I just think that for the refugee camp it doesn’t make sense given what we are told. The beggars all say that, for better or worse, they can’t fend for themselves and just live in the visitor’s lounge. I don’t see them willingly leaving their position. The guards, as well, have their postings inside various points of the refugee center, so while I can see them investigating, a big issue with the guards is that they will open the windows and that will lure more zombies in. Emergent gameplay is a thing, but to how the refugee center is structured, I don’t see any NPCs other than maybe a few guards being willing to go outside. The refugees themselves are all either exhausted, weak, or, to be blunt, unfit for combat in this harsh, gooey world. As well, the mercenary (who is presumabely just there to get a paycheck) causes the most issues since they will start breaking furniture.
This has gone really bad for the first quest from the merchant, to clear out the back bay, since the guards on the side with the wooden doors will break down the furniture and the doors and can either get killed outright (and thus the zeds proceed to wipe the entire center) or they shoot through me to get to the zeds. It also contradicts the reasoning the merchant gives (we’re too scared to open it), if the guards are willing to bust down the door guns blazing.
As far as the center goes, I did notice a couple of issues. There seems to be a spawn point by the guard to the left of the entrance, by where the rep/arsonist/merc lives, as often I come back to see a dead and pulped zed by them. For the most part its fine, but when using a delayed start, I’ve come across the guard having to deal with one (or more) Hulks, which usually I just use the command to kill all monsters since otherwise its a bloodbath. The other is that the merchant, and sometimes the arsonist or hunter, spawns with more goods than they can carry, which leads to an issue where you can’t do a trade with them until you buy enough that they go back to their threshhold. This I usually solve by giving them debug carrying capacity so that even if they get a lot of goods, they can still function (I handwave this as them using the lockers/space around them to store their goods).