East Empire Company & faction unification

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Rot's picture
Rot
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The EEC as found in Bloodmoon is a framing faction for the Solstheim Raven Rock questline. The EEC hall in Ebonheart is not related to it.
In TR the Mainland faction has a hall in Helnim with a handful of individual quests, plus a presence in Old Ebonheart and possibly elsewhere (see concept thread).

As concerns faction unification, what should happen to it?
Given that Raven Rock was the entire purpose of the original "East Empire Company" as a joinable faction, it's not simply a matter of combining things. The original faction progression towards Factor in Bloodmoon, while actually skippable and as always mostly there for roleplaying, is still tailored for that questline from start to finish, with a Factor's estate at the end, and there's no reason for other faction business elsewhere to have any bearing on that story. The current implementation for Helnim has the Raven Rock venture as something completely isolated from the rest of the company - though as development moves further north this might change - with a (bugged) option to transfer the paperwork after a couple weeks for a boost in rank before joining.

Some options for the mainland EEC post-unification:
- not joinable, but may still offer a reliable amount of freelance misc quests, as it basically does in Helnim
- joinable and a separate faction (e.g. "Morrowind East Empire Company"). The player might not have played any Bloodmoon or they might already be the Factor of Solstheim, in which case = ? (small boost in rank as it's currently supposed to have? full rank transferred? ignored entirely?)
- joinable and the same faction. Quests offer no advancement past a certain point? + Advancement to the last ranks blocked even in Raven Rock until the end of its questline has been reached? If going with this, I advise still keeping the TR EEC technically separate and having the player join it as a "hidden" faction with fully transferred rank. This would take care of faction interaction with NPCs (e.g. calling the player by their rank) while avoiding complications with Raven Rock dialogue (otherwise you'd either have to edit all of it to keep it unavailable to mainland NPCs, or add awkward "What's that, what are you talking about? ;)" to all those topics for them).

Kevaar's picture
Kevaar
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Hm. No real opinion on joinable or not, besides that if the player DOES join the Solstheim branch, it should be acknowledged, such as mainland EECers greeting them specially or perhaps offering services they normally wouldn't.

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ThomasRuz
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We are still not sure on how to implement it, I believe we do have some notes somewhere...
EDIT: http://tamriel-rebuilt.org/content/2016-07-30-meeting-summary 

Rot's picture
Rot
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What to do with it now of course means what do you want to do with it later,

I see brainstorming for what *could* be done with it in the above link but have a hard time imagining anyone will want to put work into a full-blown questline, for the EEC of all things, when even the core factions aren't done...

That said, there can be reasons other than very involved questlines for wanting a faction to be joinable. One of the main roleplay benefits of faction membership from a GMing perspective is that it makes sense for the player to be given things to do, as opposed to just bumping into misc quests everyday. There's also trust. For instance there was a nice quest design that had the player plant a dwemer artifact inside a mine for the EEC to claim it on legal grounds (task that can't just be entrusted to an unknown party).

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Kevaar
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I had an idea for the player to help an Imperial start a new eggmine, which would dovetail well with EEC, but it probably wouldn't be much more than a questchain locallized to one particular region.

http://tamriel-rebuilt.org/asset/clueless-egg-miner

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Infragris
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This is an interesting topic. From an in-game perspective, it doesn't make sense to geographically divide the EEC like other factions are because it's a business company accustomed to shipping stuff across province borders. In fact, I was considering if the Cyrodiil EEC shouldn't also be using the vanilla faction, in the way described above.
Part of it is also that the EEC is not really a continent or even province-wide faction: outside of port towns and areas with ebony and glass mines, there's no economical incentive for them to make an appearance.

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Kylan
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Theoretically the EEC could be split into seperate divisions, a faction counter for each area you do missions for and have an overall "shareholder percent" type faction? I only played it through for the first time yesterday and liked the cut throat business type culture it had. {although after reading further into referenced threads I realise im just putting 2c in}
 

Rot's picture
Rot
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Infragris

it doesn't make sense to geographically divide the EEC like other factions are because it's a business company accustomed to shipping stuff across province borders.

What separate affiliations would denote is separate standings per location for the higher ranks (and that can make sense, after all the director/second- of one company outpost wouldn't have that same authority over the others),
but that's awkward for two reasons: you'd still be doing low-rank fetcher quests in other branches (vanilla default, this can have shortcuts); and there would have to be enough game to rank-up in each hall (a Helnim questline comparable to the Solstheim one, etc)

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Rot
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I guess option 3 wins with one vote, here's proof of concept for a continental EEC:

AttachmentSizeDate
Binary Data Global_EEC_data.esp29.81 KB2017-04-02 06:12