in-force to the Reservoir. There, they find the weird Pig Pipeline from one of the Exploration Panels, guarded by a heavy force of Panda Nasties. They must clearout the Pandas to destroy the Pipeline.
PANEL 3: FOLLOW THE PIGGIES – Triggered by Accomplishing Mission 3 – PP is now given a choice. Do you immediately follow the Pipeline to its source, without resting & recuperating your Squad, or do you simply destroy the Pipeline and abandon the site?
- FOLLOW THE PIPELINE: Immediately go to Mission 4.
- DESTROY THE PIPELINE: Immediately increase the Invading Faction’s Attitude to ALL other Factions & PP by +10. Then reset to Mission 1 (Panel 2 will randomly rename its Scientist when another Haven mounts an Invasion – in fact it’s obviously easier in programming terms to randomly name this scientist from the beginning, but I couldn’t resist ‘Dr J. Gee’
MISSION 4: THE LAIR OF CTHAAT – Triggered by Following the Pipeline – PP’s battered & weary squad is now thrown into a dark Lair mission, where they have to follow the Pig Pipeline through the Lair to the Pool of Cthaat, a dark Spawnery wallowing in the watery Hole, from which multiple Pipelines are sprouting. They must destroy Cthaat to Accomplish the Mission.
PANEL 4: ERADICATING THE SOURCE – Triggered by Accomplishing Mission 4 – PP broadcasts its discovery to the world: “Your water is being contaminated by the Pandoravirus. If you wish to survive, follow the Pipeline from your water supply to its source and destroy it.”
- The Invading Faction gains +30 Attitude to PP and +25 Attitude to all other Factions.
- ALL other Factions gain +10 Attitude to PP and +20 Attitude to all other Factions.
AT THE END OF THE DLC STREAM:
THE REWARDS OF SUCCESS: All Factions automatically reset their At War Levels to 125%
THE PRICE OF FAILURE: All Factions attitude to PP drops by -25%
Now, most of that should be achievable within the current programming parameters of the game. I’ll leave those who know how the system works to figure out how to make the rest work.
If the Devs don’t take up this suggestion for their DLC 4 or 5, I would be happy to provide the scriptwriting expertise to any enterprising Modder who wants to take up the challenge. I think it provides both an interesting rationale for the sudden spike in aggression we see in the Factions, along with an engaging way to de-escalate the tensions, which feeds into the whole ethos of the game.
If you like the idea, please vote for it on Canny: https://phoenixpoint.canny.io/feedback/p/dlcmod-request-the-path-of-the-peacemakers