I would like to make some suggestions for base-improvements
1) a primitive status/news board/mailbox (like the one at base construction site)
so broken contact with rarely visiting faction members and friends can be re-established even if players have total different online times.
Nothing extraordinary, just some kind of non-movable board were people can write short notes in several message slots.(e.g. "Max was here at December 25th, 2238 at 12am. Will be here in 3 days again"). Its hard to keep friends together, and loyal friends are one of the most valuable things in the wastes.
2) base-sites should only be logout and login places for faction members and factions-friends.
Everyone else should not be able to logout and login at base-sites, instead they should be placed at worldmap. Because every bum, homeless person, untrusted visitor or possible enemy you stumble over lying sleeping around (means logged out) in a camp would normally either be shot or escorted outside in the wastes my members.
3) Outpost gates should only be open and closeable by faction members
to reflect some kind of fortress attitude for the base.
Never thought of putting a simple security system at the main gates, that only faction members can answer correct automatically ? ("oops, why are there 50 electrical wires in different colors in this metal box near the gate, and three levers too ? And what is this long pipe-like thing pointing in my direction doing here ?")
4) Old Bunker base should have a "gate" too
Why not put many steel plates together to craft a new "door", open and closeable only by faction members ? Same reason as for outpost above.
5) sneakers should not be able to enter player bases
Life is harsh in the wastes ... even without sneakers.
sorry all specialized high skilled/leveled sneakers ... in my opinion you don't risk enough to deserve a bounty from player bases. Sneakers can (not always, but they can) follow people/party undetected by being invisible in the party-list, risk only the weapon they carry and possible get away with a huge load of stuff other people worked months collecting.
How about to give sneakers NPC parties to chase and rob instead of players ?
Players farming from patrols(or mobs) gain items slowly and by hard work, so should sneakers too. So, no more player jackpots for sneakers like shooting players at tent and getting away with car plus 30k ammo ... or weapons and ammo from special encounters.
Image the thrill for sneakers when they follow a group of leather clad guys to an unknown place, just to find themselves in the end at a raider camp ... or a farm house with lots of hungry dogs to evade... or on a long journey from NCR to New Reno, ... a stupid brahmin herd ... or a scavenger clan living in one of the old cities .... or lead into a trap by a horde of secret cannibals ("Guess who is coming to dinner ? Didn't see that coming sneaker, did you ?") ... or maybe an old army outpost now used by BOS or Enclave as storage facility with good weapons/armor/ammo or BP inside a safe, this situation could play similar to old burglary simulation games like "They stole a million" or "The Clou" where the thief had to get undetected in and out. Could be done with a (city) map, a bunch of armed guys with randomized patrol routes and walking speed, (robo)-dogs which patrols at random, mines or traps on the floor and a storage place/locker/safe in the center.
yeah, shooting down patrols/mobs and looting them i considered a "job" in the wastes. In my opinion sneaker and thief chars should work in the same way on NPCs. Currently sneaker and thiefs mainly purpose played here in game is to take advantage of other players and ruining fun.
Sincerely
Adrena Lynn