Josh is having a period of hyper-activity, apparently, and made some posts about setting up base camps in Fallo...Van Buren:
First, over here, Atreides makes the following post:
<blockquote>^Could we take over someone's territory? For example if the player takes out Metzeger, depending on whether the player's good or not you could get
1. (Good) Liberate the town of slavery (yay).
2. (Bad) Halfway through the battle after killing Metz you use taunt (make a suggestion to stop in the middle of battle, check vs. hostility) and if you're badass enough the slavers will decide to follow your leadership. So you're the new slaver lord in town.
The latter's an example of a "stronghold". You now run the town etc. Depending on your travels you can strengthen your gang by getting more ammo or making deals with other powerful allies (say Reno families).
Ps: Would putting more money in stores be acceptable? Lots of the time my car boot was full of weapons I meant to sell off but I could only sell one or two off at a time (taking into account I bartered for all the stims etc).</blockquote>
To which JE replies:
<blockquote>To a certain extent, I think stuff like that is possible, but I worry about taking too much attention away from the main plot/action of the game. Let's say you take over Metzger's slaver joint. Okay, what now? I'm sure we could think of plenty of things to do with the slavers, but how much? And if you don't take over the slavers, or decide to get back to the main plot, all of that development time gets wasted for that player. Obviously, a little "gets wasted" for any player that doesn't do everything in the game, or takes one of two mutually exclusive choices, but I think this takes that a step forward. It's a lot of time to commit.</blockquote>
And he notes the same in this thread
First, over here, Atreides makes the following post:
<blockquote>^Could we take over someone's territory? For example if the player takes out Metzeger, depending on whether the player's good or not you could get
1. (Good) Liberate the town of slavery (yay).
2. (Bad) Halfway through the battle after killing Metz you use taunt (make a suggestion to stop in the middle of battle, check vs. hostility) and if you're badass enough the slavers will decide to follow your leadership. So you're the new slaver lord in town.
The latter's an example of a "stronghold". You now run the town etc. Depending on your travels you can strengthen your gang by getting more ammo or making deals with other powerful allies (say Reno families).
Ps: Would putting more money in stores be acceptable? Lots of the time my car boot was full of weapons I meant to sell off but I could only sell one or two off at a time (taking into account I bartered for all the stims etc).</blockquote>
To which JE replies:
<blockquote>To a certain extent, I think stuff like that is possible, but I worry about taking too much attention away from the main plot/action of the game. Let's say you take over Metzger's slaver joint. Okay, what now? I'm sure we could think of plenty of things to do with the slavers, but how much? And if you don't take over the slavers, or decide to get back to the main plot, all of that development time gets wasted for that player. Obviously, a little "gets wasted" for any player that doesn't do everything in the game, or takes one of two mutually exclusive choices, but I think this takes that a step forward. It's a lot of time to commit.</blockquote>
And he notes the same in this thread