[spoiler][quote=“vache, post:12, topic:9219”]I see something like gathering pre-cataclysm knowledge as a really long term thing. If quests could be gated by time in the world, I could definitely see gathering skill books as a thing, but in the context of it now, I don’t see a leader at the shelter being like “hey we need a chemistry textbook so we can synthesize saline solution” or some crap like that.[/quote]
yea i do not like this too but lets say quest sound like that “our electronic installation is broken in some places and our electrician do not remember how to fix some things, can you bring book about electronics?” it sound better and its more short term
also access to lover parts of center should be open after player do some missions for people from above because they start to trust him so some people who give missions for less important (for now) things to player[/spoiler]
[quote=“acidia, post:14, topic:9219”]It really is a matter of priority at the moment. Expanding the underground for the refugee center has a few benefits but it also draws a rather hard population limit on what you can expect from the inhabitants. I was a bit more interested in setting up an expansion outpost somewhere. [spoiler]Necropolis was my first choice but the hassle of getting to the vault proper is a bit of a turn-off. What I’m looking at now is having a series of missions branch from the refugee center. The lack of room and agricultural potential of the area has a few individuals wishing to expand to a nearby ranch/farm. Unfortunately, trying to reinforce existing sections of towns would be a bit out of grasp but building up a fixed/known site is possible (although tedious). A large amount of resource gathering yields a large number of NPCs. If I can get the last mission for each NPC to loop, I’ll be able to keep expanding the camp without the player having to start from scratch when they want to access the latest expansions. The one thing that might hang it up would be transferring large quantities of resources to NPCs… if they need 30 logs, you’d want some way to transfer the material to them without holding one at a time. Another would be preventing the player from stealing material or building in the camp and having their building overwritten by a predetermined one. As the camp/town gets bigger you’d be able to expand quicker by purchasing resources from dedicated merchants, essentially paying someone else to do the labor for you. Creating a need for currency would result in driving a meaningful reason to search out more profitable/unexplored places to loot. Just thoughts for now, lots of issues that would need to be addressed.
Developing center? its good idea but look how npc are dumb for now creating something like that will need lot of work [/spoiler]