
You may even find that you ally yourself with the new paradigm and the collective, independantly, not knowing they hate each other, in which case you might find both sides seeing you as a traitor and both going after you (thus seeking a lot of powerful allies can make things worse - even more missions). In another game, however, you might think that allying yourself with the new paradigm might be a great idea, only to find that the new paradigm is trying to exterminate the scavs, and the scavs are great friends with the collective, which is much stronger than the new paradigm, meaning that instead of being on top, you find yourself pitted against one tough nut (meaning more missions). Using Warzone factions as an example, in one game, the new paradigm would be the scav's benevolent protectors, and if you allied yourself with the new paradigm, you'd also have the scavs on your side, which would open up many different missions. A good thing we could do is randomize non-player faction relationships:. More Details to follow Kage's Ideas on the topic The Project Factions will be built out of the basic premise that part of the populace have Cybernetic Implants & part donot. Another incarnation of the Mastermind gone bad: Dr. Then there is the Eurasion Mangodai drawing their cultural roots from Genghis Khan & spurred foward a Nexus Splinter Cell. Their belief structures an amalgam of Native American Indian traditions & Eco-philosophies. Some of which are united in a confederacy & some of which are rogue or isolationist. Factions Schema will be far richer than the original campaign by its development of:. This will immediately create a visceral, 1st Person POV that is a more direct link to the Players emotional commitment. Integral to this expansion is a "Player Avatar Commander Unit" that is covered in more detail in the GCI discussion. to bring it into play in a sequel is a MAJOR advance, IMHO. Being completely absent in the original WZ CAM. The ability to form alliances (even with scavs) will dramatically enhance gameplay. Meaningful interaction between the player & dynamically defined Factions deepens the immersive gameplay experience. Another HUGE, missed opportunity, that deserves attention from 2 vantages: backstory AND relevant gameplay enhancements. "Scavs", in particular, were no more than throw-away canon fodder. A missed opportunity that should be remedied. It just was not a factor in gameplay mechanisms. In the original CAM the player had NO alliance opportunites. It can be improved storywise & thru new player interaction dynamics. The orginal WZ CAM provided factions that were developed after Sci-Fi cliches & stereotypes.
Choices external to the imbeded gameplay mechanics.Player alliances in WZ have till now been reserved for MP & Ski gameing.But it can of course infuse Skirmish & MP.The subject of this discussion is geared to at least be incorporated in the South American Campaign Experience.