Join Guild Schemata
- General inter-camp missions with ability to show a class preference, deciding in which camp the inter-guild missions will be given and the intra-camp class decision will take place.
- Specific intra-camp decision between the guilds of the preferred camp, with a final decision for a class.
- Intra-class missions between the guilds of the choosen class (with an option to defect), with a final decision for a guild.
(1) Camp Decision
The inter-camp decision tree is a complex of missions, by which the player can improve his relationship to a camp, while worsening his relationship to others, ultimately developing a preference for one particular camp that he wants to join, while also developing the necessary trust of the camps representatives to entrust him with the following intra-camp missions:
- OC to NC
- OC to Psi
- Psi to NC
- OC to FC
- FC to NC
- Psi to FC
With three camps, there have to be three missions to deal with the relationship of each camp + one final mission in case that he decides for a different camp in every former mission. This is how it was planned in the Phoenix Docs from 17.09.2000: (1) OC to NC, (2) OC to Psi, (3) Psi to NC and (4) OC to NC to Psi. But with the Free Camp as a fourth camp, following the older ideas, we have to include the above six missions in order to deal with the relationships of each camp.
Examplatory Camp Decisions
Let us assume the players preference is clear and he prefers the Free Camp, and where the Free Camp is not involved, he sides for the NC or Psi, always against the OC, then the result may be something like this:
- OC to NC (+1 NC -1 OC)
- OC to Psi (+1 Psi -1 OC)
- Psi to NC (+1 NC -1 Psi)
- OC to FC (+1 FC -1 OC)
- FC to NC (+1 FC -1 NC)
- Psi to FC (+1 FC -1 Psi)
Every decision is a decision for one camp and against another. Therefore in difference to the original idea we will not only have plus points, but minus points too. By solving the missions as above, he will have -3 for OC, which is a very bad relationship (enemy). He will have +2 for NC, which is a positive relationship. He will have -1 for Psi, which is a slightly negative one, and he will have +3 for FC, which means he is a friend. In such a case, the decision for the Free Camp is clear and the relationship with the OC is fucked.
Let us now assume the player decides these missions in the following way, very diversely:
- OC to NC (+1 OC -1 NC)
- OC to Psi (+1 Psi -1 OC)
- Psi to NC (+1 NC -1 Psi)
- OC to FC (+1 FC -1 OC)
- FC to NC (+1 NC -1 FC)
- Psi to FC (+1 Psi -1 FC)
In such a case, e.g. if he consciously tries to solve missions for as many different camps as possible, he will end up with a result like this: OC is -1. NC is +1. Psi is +1. FC is -1.
He has then equally well (slightly positive) relationships to NC and Psi. But neither is so good that they would take him with pleasure.
Therefore the following rule:
If he solves all 6 inter-camp missions or if he reaches at least +2 for one camp, the intra-camp missions (JoinGuild Stage 2) will become available (only in the one or two camp(s) that he has developed a preference for). After receiving or rather accepting the intra-camp missions in one camp, the intra-camp missions in the other camp (in case that he had equal preference for two), will be omitted.
(2) Class Decision
The class decision tree is a complex of missions between the guilds (representing classes) of a camp (which camp depends on how he solved the camp decision complex), that the player can solve in a specific playstyle in favour of a class and in disfavour of others, ultimately developing a preference for one particular class that he wants to play, while also developing the necessary attributes and skills of the class in question. Depending on his camp decision (see #1) he will have to solve missions dealing with the relationship of (and/or with conflicts between) the following guilds:
- OC: Stt <> Grd <> KdF
- NC: Org <> Sld <> KdW
- FC: Sfb <> Fll
-
Psi: Nov <> Tpl
- OC:
- Stt <> Grd
- Grd <> KdF
- Kdf <> Stt
- NC:
- Org <> Sld
- Sld <> KdW
- KdW <> Org
- FC: / (no decision, because they do not have fixed guilds, everyone belongs to the Scraper’s Union and serves according to his abilities, thereby the FC-SC automatically becomes a sort of Warrior-Thief Hybrid, the “Guerilla” class.)
- Psi: Nov <> Tpl
Process:
- If he solves one of these missions, e.g. Stt <> Grd and decides it for Stt, the warrior path will be ruled out. Only then he receives the second mission left, Kdf <> Stt and decides it for e.g. Stt (Thief). If he would have decided for the Grd Class first, ruling out the thief path in favour of the warrior path, he would receive the Grd <> KdF mission instead, to decide between Warrior and Mage. Then the (3) guild decision mission(s) will be unlocked.
- While the former missions had camp preference as their primary focus, with class preference being of secondary importance, these missions have class preference (playstyle) as their primary focus and guild loyalty as their secondary focus. Therefore the mission between two classes of a camp (e.g. Stt <> Kdf), has to be solveable by either using a thief or a mage playstyle primarily, while building some degree of guild loyalty secondarily. After these missions (one or two, depending on the camp), the class is fixed.
(3) Guild Decision
Now that the player has decided for a class, he will have to solve a final set of exactly two missions between guilds of the same class across the camps, to seal his loyalty and finally join a guild:
- Intra Thief Class:
- Org vs. Stt
- If for Org: Org vs. FC. If for Stt: Stt vs. FC.
- Intra Mage/Psi Class:
- Circles vs. Psi
- If for Circles: KdW vs. KdF. If for Psi: Indirect Psi Joining → Nov.
- Intra Warrior Class:
- Grd/Sld vs. Sect
- If for Grd/Sld: Grd <> Sld. If for Sect: Indirect Psi Joining → Tpl.