faction-wheel

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  • Wasteland Diaries: Glad to be back

    by 
    Edward Marshall
    Edward Marshall
    03.25.2011

    It's been a couple of weeks since I was able to visit the Fallen Earth wastelands. My absence wasn't by choice. But now that I'm connected to the internet once again, I can stop wasting my time away playing Minecraft (actually I enjoyed every minute of that!). I also played a little Mount & Blade in between huge construction projects. Still, it's good to be back in my favorite (though not quite so sandboxy) world. And what a glorious time to come back. I came back to Fallen Earth to find a good deal of new content. Unfortunately, the level cap was not raised to ago along with that new content, but it's still new stuff, and that's what matters. To be honest, I had already seen some of it on the PTS, but not everything. One thing I enjoyed about the new stuff is that it's fairly difficult. I died more times than I'm willing to admit. There's enough content to keep a casual player busy for a while, but just like any other PvE content, it will be chewed up and spit out by the PvE crowd and leave everyone asking for more. Hopefully, it will be enough to keep us all interested until the unveiling of Sector 4. After the cut, I'll tell you a little about what I've seen in Terminal Woods.

  • Wasteland Diaries: Faction interaction

    by 
    Edward Marshall
    Edward Marshall
    01.21.2011

    The factions in Fallen Earth are a diverse bunch, each one bent on dominating the other five. They all have their reasons to want to impose their will upon the inhabitants of the Grand Canyon Province. They are all also very narrow-minded in their approach to rebuilding society. They are all very intolerant of the other factions and will impede and harass them at every opportunity. Some factions (those on the opposite side of the wheel) espouse downright hatred of their diametrically opposed faction and kill its members on sight. The factions also have sub-factions which usually straddle the beliefs of an allied faction. Each faction in Fallen Earth has one arch-enemy, two enemies, and two allies. The two allies are sometimes called the shoulder factions due to their position on the faction wheel. The allied factions, however, are enemies to one another. This can complicate relations in multi-factional task forces. It can sometimes lead to fighting one allied faction to appease the other. Sometimes the ally of yesterday becomes the enemy of tomorrow. Yes, it makes for some intriguing politics and some excellent canonical roleplaying situations. But when players are interjected into the politics, it can get downright confusing. After the cut, I'll describe the faction mechanics in more detail and the players' effect on the wheel as well.

  • Wasteland Diaries: Sector 2

    by 
    Edward Marshall
    Edward Marshall
    08.20.2010

    In Fallen Earth the Grand Canyon Province is divided into sectors. Sector 1 is where you will learn the basics of the game, but there are a few important and new concepts you will be introduced to in sector 2. Those two concepts are mutations and factions. NPCs will try to introduce you to these concepts through a series of quests in Sunshine Corners. The quests will give you a basic rundown of each of Fallen Earth's faction's ideology, but there are a few other things you should know. The purpose of the post will be to make sure that you know what to expect when you arrive in sector 2. You will be making one of the most important choices in your character's development when you choose a faction to align with. Each faction has different perks, mutations, and capstones. These all play a major part in what your character will become and must not be taken lightly, unless you like dumping chips into respec injectors. After the cut, I will arm you with the knowledge to make a better-informed decision.

  • Wasteland Diaries: Spinning the wheel

    by 
    Edward Marshall
    Edward Marshall
    04.09.2010

    Every game has a group of number-crunchers that want to get the most out of a character build. Whether you call them min-maxers, power gamers or munchkins, they are intrinsic to any RPG system ever made. They are the direct antithesis of the roleplayer, and often referred to as roll-players. There is a very clear-cut process to maximize your character's power in Fallen Earth. This process is called "Spinning the Wheel". When I use the term "wheel", I am referring to the faction wheel. While some do choose to spin the wheel, most players usually flip the wheel. I'll explain the difference later. So what does the wheelspin do for you? It gives you about 30 extra AP and unlocks all the mutation lines. The important thing here is that you will be noticeably better than those who don't bother to do it. Why would you do it, and how do you do it? Read on.