Followers
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= Followers = | = Followers = | ||
− | Followers are NPCs that follows a PC and helps 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. | + | Followers are [[NPCs]] that follows a [[PC]] and helps 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's are four different kinds of followers, that all has special mechanics, but almost all of them follow the general rules of taking up party points. | + | There's are four different kinds of followers, that all has special mechanics, but almost all of them follow the general rules of taking up [[party points]]. |
= 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]]. |
= Mercenaries = | = Mercenaries = | ||
− | These are humanoid followers that you can recruit in some towns. They'll demand payment from time to time, or else their loyality falls low, which causes them to flee in combat. | + | These [[Mercs]] are humanoid followers that you can recruit in some [[towns]]. They'll demand payment from time to time, or else their loyality falls low, which causes them to flee in combat. |
= Slaves = | = 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. | + | 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. |
= Animals = | = Animals = | ||
− | Dogs, Brahmins and other animals generally act as mules or help in combat, they have a more limited set of functionality in their dialogs. | + | [[Dogs]], [[Brahmins]] and other animals generally act as mules or help in combat, they have a more limited set of functionality in their dialogs. |
Brahmins won't fight in combat, they'll just flee. | Brahmins won't fight in combat, they'll just flee. | ||
== Party Points == | == Party Points == | ||
− | + | *For every 3% in [[speech]] a [[PC]] has he receives a [[party point]]. | |
− | + | *For every 1 in [[Charisma]] you gain 10 party points. | |
− | + | *So we have 100 points from each. [[Magnetic Personality]] adds 50 points. [[Good natured]] adds 50 points. | |
− | + | *Absolute maximum party points are therefor 300. | |
== Charisma / followers amount table == | == Charisma / followers amount table == | ||
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− | + | *Number of [[Slaves]] you can have is 2 + number of [[Mercs]] | |
− | + | *Number of [[Brahmin]] is 1 + number of [[Dogs]]/2 | |
+ | |||
== 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 not 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. | + | 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 not 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. |
= Loyality = | = Loyality = | ||
− | + | Via Dialogue you can give your followers certain gifts (depending on what type they are) and they contribute to a new factor, the follower [[loyalty]]. | |
− | Via Dialogue you can give your followers certain gifts (depending on what type they are) and they contribute to a new factor, the follower loyalty. | + | |
When you receive a follower they have a loyality of 100% and this decays 10% each day. | When you receive a follower they have a loyality 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 = | + | 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 loyality is can be spotted when talking to them, if they have high loyality, they'll praise the PC, if not, they'll show a lack of respect. | + | How high or low their [[loyality]] is can be spotted when talking to them, if they have high loyality, they'll praise the [[PC]], if not, they'll show a lack of respect. |
== Mercs == | == Mercs == | ||
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== Companions == | == Companions == | ||
− | They use nuka cola, beer, cookie, booze, iguana-on-a-stick. Each item gives 1-2%. | + | They use [[nuka cola]], [[beer]], [[cookie]], [[booze]], [[iguana-on-a-stick]]. Each item gives 1-2%. |
== Slaves == | == Slaves == | ||
− | Slaves use jet. 5-10% increase per jet dose. | + | [[Slaves]] use [[jet]]. 5-10% increase per jet dose. |
If slave loyality goes down too low, they may attempt to kill their master. | If slave loyality goes down too low, they may attempt to kill their master. | ||
== Animals == | == Animals == | ||
Animals always have full loyality, and will fight to their death if commanded to do so. | Animals always have full loyality, and will fight to their death if commanded to do so. |
Revision as of 01:14, 22 February 2012
Contents |
Followers
Followers are NPCs that follows a PC and helps 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's are four different kinds of followers, that all has special mechanics, but almost all of them follow the general rules of taking up party points.
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.
Mercenaries
These Mercs are humanoid followers that you can recruit in some towns. They'll demand payment from time to time, or else their loyality falls low, which causes them to flee in combat.
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.
Animals
Dogs, Brahmins and other animals generally act as mules or help in combat, they have a more limited set of functionality in their dialogs. Brahmins won't fight in combat, they'll just flee.
Party Points
- For every 3% in speech a PC has he receives a party point.
- For every 1 in Charisma you gain 10 party points.
- So we have 100 points from each. Magnetic Personality adds 50 points. Good natured adds 50 points.
- Absolute maximum party points are therefor 300.
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 |
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 not 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.
Loyality
Via Dialogue you can give your followers certain gifts (depending on what type they are) and they contribute to a new factor, the follower loyalty. When you receive a follower they have a loyality 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 loyality is can be spotted when talking to them, if they have high loyality, they'll praise the PC, if not, they'll show a lack of respect.
Mercs
They fight for money. Their wage is 25% of their hire cost and gives 10% increase in loyalty.
Companions
They use nuka cola, beer, cookie, booze, iguana-on-a-stick. Each item gives 1-2%.
Slaves
Slaves use jet. 5-10% increase per jet dose. If slave loyality goes down too low, they may attempt to kill their master.
Animals
Animals always have full loyality, and will fight to their death if commanded to do so.