» Tue May 17, 2011 3:31 pm
What about if you incorporated a lot of skills into building the camp?
For example,:
If you wanted to get a load of people to help your camp, you'd need high speech. (and skills for each merchant, i.e. energy, repair (for general stuff for repairing), melee, small guns, big guns)
If you wanted various different merchants at your camp, you'd need a high barter.
If you wanted to train people at your camp to protect it, you'd need to train them in various skills, and give suitable equipment.
If you wanted traps to respawn (i.e. your people relaying traps) you'd need to train people in explosives, and they'd relay traps quicker the higher your explosives.
If you wanted people to repair your turrets and buildings, you'd need to train them in repair.
If you wanted a doctor (to bring those that had fallen protecting your settlement, back and able to protect you again, or to just heal your people) you'd need medicine, higher medicine would mean a better doctor.
If you wanted better buildings you'd need higher repair and have to retrieve building supplies, the more needed the lower your repair.
If you wanted turrets, you'd need repair, and either small guns, big guns, or energy, depending on type of turret.
If you wanted safes to protect group equipment/money during raids, you'd need higher lockpicking for safe levels.
If you wanted electronic gates, and pre-emptive alarms, you'd need higher science and build equipment with repair, gates would slow down raids, allowing turrets to pick of enemies, while pre-emptive alarms would give you advance warning depending on your science level.
Few different ideas there.