Followers
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= Followers = | = Followers = | ||
− | Followers are [[NPCs]] that | + | Followers are [[NPCs]] that follow a [[PC]] and help him in combat and with a variety of tasks. Sometimes they act as a simple meat shield and in other cases they can be a real lifesaver. |
− | There | + | There are four different kinds of followers, each with special mechanics, but almost all of them follow the general rules of taking up [[party points]], and can be leveled up. |
− | Initial number of hit points of a bought follower depends on Charisma and Luck. | + | Initial number of hit points of a bought follower depends on [[Charisma]] and [[Luck]]. |
== Companions == | == Companions == | ||
These are more like friends, they're more rare but also very useful. They won't die permanently, but respawn at your [[tent]]/[[base]]/[[hotel]]. | These are more like friends, they're more rare but also very useful. They won't die permanently, but respawn at your [[tent]]/[[base]]/[[hotel]]. | ||
− | Companions will travel around to different towns as wastelanders, and visit mostly [[bars]], but also stay in other places, like [[shops]], or just around in some corner. Companions are both male or female but always humans, and there's a few different [[weapon types]]. Companions allow for more customization, you can give them any [[armor]]. | + | [[Companions]] will travel around to different towns as wastelanders, and visit mostly [[bars]], but also stay in other places, like [[shops]], or just around in some corner. Companions are both male or female but always humans, and there's a few different [[weapon types]]. Companions allow for more customization, you can give them any [[armor]]. Their helmets can also be changed or removed via dialog. |
+ | |||
+ | '''Note:''' Since [[Changelog 19/07/2012]] a dialog option to ask companions about their weapon preferences before taking them has been added. | ||
== Mercenaries == | == Mercenaries == | ||
− | These [[Mercs]] are humanoid followers that you can recruit in some [[towns]]. They'll demand payment from time to time, or else their | + | These [[Mercs]] are humanoid followers that you can recruit in some [[towns]]. They'll demand payment from time to time, or else their loyalty falls low, which causes them to flee in combat. |
== Slaves == | == Slaves == | ||
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== Animals == | == Animals == | ||
− | [[Dogs]], [[Brahmins]] and other animals generally act as mules or help in combat, they have a more limited set of | + | [[Dogs]], [[Brahmins]] and other animals generally act as mules or help in combat, they have a more limited set of options in their dialogue. |
Brahmins won't fight in combat, they'll just flee. | Brahmins won't fight in combat, they'll just flee. | ||
− | Scout | + | A Scout Dog is of a special breed with better [[Outdoorsman]] skill (around 120) that can help you avoid encounters. They can be bought in [[Boneyard]]. |
= Commanding = | = Commanding = | ||
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= Companion Respawn = | = Companion Respawn = | ||
− | If you have rented a room at a [[hotel]], it will be possible for your companions to respawn there (along with you). You can also tell them to respawn at the [[faction base]], or your [[tent]] if you have any of those. If no respawn points are available, the companion will die permanently. If | + | If you have rented a room at a [[hotel]], it will be possible for your companions to respawn there (along with you). You can also tell them to respawn at the [[faction base]], or your [[tent]] if you have any of those. If no respawn points are available, the companion will die permanently. If no respawn is explicitly set in the dialog, or some option is set, but isn't valid anymore, the replication script will try to find alternative respawns before killing the companion permanently. Once your companion respawns it must be retold where to spawn or it will die permanently the next time it is killed regardless of loyalty level. |
= Loyality = | = Loyality = | ||
− | Via | + | Via dialogue, you can give your followers certain gifts (depending on what type they are) which contribute to follower [[loyalty]]. |
− | When you receive a follower they have a | + | When you receive a follower they have a loyalty of 100% and this decays 10% each day. |
A follower sticks out a fight until it has (100-[[loyalty]])% [[HP]] remaining. A 90 [[HP]] follower at only 20% loyalty only stays fighting with you until (100-20)% [[HP]] remaining = 90*0.8 = 72 [[HP]]. As soon as he has 71 or under, he will flee the map. | A follower sticks out a fight until it has (100-[[loyalty]])% [[HP]] remaining. A 90 [[HP]] follower at only 20% loyalty only stays fighting with you until (100-20)% [[HP]] remaining = 90*0.8 = 72 [[HP]]. As soon as he has 71 or under, he will flee the map. | ||
− | How high or low their [[ | + | How high or low their [[loyalty]] is can be spotted when talking to them, if they have high loyalty, they'll praise the [[PC]], if not, they'll show a lack of respect. |
== Mercs == | == Mercs == | ||
− | They fight for [[ | + | They fight for [[caps]]. Their wage is 25% of their hire cost and gives 10% increase in loyalty. |
== Companions == | == Companions == | ||
− | They use [[ | + | They use [[Nuka cola]], [[beer]], [[cookie]], [[booze]], [[Strange Iguana-on-a-stick]]. Each item gives 1-2%. |
== Slaves == | == Slaves == | ||
− | [[Slaves]] use [[ | + | [[Slaves]] use [[Jet]]. 5-10% increase per jet dose. |
− | If slave | + | If slave loyalty goes down too low, they may attempt to kill their master. |
== Animals == | == Animals == | ||
− | Animals always have full | + | Animals always have full loyalty, and will fight to their [[death]] if commanded to do so. |
Latest revision as of 20:46, 10 March 2013
Contents |
[edit] Followers
Followers are NPCs that follow a PC and help him in combat and with a variety of tasks. Sometimes they act as a simple meat shield and in other cases they can be a real lifesaver. There are four different kinds of followers, each with special mechanics, but almost all of them follow the general rules of taking up party points, and can be leveled up. Initial number of hit points of a bought follower depends on Charisma and Luck.
[edit] Companions
These are more like friends, they're more rare but also very useful. They won't die permanently, but respawn at your tent/base/hotel. Companions will travel around to different towns as wastelanders, and visit mostly bars, but also stay in other places, like shops, or just around in some corner. Companions are both male or female but always humans, and there's a few different weapon types. Companions allow for more customization, you can give them any armor. Their helmets can also be changed or removed via dialog.
Note: Since Changelog 19/07/2012 a dialog option to ask companions about their weapon preferences before taking them has been added.
[edit] Mercenaries
These Mercs are humanoid followers that you can recruit in some towns. They'll demand payment from time to time, or else their loyalty falls low, which causes them to flee in combat.
[edit] Slaves
Can be obtained by using ropes on certain unconscious NPCs in encounters. They can also be purchased at the Slaver's guild. They require drugs from time to time. You need a Slaver Tattoo to be able to lead slaves.
[edit] Animals
Dogs, Brahmins and other animals generally act as mules or help in combat, they have a more limited set of options in their dialogue. Brahmins won't fight in combat, they'll just flee. A Scout Dog is of a special breed with better Outdoorsman skill (around 120) that can help you avoid encounters. They can be bought in Boneyard.
[edit] Commanding
You can give commands to your followers by holding alt key and left-clicking somewhere.
[edit] Party Points
- +1 PP for every 3% in speech a PC has. Maximum 100 points.
- +10 PP for every 1 in Charisma a PC has. Maximum 100 points.
- +50 PP for Magnetic Personality perk.
- +50 PP for Good natured trait.
- Absolute maximum party points are therefore 300.
[edit] Charisma / followers amount table
Follower Type | Points Used |
---|---|
Mutant Merc - Big Guns | 90 |
Mutant Merc - Unarmed | 70 |
Human Companion | 70 |
Human Merc - Big Guns | 70 |
Human Merc - Energy Weapons | 70 |
Human Merc - Small Guns | 60 |
Ghoul Merc - Small Guns | 50 |
Human Merc - Melee | 50 |
Human Merc - Unarmed (not available) | 40 |
Dog | 40 |
Ghoul Merc - Melee | 35 |
- Number of Slaves you can have is 2 + number of Mercs you own (You don't need to have them with you while slaving.).
[edit] Companion Respawn
If you have rented a room at a hotel, it will be possible for your companions to respawn there (along with you). You can also tell them to respawn at the faction base, or your tent if you have any of those. If no respawn points are available, the companion will die permanently. If no respawn is explicitly set in the dialog, or some option is set, but isn't valid anymore, the replication script will try to find alternative respawns before killing the companion permanently. Once your companion respawns it must be retold where to spawn or it will die permanently the next time it is killed regardless of loyalty level.
[edit] Loyality
Via dialogue, you can give your followers certain gifts (depending on what type they are) which contribute to follower loyalty. When you receive a follower they have a loyalty of 100% and this decays 10% each day.
A follower sticks out a fight until it has (100-loyalty)% HP remaining. A 90 HP follower at only 20% loyalty only stays fighting with you until (100-20)% HP remaining = 90*0.8 = 72 HP. As soon as he has 71 or under, he will flee the map.
How high or low their loyalty is can be spotted when talking to them, if they have high loyalty, they'll praise the PC, if not, they'll show a lack of respect.
[edit] Mercs
They fight for caps. Their wage is 25% of their hire cost and gives 10% increase in loyalty.
[edit] Companions
They use Nuka cola, beer, cookie, booze, Strange Iguana-on-a-stick. Each item gives 1-2%.
[edit] Slaves
Slaves use Jet. 5-10% increase per jet dose. If slave loyalty goes down too low, they may attempt to kill their master.
[edit] Animals
Animals always have full loyalty, and will fight to their death if commanded to do so.