I wrote a long desricbtion about a faction i thought would be cool but when i clicked save draft it got deleted
I think guilds shouldn't be parts of exsisting factions, but should be new ones and should have bonuses and penalties based on what they are, as well as karma restrictions/requirements in some cases. They could also be automatically hostile, or enemies to certain other types of guilds. A few examples:
Technocrats
example: Brotherhood of steel
pros: ability to produce high tech equipment including, but not limited to power armor, energy weapons, stealth boys, automated turrets for base defense, ect.
cons: limited in what they can trade (perhaps they could trade communication equipment and such, but the high tech armor/weapons would be a no-go), limited to a relatively small number of members, and limited to a few small outposts and one main base.
karma restrictions: neutral only.
enemies: expansionist technocrats.
Expansionist technocrats
example: The enclave
pros: ability to produce high tech equipment like the technocrats. Ability to expand and hold a large number of settlements.
cons: limited in number and very difficult to recruit new members due to karma limitations and the fact that they are enemies with almost everyone in the wasteland. They are also unable to trade with the exception of purchasing slaves and must gain new resources through warfare and harvesting them.
Karma restrictions: evil.
enemies: everyone with the exeption of slavers.
Expansionists:
example: NCR
pros: able to produce mid-range tech such as most small guns, some big guns, and combat armor. Ability to expand and hold a large number of settlements. Ability to have a large number of members. Able to trade with any like aligned and neutral faction (if they are good, they can trade with other good factions and neutral factions).
cons: requires a high population of NPCs which means they need to constantly produce or trade for what's needed which limits the resources they can place into arms development. As they spread they could end up with a disident faction which is staging a rebelion (could be player or NPC). To continue expanding they would have to continue gaining members to hold thier territory.
Karma restrictions: none.
enemies: Expansionist technocrats, raiders, other expansionists.
Raiders
example: the jackles, vipers, and khans.
pros: able to gain resources by attacking caravans and therefore quickly amass large amounts of wealth. Ability to have a very large number of members and they can recruit almost anyone.
cons: unable to produce any tech, they are limited to what they can raid. Unable to establish any large scale settlements.
Karma restrictions: evil
enemies: Traders and expansionists.
These are just some quick examples of what i can think of, of course there would be other factions such as slavers, traders, ect and there could even be advancement schemes for guilds/clans, such as once raiders get to a certain point they could choose to become slavers and perhaps expansionists.