Join Guild Schemata

  1. 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.
  2. Specific intra-camp decision between the guilds of the preferred camp, with a final decision for a class.
  3. 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:

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:

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:

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:

Process:

(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:

/story/CH1/join-guild.md