Ok, i was thinking about a solution to "problems with access" to HQ resources, and here's what had emerged in my little twisted mind...
As You all know (or at least the part of You interested in something else then PK) there is a possibility of buying your own mine from a vendor, yeah!
Actually it's worthless piece of crap with a workbench and limited normal resources for 75.000 caps, one big waste of currency.
Why not replace those normal resources with HQ ones?
And now the details:
-resources stays limited for egz. 500, randomly divided between ore and minerals, but with a restriction that the amount of one can't be lower that 100 and the second higher than 400.
-no workbench around the mine any more
-mines can be only owned by factions, that means that a player without a faction can't buy a mine and like with a new base, the buyer will have to show his friends the way to the mine and one faction can own one mine at a time
- if one player in a faction owns a mine and he didn't tell anyone in the gang about it (what a selfish bastard!) another faction member won't be able to buy a mine and will be informed about it by the vendor with something like "Damn I already sold you guys one location!"
-after the last piece of ore/minerals is carried away from the location or the mine owner leaves the faction the mine vanishes from the world map for everyone and a new one can be bought by someone in the faction
-such mines should be placed in remote areas, i was thinking about far south (The Glow region) and far north (Arroyo area), with another restriction, that it will be placed in the largest possible distance from the nearest base of the mine owners faction, for egz. if you have a cave near Klamath and 3 Outpost north of JT your mine will be located somewhere around The Glow, so there will be a long travel between the mine and nearest base to store/use gathered resources
-like everything the mine location can be followed, tracked or betrayed
-the price should stay at 75.000
-mercs can be placed in those mines (but if not moved will disappear together with the location!)
-because those mines are far from any postnuclear civilization there should be a high, or even very high chance of an encounter when You reach the place. I was thinking about Flaoters and Centaurs, or even Supermutants near The Glow (it's radioactive right?) and bands of raiders, bandits or robbers in the mines of the Arroyo region (i think it's a fair deal, in case of southern location You get safer travel for stronger encounter on the spot, and weaker encounter in the northern mines in exchange for a dangerous trip)
In my opinion this will :
Give access to HQ resources for factions which are too weak to control towns, but strong enough to kick some supermutant ass.
Gathering HQ resources in such mines will be an organized effort (caravans, guards etc.).
More fun and possibility to combine gaining experience with obtaining resources.
It will give a point to travel in those useless so far parts of the world!
And just think about the loot and fun when 2 gathering caravans meet somewhere in the desert
All values are exemplary.
Feedback please.
PS. Its my first stupid idea regarding this game, but don't be gentle.