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Branching out - An inside look

IIIlusionist [253384]
With the details that territories will be released on the 31st of January (God willing), excitement is high. Finally, after months of anticipation (if not years), our fairly lackluster warring system will have a massive update that active players can adapt to and get their teeth sunk into.

There was even more excitement when the announcement that the new faction specialization trees would also be released a little earlier - on the 17th of January.

Trees!

With trees comes the big question - what existing and new specials will be in the new structure? Want a sneak preview? Be warned, if you want the trees to be a surprise, then stop reading here - spoilers ahead!

The top half of the tree has your basic faction armories; drugs, boosters, medical, and points. The most expensive upgrade in this section is the laboratory, and to fit your faction with one will mean assigning around 100k respect.

Moving down the tree, you have capacity and territories upgrades. To upgrade to 10 members you will be looking at around 1k respect, and the final upgrade will cost you somewhere in the region of 30k respect.

The last branches are for the real juicy fruit....





As you can see there will be eight specialization trees: Criminality, Fortitude, Voracity, Toleration, Excursion, Steadfast, Aggression, and Suppression.

Each additional specialization branch will double in cost (ie x1, x2, x4, x8, x16, x32). To demonstrate what this means, if a faction chooses the criminality branch as its first branch, the first upgrade will cost 1k respect. However, if they choose criminality after already upgrading another specialization, then the first upgrade in the criminality branch would cost them 2k respect rather than 1k.

On to the specializations, the Steadfast branch is pretty much the same as it is currently, the only difference being instead of steadfast upgrading all gym gains, there will be a separate branch for each of the four stats. Overall, steadfast is probably going to remain one of the most popular upgrades - everyone loves a good session in the gym.



Criminality begins with upgrades that increase crime skill and experience boost, after which the tree branches out into specials that will increase nerve, bust success, reducing jail time and reducing cost of busting. It isn't a straight forward branch, and if factions want certain specials from the branch they will most likely have to sacrifice some serious respect to get to the point where they can assign respect to the desired upgrade. I can see this branch being high on the list for political assassination crews, but perhaps not so much for the faction as a whole. So unfortunately for some it may get pushed to the end of the queue in many factions.

Excursion branch is a fairly small branch and includes reducing travel and rehabilitation cost, increasing Cayman interest and travel carry capacity. Not to forget that all important increase to hunting income! The flower runners of Torn will be eyeing up this branch, but once again it may not benefit the faction as a whole, and so could well join criminality at the back end of the queue for many warring factions.

Voracity is another simple branch; increase booster cool down and booster effectiveness. For the most part I don't see it being a popular branch for warring factions, but the additional 24 hour booster cool down could be very enticing.

The last of our simple branches is Toleration. It Pretty much replaces Hermetic by reducing drug addiction, but with two new additional upgrades to reduce overdose chance and negative effects of drugs.

Fortitude surrounds all things medical and life related. Increased medical item effectiveness, increased life regeneration, decreased hospital time and reviving cost, and the option to increase medical cool down by up to 12 hours. Unlike the criminality branch, a faction could choose to make a few upgrades to open up the option to choose from all the specials in the branch without the need to assign a lot of respect to upgrades to be able to progress further in the tree. Therefore, it could be a branch that factions only invest into one or two of the specials available

Finally our last two branches are Aggression and Suppression. These two branches for sure will have top warring factions dribbling. They dish out some pretty nice passive boosts; aggression provides the option to passively increase strength and/or speed, suppression for defense and/or dexterity. Going down the speed route will allow faction to choose an upgrade that increases all accuracy. If you choose the strength route there will be an option to increase all damage and also increase outgoing hospitalization time. As well as the passive boosts to defense and dexterity provided by the suppression branch, it also has the ability to boost maximum life and run away success.

And that is the whole lot. It will be interesting to see how factions decide which upgrades to go for, because with so much choice, the upgrades that members want may not be the ones that are best for the faction. It also seems that there is some scope for non warring factions to sit on a few territories and work away at one or two branches.

As always, the figures and information given are the most up to date I could get my hands on, but are subject to change by the developers.

Hopefully this has got those of you that are in a faction even more excited, but at the same time I hope you are beginning to think about which upgrades are best for you and your faction.

So pretty....



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