NPC factions seem like the best way to add depth to the game. You join an NPC faction, you get a steady stream of repeatable quests. Delivery/Assassination/Clearing out a 'Dungeon'/Persuading/Rescue/etc. The more quests you do, the higher your standing in your faction, the more dangerous and rewarding quests you can do.Even if in the beginning all the NPC factions have the same quests - Assassinate this guy opposing NCR expansion, whack this guy he owes the Wrights money, Take down this guy he's squatting in a farm on the outskirts of Modoc - it would still be a fun addition to the game. Especially if they could be assigned to a group of players.
I'm really LOLed by your crying, people Go on, continue increasing number of guards and their HP in guarded towns, and making them un-radeable, instead of making the game more realistic. Yeah.
So realism is that the main city resisting against Raiders has to be pillaged by a few level 21 players ? Well...
The idea of NPCs calling for backup is a good solution, too.
I'm really LOLed by your crying, people Go on, continue increasing number of guards and their HP in guarded towns, and making them un-radeable, instead of making the game more realistic. Yeah.P.S. FischiPiSti, your idea looks pretty interesting, but need a lot of corrections. You could try to post it to suggestions forum.
Yes, but afaik it's quite unbalanced in TLA, (Backup in APAs in Modoc or something like that =O).
We have similar as well, but it's deactivated right now, due to some mysterious 50s sci-fi-esque pseudo-science.
I will say, that maximum amount of HP for guards, shouldn't be more, than the most powerful mutant (450 HP). Not 9999, not again, please. Safe cities shouldn't be really totally safe, they only should be safer, than non-guarded.