Honestly, I know it is just a game, but the way some (SOME!) gangs treat their cities, NPCs should just pack their bags and go camping in the desert. No same person wants to live in the middle of a fucking 24/7 battleground.
I would be happy to see some city to turn into a empty ghost town because of their mindless governers. 'Since the UberPawners gang moved in, everybody got shot, starved to death or ran away' - that is fallout man war never changes - and war has consequences.
+1 I think that's a point.
If you treat a town like shit, it's supposed to give you the shit back. I don't like the idea of profit from killing the city and it's economy. If you want the town for yourself, just get only what you produce by yourself.
The real problem probably begins, when you want to implement these more real mechanics.
I would like to see for example if the items, which are spawned in the containers as a reward for TC actually exist somewhere - probably in a NPC merchant - and when they spawn, they're taken from the merchant. Cause now there is no advantage of not killing everyone on sight, except getting share from what he mines. So if you just don't allow anyone to interact in town economy, you should get your rightful reward, which is nearly zero.
Don't get me wrong, I totally agree, that someone can be a badass and it's totally a part of the game, but there should also be a consequences, like adequate rewards, which could actually motivate someone to being a sort of gooder (yep, I know, this word by itself is asking for so much lulz from all the badasses
) and thus actually guarding city and it's interests, instead of just blindly killing everybody. So there should be anyway two means of how to deal with a city and it's visitors - kill everything and loot it -> none/ low rewards gained from containers; and guarding the city from scoundrels to help the city prosper -> none/ low loot from players and higher rewards from containers.
EDIT: I think there is simply needed a variety of player behavior, which is supported by game mechanics. What is your reward now for allowing people to trade etc. in "your" city = letting city prosper? Nothing, just "a good feeling". On the other hand if you kill everything you've got the same reward as a gooder + the loot from players. Well, if people here advocate killing everything on sight, I personally think, that we should just give everybody a right for choice and each having it's consequences. It is just a way too oriented on one type of gameplay now.
PS: Also my post doesn't say that controlling gang shouldn't have right to choose who can reach the resources. It's their right for sure, but it's not for the weal of town economy and town inhabitants, who are producing profit eventually, it's only the interest of controlling faction. These interests are not the same. As well as there can be a good ruler, there can be a bad ruler, who screw the whole town bringing it only harm trying to get all the profit for himself. If someone is governing a place like a selfish destructive moron, it just should be a big difference from bringing prosperity, law, development to the whole company/ place/ town.