The script for the first major faction conflict is nearly done, pending gameplay testing. It follows the player while he/she is engaging in negotiations with Army and Biker factions to attack a Cultist camp in the Urban suburbs. Led by a madman, the cultists went rogue, robbing the passers-by and killing those who do not pay up.
Now a friend of the Shelter is in on their hitlist and you cannot sit on the side-lines anymore. You can confront them alone or befriend the bikers or the army patrol in the nearby sectors. With a bit of legwork, you might get under their skin. And being their buddy comes with several advantages, specific to each faction.
Some of the NPCs that can be recruited in the player’s party already belong to a faction, as part of their biography. This means that engaging in dialogue with them as a speaker gives an affinity bonus if the target is of the same faction. We have modified the dialogue system to allow any member of the player’s party to be the speaker and have his/her personal bio and skills influence the outcome. Even if the dialogue has been initiated by another NPC, if a party member has a faction affinity and is in proximity, he/she can intervene in the dialogue flow and take over.