By buying your first base, you effectively start a new faction. You choose a Faction Name as part of this process. A base can be used to store items shared with the team, and serves as a meeting point for members and privileged friends. It has a Workbench, but also a computer terminal to add or remove players from the faction, unlike Tents or a Safe Houses which only have maps. Faction bases will appear in blue on the world map. Factions are how players team up to compete in Town Control. Being in a faction is also tied to the NameColorizer function. Beyond that, faction membership can create a perceived bond between players who have a visible identity by all others with Awareness. Called a "faction tag", the name of a character's faction is visible to others over a character's head, along with other Awareness-related info like name, slotted items, and armor.
NOTE: Bases are as safe as tents, as other players do not see them by default. Nor do NPCs see bases at all. You can add names to a base's terminal and allow access that way, and you can of course lead player characters and NPCs there, but otherwise a base is safe.
- 1 To Buy a Base
- 2 Base Management
- 3 Maps of Available Bases
- 4 Base Rape
- 5 Guarding Bases
To Buy a Base
Any character at any level, that is not already in a faction, can start one. This is done by buying your first base. If you are already part of a faction (like Vault City, BoS, Enclave, the Mordinos, or another player faction, etc), you won't be able to buy a base. You have to leave your previous faction first before you can create or join another faction's base. Once a character starts a faction, he automatically becomes the leader of that faction. Only a faction leader can buy additional bases for that faction.
You can buy ready-made bases in Redding, Klamath or Junktown that are already built and ready to use. The base sellers are trappers in the town's main bar. Bases cost 30k caps, 50k caps, 70k caps, 130k caps, or 350k caps for the Old Bunker Base. Talk to the trapper and tell him what kind of base you wish to purchase - depending on price. A base/faction can be purchased solo, with no other people in your party. Click the "SAY" button and enter a valid Faction Name. (Use the ~ffn command to see the list and choose a name. You can only choose a faction name that is already on that list.) When done correctly, a pre-built base location will appear somewhere on the world map. If you'd prefer to site a base's location yourself, you can build a Do-It-Yourself (DIY) base instead.
A Do-It-Yourself base costs only 10k caps and you get to choose where it goes on the map, but requires players to bring materials to the site before it's done. For 10k caps, you'll get a construction worker in a fancy red shirt (in NCR, VC or SF), who will follow you to the world map. You should get him to the map as soon as possible because some players might kill him. Enter an empty encounter and dialogue with him to tell him this is where you want the base to be.
Sometimes the construction worker may disappear from your base or tent. If this happens, you must leave your tent or base and enter the world map and wait for the worker to join you. It might take several attempts. If you get into forced encounters with the worker in your party, he is supposed to flee to the Exit Grid and automatically show up in your party, even if he was not near you when you exited. If this happens, wait on the worldmap for a few moments, as he should appear in your party.
- Construction Foreworker in NCR
- Construction Foreworker in Vault City
- Construction Foreworker in San Francisco
Once the base location has been sited, you get a yellowish location named "Building Site" on your world map:
Your new construction site will have a control terminal, and a progress billboard. You will need to gather a certain amount of resources for base construction. You can drop the items anywhere on the construction site to accomplish this. Check the progress billboard to see what is needed:
After gathering all of the required materials, you can talk to the construction worker again, and he will ask you about naming the base. The base's name is not bound in any way to the faction name. One faction might have multiple bases and each base has its own name. This is only for recognizing each base in the terminal. All of a faction's base settings can be managed from any of the faction's terminals. Once you name the base, the building site becomes a fully constructed base, and it changes in color on the worldmap from yellowish to blue. The construction worker is done there, and will then leave the base.
NOTE: It is recommended to avoid bringing any items to the construction site, other than the necessary resources. Do not use the construction worker for carrying construction materials, they just disappear from his inventory when told to set the construction site.
When you buy additional bases with the same faction leader character, you do not need to choose another faction name as the additional bases will automatically be a part of his existing faction. Each base does, however, need to be named.
There are five types of DIY bases to pick from:
|NAME||Caps||Wood||Junk||Metal Parts||Electronic Parts||Brahmin Hide|
Faction leadership needs to fully understand the management options controlled via the faction terminals. Work with a terminal and figure it all out. Most importantly, know the ranks and what they mean, know how to promote, demote, and expel a member, and how to set access to your bases. Keep an eye on the News too!
Any member can leave a faction, by using a terminal at a faction base. If you can't access any terminal of the faction you are in, but want to leave it: join one of the NPC factions. (And leave it.)
NOTE: Do not resign a faction leader without first planning which character will take over that faction's leadership! If a faction's leader resigns and no other members can claim leadership, control of that faction is lost. Members there may as well leave it and start a new faction.
Base Access Settings
After buying a worker and after constructing a base, you need to set access to it via the Manage hideout clearance option in a faction terminal. This allows certain players to see certain bases. Sometimes a member will need to log out and back in before being able to see the base on the world map.
Add a Member
You have to be the leader of the faction or an important member to add a new faction member:
- "Manage members"
- "Invite new member"
- Select "Say", and enter the name of the player you want to add. Once you have typed the name and clicked Done, they will be "Invited". "Invited" players can't see your base on the world map but can't be attacked by the mercs guarding your base either.
By default, newly invited members do not see the base yet, unless the base's access is set to "allow invited", so they might need to be escorted there by another member. They will then use the base's computer and accept the faction's invitation. Then they will be a member of your faction and will see the base on the world map.
Add a Friend
Non-members can be added to the faction database, as a Friend. This is usually done to allow someone access to a faction base in cases where they are already a member elsewhere. Non-members cannot, however, use the faction's terminal. You have to be the Leader of the faction or an Officer to add a Friend to the terminal:
- "Browse the database"
- "Create new record for non-member"
- Select "SAY", and enter the name of the Friend character you want to add. Once you have typed the name and clicked Done, a record will be created for this name. You then set the "Status" of that record to "Friend".
By default, a new Friend does not see the base. You can either set a base to "Allow Friends" or someone will have to bring them there. Then he will be able to see the base on The World map. Upon entering your base location, the player will receive a message in the chat window confirming that they are considered a friend at the base and can freely return to the location. If a friend is killed at the base for whatever reason, they will no longer see the base on The World map, unless the base is set to "Allow Friends". They might need to be brought back to the base location, but you do not need to add them as friend again.
To change the status of a record once it is entered, simply browse through the database.
Manage Hideouts Clearance
Only a faction Leader can choose base access settings per base, per member rank, to control who sees which bases. The following ranks can be set to either Allow or Disallow base access:
- Recruits: The Recruit tag is on members who accepted the invitation to join, but are not promoted yet.
- Accepted: First promotion level from Recruit, and that character gets a "Member" tag.
- Trusted: Next level up from Accepted, with "Trusted" tag.
- Important: Next level up from Trusted, with "Officer" tag.
So a faction could designate one base as its recruiting base, scroll to that base's record in a faction terminal under "Manage hideouts clearance", and set it to "Allow Invited". This way nobody needs to escort a newly invited member, as new invites will suddenly be able to see the base, go there and accept the invite on their own. The same thing can be done for other ranks at other bases, including Friends.
NOTE: When you use the terminal and go to "Manage hideouts clearance", remember that you're looking at a list of all the factions bases. You need to click Next or Previous to change access settings for each base.
You have to be of an higher rank than the player you want to promote/demote.
- "Manage members"
- "Promote member"
- Select "Say" and add the name of the player you want to promote
- "Manage members"
- "Browse members list"
- Browse the list and select "promote" when you are on the right page
Setting a New Leader
To set a new leader, the actual leader has to either resign or be usurped. After a leader's resignation, the highest promoted member will have the option to accept leadership. If there are more than one player at the highest rank, then one of them is chosen randomly. In cases where a leader is usurped, it means another member has claimed leadership.
Any member over Recruit level can Claim Leadership of the faction via any faction terminal. (Recruits cannot do this.) When someone claims leadership, a News record is added, so all members can see when someone claims leadership (if they are paying attention). If the Leader wishes to allow a member to take over as the new Leader, he need do nothing. Just wait a day or so and the claimant can become the leader, as long as the claimant is not expelled first. (Demoting the claimant does not block the claim process.) But if the Leader wishes to remain Leader, he needs to Expel the claimant via a faction terminal. The leader needs to do this soon, because the claim will mature in one day, at which point the claimant will notice a new option in the terminal, to "Confirm Claim". Once the claimant clicks that option, he immediately becomes the new leader of that faction.
NOTE: This is why a faction leader must take leadership very seriously, be diligent about promotions and watching the News. All members should watch the News in their terminals. Enemies can infiltrate a faction, earn trust, get promoted, and take over a faction and ruin it for your whole team if you're not watching.
NOTE: While the normal process to claim leadership takes one real day, a claimant can become the new leader instantly if the existing leader is killed at a faction base during an active claim. So a spy can get into your faction, get promoted once, claim leadership, wait for the leader to show up and kill him (or have him killed by someone else) and thus instantly become the new leader without having to wait for his leadership claim to mature. Be careful promoting people.
Protect Your Base
You can put some mercs or slaves in your base to defend it. They will kill any enemies entering your base (An enemy could enter your base if a faction member betrays your faction and leads them there deliberately, or if they sneak and tag on a faction member and follow them back to the base). Tell your mercs or slaves to guard the base, and to shoot at anyone who isn't a member of your faction.
The faction Leader and all Officers can use the terminal's Miscellaneous menu to set the faction's radio channel. All members can check the channel this way to stay in communication with each other via in-game radios. Caution: when a member loses a radio to an enemy, that enemy then knows the faction's channel. For this reason, external methods are used like IRC or voice chat programs (like TeamSpeak). Otherwise the faction's radio channel should be changed often and members need to check it often.
All members should check the News records in a faction terminal to see who is joining, who is leaving, who is promoted, etc. The News will also show you when someone is trying to take over your faction and become the new Leader.
A faction's terminal has a database that members can use to keep track of other characters. Members can add any in-game character name to their faction terminal database, and include that character's faction name. This includes the names of known enemies or even random characters you meet along your journey. Then with a radio tuned to your faction's radio channel, use the order recognition command to do a quick look-up about that character, and get some quick reminder about them and their faction.
|Advanced Faction Protection Plan|
If you really want to protect your faction from surprise take-overs, here's a strategy that works. Register a dummy alt to found a dummy faction. Call that one your Security Faction. (Just pick some random faction name for this). Set up bases for your Security Faction wherever you want bases to be for your real faction. No need to build many bases for real faction. Then when you set up a new invite to the real faction, bring him there personally, let him join and make sure he leaves. Once the new recruit joins and exits to worldmap, he never will see any real faction bases, and thus cannot attempt a take-over. Spies cannot get back to it to try to claim leadership, even if you promote them! The bases they see instead, are the ones for the Security Faction, where they are set as "Friends". When people click terminals at Security Bases, they can't do anything (and they don't need to). A very patient and persistent spy could still cause havoc in your faction, but simply getting promoting would not be enough - he'd need to get access somehow back to a base in the real faction. This plan only costs an additional 10k caps, but virtually the same amount of base-building time, and no additional leveling.
Maps of Available Bases
The Cave Base
The Cave, really easy to defend but a bit small. It is divided into two parts: the cliff side with a cave entrance on an empty desert map, and inside of the cave itself. It contains the usual crafting tools (Workbench, still), a brahmin pen and only 3 lockers. It's not a cost effective base since Depot has more containers and is sold at the same price, but the cave does has one advantage: it's very easy to defend because you just have to put mercs or slaves in front of the tiny cave entrance. The cave is the only base you can purchase from all three of the base sellers. Because of this, the Cave is one of the most varied bases around as it can be purchased almost anywhere for a measly 33k caps.
The Depot Base
Depot is a small outpost, with 3 lockers, 2 desks (one looks like a workbench), 2 shelves, and 2 table. 9 containers total when you consider it also has a workbench with the standard toolboard for small storage above it and a still. There's also a brahmin pen containing one brahmin. On the map, you can find wood and flint (does not replenish). It's a good and cheap base, and the spawn is straight below the door and chairs outside. Guards can be placed to the far right of the spawn, near the trees. They will have the small spawn area directly in their sight. Base locations seem to typically be somewhere to the West of Klamath. The Depot is sold in Klamath, and is the same price as the Cave, yet offers considerably more in terms of storage space. Depot can be purchased from the base seller Smiley in Klamath. He is located in the bar and hotel at the Main entrance.
The Scrapheap Base
Scrapheap is a popular base costing 70 000 caps. It is larger than Depot or Cave. Its location is often between Redding and Broken Hills. It contains 5 lockers, a workbench, a still and a brahmin pen. The Scrapheap offers a low amount of resources when compared to other bases, with the Cave being on similar grounds yet having a bigger brahmin pen and more brahmin than both Depot and Cave. Scrapheap is Redding's specialty base. It is sold from the Redding base seller who is located in the Malamute Saloon, which is above the Doctors building.
The Outpost Base
A pre-built outpost is the most expensive base, second only to the bunker. It is very easy to defend because it is surrounded by walls, and has three buildings plus two tents, and is probably the most popular base amongst most players. Its location on the world map will often be between NCR and Junktown. It has 10 containers, a workbench, a still, a water pipe, a well, fibers plants, and a larger brahmin pen with more brahmins than other bases. New characters can shovel more poo in peace. It's a large map with plenty of space on the ground to lay out rows of important items. The Outpost base is the speciality base sold from the Junktown base seller, who is located in the very first building after entering Junktown via the south gate.
- Cost: ??k Caps for pre-built Trader Mansion
- DIY Option: Yes, for 10k Caps
- Towns: Shady Sands, Vault City, San Francisco
For those who wish to live in the lap of luxury, this the base for you.
- Cost: 350k Caps, base available via Abandoned Bunker quest
- DIY Option: No
- Towns: Unknown, base available via Abandoned Bunker quest
The bunker is by far the most expensive base. While the outside part of the map is very difficult to defend, an enemy will have a very difficult time getting to the inside of a well-guarded bunker. It has fifteen lockers, a crate near its still, two computers that contain electronic parts, four private rooms in the back with showers, a waterpipe, a broken Mr Handy robot, a broken elevator, and wall safes that are often overlooked. The room with four lockers is locked with a yellow pass key, making it safer to store your valuables in the event of a raid, for a total of 23 storage containers plus a workbench. It houses a large conference room with a big-screen video display toward the back for those important meetings. Besides its massive amount of storage space, the mouth of the bunker opens into a small mine with iron ore and minerals, making this by far the best base money can buy. Oddly enough, the base has no brahmin pen.
- Base rape is a term used to describe leading unknown or untrustworthy person to a base who after gaining access empties it out for personal gain.
A member of a faction can station companion Followers at that faction's base to guard the place. A fellow member of the same faction can also station their companions there to help guard. The NPCs will all get along fine as long as they are led by actual members of that faction. The NPC guards can then be told to shoot anyone who does not belong there, by saying, "Protect me and my land..."
So when a sneaker follows one of you to that base, he is shot the moment he shows up. Otherwise, a base infiltrator can steal a car if he is quick enough. (Non-members should not lead their own companions to a base with such guards, because the NPCs will fight each other.)
|Character||SPECIAL · Traits · Perks · Skills · Skill points · Carry Weight · Levels · Armor Class · Reputation · Skins · NPC Factions · Player-Driven Factions · Reroll · Vault-Tec DB|
|Combat||Hit Chance · Critical Chance · Critical Hit · Aimed Attack · Resistances · Hit Points · Death · Miss · Critical Miss · Range · Sight · Fog of War · Shooting|
|Items||Weapons · Armors · Ammo · Resources · Blueprints · Craftables · Books · Drugs · Implants · Miscellaneous Items|
|And Other||Guides · Quests · Jobs · Telltales · Caravans · Caravan cart · Dungeons · Player Farm · Commands · Abbreviations · Merchants · Town Control · Vehicles · Tents · Safe Houses · Bases · Group Encounters · Special Encounters|