As i see things.
1 I think the ~influence should show the same thing as it does now. It would be simple for those who take town, just to have one information to read when taking town, and have this quickly. But one (anyone) should be able, when talking to the main npc of the town (Marcus, Jo etc...) to have the list of the ten factions who have the most influence in the town and all their value I, to know who has influence and how much. If it sounds to risky or harsh for those who hasn't the town or can't talk to the main npc, it should be added to the pibboy.
2 Agree
3 Agree
4 As i think things should work. Need to have at least 4 players characters to gain influence, just by standing in town. All characters count, except sneak, when they're sneaking, but their value count differently, depending of their equipment and experience. (armor, helmet, weapon, level). A level one unarmed bluesuit would gain 0.000001, while a level 24 character with an APA (and APA helmet) and a loaded gauss pistol would gain 0.001000. A follower get the same value, divided by 10. All characters together would have a gain and influence value X per minutes, plus this X value divided by their total influence. Value X+X (=X*2)when influence is less than 2. Value X+X/2 (=X*1,5) when influence between 2 and 3. Value X+X/20 (=X*1,05) when influence is at 20.Value X+X/50 (=X*1,02) when influence is at 50. X+X/99 (=X*1,01) when influence is at 99. No gain when influence is at 100.
You can never get influence, if your faction members (at least 4) never talked to the main npc, at least once. (you don't have to do it again)
5 Dunno if it's good. I think it is better if your influence naturally decrease over time. Let's say 1 pt per day... It would be interresting if two faction can gain influence in the same time.
6 Killing a character from another faction will give to the killer the value of this character in terms of influence, as said in 4 (0.000001 for a level one unarmed bluesuit, for instance), with a factor Y. (Character value * factor Y) Factor Y could be the faction influence of the character you killed)
All members of this faction count. You gain that influence directly from the faction who belongs the character you killed. If the faction has 100 influence, you gain more influence and it would be harder for the faction members killed to go back to 100. If you kill someone who don't belong to any faction or belongs to a faction that hasn't influence, you take nothing from him. (or just the character value) At the opposite, if you have no faction, or if your faction has zero influence, you gain nothing for killing a faction member. And this faction member lose nothing (or just his character value) . The influence gain for killing only count if there is at least four member of both faction in town. There is no gain if you kill a loner from any faction. Also, sneak only count if you kill one, not if you kill when sneaking. Same with followers. A follower killed count the same as a player. Someone killed by a follower doesn't count. Same with militia. You also gain a character value*factor Y* factor Z (better than kill) influence if you let someone from other faction trade in the town you hold (and do other stuff) and leave the city alive. That way, the member from other faction don't lose influence. You still get influence if you let trade someone who don't belong to any faction. You also gain influence if you let sneak trade. If you have more than 15 influence, you also have more rewards in the chest, by letting people trade, mine and do other stuff.
7 Agree for borders of the map, and hotel room (or any area that can't be accessed by the ennemy during the fight). As for areas with limited entrances, i think we should let the testing process go further...
8 Dunno. I think we should keep adding our followers in militia of town, but not all kind. Like trading now, you can add specific militian in specific town. For instance, no advanced armors and weapon in Klamath or Den, muties/humans/ghouls in Broke, Hills, Only ghouls in Gecko, only humans in Den, Klamath, Redding. Only animals in Modoc...
9 If you hurt an npc in town (except a player's follower) you lose 0.000001 influence. If you kill it, you lose 0.001000. If you hold the town and hurt or kill your militian, it count the same. If you hurt the main npc (Marcus, Jo etc...) you lose 0.100000 influence. If you kill him, you lose 10.000000 influence. (can't go under 0.000000) If your followers or militians do the kill, you lose influence too.
10 When some faction gain 1 influence ( not 0.000001), there is a message emitted from the city, to all radio channels. So all character with a radio would know. If they don't want to hear that and be spammed by all influences messages, they can choose to limit the reception to a limited area outside the range of the city. So you could have accurate intelligence without being forced to hear it.