Woolfe wrote: ↑
July 17th, 2017, 6:26 pm
Make it a location that you can return to, store stuff, buy stuff, get free/cheap healing etc. A "home". I don't really give a damn if you make it "customisable", though it would be kind of cool for trophies of missions or something appear in your teams "ready room" or something.
Yeah, something like Ranger museum in WL2.
In some instances it could and should be a mission HUB. With the Base leader, and other folk or significance having missions to perform to improve the base or other things in different ways.
Yeah, hopefully with better missions that WL2 fetch me some painkillers/shit/scrap.
As to its growth. Have it grow naturally based on how well you are doing across the board. If you find a group of "lost" folk. Maybe you send them back to base and they "integrate" (or not) into the base, adding to it in some way. Over time the base expands organically. If a group of Farmers have joined up, then part of the base area becomes farmland, and farmed supplies become cheaper.
I agree with idea of the base expanding organically over time. Not sure about the farmland example though, I prefer to rely on the surrounding communities for that (like AG center in WL2) this way we can keep the focus on venturing forth to establish the lay of the land and forge relations with the people of Colorado.
According to the design doc we will be able to recruit promising new Rangers and support personnel from the local population. One of the examples above, made me think it might be interesting to make use the brig in some instances to bring people into the fold.
Population growth should also be organic. As the reputation grows people arrive on their own.
Population growth should also be restricted at times "we had to turn some folk away cause we just don't have enough food" etc.
As the population grows, more people should be trained into ranger squads, for defence etc. Freeing your team up from doing mundane fetch quests, and returning to defend.
I agree with this in principle. But I would prefer not go the simulation route, I think that things like having population count, farmers, food count, etc belong to a more dedicated base building game, whilst we need much more simplified resource management system if at all. Hence I am not in favor of the ideas after that that rely on that, but they does sound interesting and fun brain storming.
Give it some internal politics. Doesn't have to be significant. Might even just be annoying stuff. If you ignore a certain guys requests, maybe you don't get a certain thing cheap anymore etc.
I am having a hard time to think of something specific, but maybe. I would certainly love to see some party "politics".
Gizmo wrote: ↑
July 17th, 2017, 8:18 pm
Remo wrote: ↑
July 17th, 2017, 5:52 pm
Your constant need to complain about FO/Beth and validate your feelings about it, with such long rants that has absolutely nothing todo the with topic, prove my point.
You did ask, so I explained.
No i didn't. You got defensive over me calling you salty, and felt the need to prove me something I don't care about here. And FYI i do know your reasons, infact if you have a user with same name on NMA then we joked about these in the past.. but this is not the topic and after a decade the whole 'nudge nudge wink wink Beth!' is getting old.