Changes in Factions
Factions play an important part of our community here in Outbreak. They are the gangs and families of Outbreak, movers and shakers, and they encourage trade, friction, alliances, etc. Factions should focus on growth of their group, as well unity and loyalty, and the ultimate goal, surviving - or not just surviving, but living well - or as well as you can live in these days! Factions can look to be hired if they advertise themselves, look to take over territory and hold it against rival factions, or make alliances for commodity trades.
As you all know, faction pay for all faction members has been implemented, which could result in an increased number of faction proposals, a higher number of factions on sim, and an increase in trade. Because of this we've made a few changes in how factions are handled.
Changes in factions:
*The majority of the “military” type faction proposals we receive involve “the government” in their backstory and what the writer believed the government did or did not do at the time of the Outbreak. These stories often differ from one proposal to another, conflict with each other, and also conflict with the Outbreak Lore. Additionally, our rules do not allow weapons other than Outbreak HUD weapons. So any military group arriving has no other resources but what they can carry, and no weapons aside for melee weapons as described on the website.
You must be logged in to reply to this topic.