Depends on how smart the other leader is, so we’ll see
. I’m just going to put my time in training the members I have now and the ones I persuade to my side because that sounds like a interesting thing to do.
I think it would be interesting if the people we were closest to tried to convince us to go with them or they start talking to us about leaving. Could you imagine the twins or Tommy just being sick of being with this group and decide to take there chances else where ? and there’s nothing you can do to talk them out of it except leave with them? That would be crazy. Not to mention how different your future interactions with this new group and the old one.
Probably going to sting a bit to see it happen (depending on how attached to the character the player is). But it’d be pretty interesting to see happen either way and seeing of the player can at least part with them on good terms.
(Hey, maybe Reily will be more likely to leave the group because they are a Teen/College Student, since he’s going to put Nora first and foremost as his main priority and he’s already shown to have a bit of issue with them as a leader).
Depending on the group they join and the relationship with the character, I’m guessing it can either range from chill, tense, or just downright awkward (assuming we get to interact enough with the other group after the act).
Merchant apocalypse lifestyle, here I come.
Goods of all kinds inevitably have their uses, even if they don’t seem obvious. One man trash is another man’s treasure and whatnot. So trading would be a nice way to sift out the “trash” for some good ol’ “treasure”. It’d also be a nice way to get closer with the groups.Treat them nicely and fairly, yet remind them that you’re not to be messed with.Try to figure out what specific items they want so that you give them exactly what they need. Maybe even occasionally give them a little more than they asked for- not too much, but just enough to be noticeable-as an unexpected, yet welcome surprise. They’ll be hooked, and you know they’re gonna be coming back for more.
One might say that establishing a trade route is the obvious next step, but I wouldn’t really recommend that. You give them one specific path to follow, they’ll become predictable, their route would be expected. Put that with the fact that they’ll be carrying valuable goods for trade from their base to yours, they’ll be sitting ducks for any bandit group perceptive enough to notice them. And if they’re following them already, then surely they’ll follow the trade pack to the end and your base location will be blown to a band of thieves.
The best place to meet up for trades would probably be a hidden, out of the way place that nobody really notices and that’s not too far away from both bases. Also, the people trading would benefit if they would be creative with the routes they chose to go there-like I said, you wouldn’t want people to start following you. I don’t know if this plan is foolproof, but it’s the best I could come up with, really.
Then there’s the war.
It’s no surprise that raiding is a particularly lucrative activity. You saunter into some place, beat the shit out of people then take their place and skedaddle outta there. All while your supplies are sitting neatly tucked into your base. Truly wonderful, but, in my opinion, you shouldn’t go all willy nilly and raid everything you set your rifle scope on.
Firstly, you gotta scout out the base, assess the risk and reward of attacking them. How well defended they are? Do most of their guys use melee or ranged weapons? Do they have any barricades or possible unsuspecting traps you could fall to? Are the combatants a bunch of wide eyed dolts who don’t know what they’re doing, or are they grizzled, experienced veterans who could very well be lethal?
And what of the reward? Do they have an abundance of supplies? More importantly, do they have an abundance of supplies that you specifically need? Is the stockpile itself well guarded? Will it be light enough for your group to carry all the loot?
I find things like these to be important. Last thing you want is to rush into a base, get your ass handed to you and survive just barely, only to be rewarded with basically nothing.
Now, onto the other points: who you raid and how often do you raid? Unsurprisingly, pillaging bases while slaughtering the survivors isn’t exactly going to be good for your reputation. You might scare off another base, one bountiful in supplies that you could have made an alliance with. Or worse, you could set yourself up as a target for another group, be it ones who want to bring justice to you or those who simply assume that you have tons of goods.
My advice would be to raid widely hated bases, and to not do it too regularly. Not many will really care if you raid a bandit group or another widely hated group (say, the Silverthorns); if anything, they might appreciate it. And raiding too often could possibly make you come off as bloodthristy or war mongering, which isn’t the best for your group’s image.
And that’s all I got. Sorry for the massive wall of text, but that topic really got me brainstroming.
1st of all your plan… it’s a paragon of perfection and sound logic. 2nd Would you say that improving scavenging and crafting would be the most beneficial to creating and finding what you need to establish not really a single trade route as you said but a trade network?
I want ally with one that have certain characteristics I lack and have absolutely no leadership so i could take over. The rest will be absolutely obliterate with no survivors. Better If I could cause turmoil and diplomatic havoc to make they destroy each other while i puppet with them . I mean 3 groups raiding they will definitely not ending hippies songs hugging trees. So make one powerful group and slain any competition. However I don’t want go full on raider killing is more just I will be doing my stuff but if you go in my businesses YOU ARE POISONED
I can see you selling or “trading” Parker and Kelly into post apocalyptic slave labor workers in your bandit playthrough.
No I don’t believe in slavery It is worse than death. So a painless death to Kelly maybe sending them to a mission I know they will fail. I mean she screwing all she touches and is brain dead hot head and loves cause drama. Parker could be useful not everyone has to be a ninja he could be a teacher or an artisan
Well he and Jillian are about to have a chance in part 2-2 during the high stakes pharmacy mission so if that isn’t going to be a thrown into the deep end sink or swim kind of moment I don’t know what is. Most likely for Parker because Jillian may not be an action girl but her con game skills are definitely something she can use to her advantage.
Why thank you. Nice to know at least someone got some enjoyment out of my ramblings.
Hmmm…they could definitely be useful in certain situations. Scavenging/Search could be useful in locating a proper area for trading, as well as spotting potential threats who might have noticed our little trading hub.
Crafting could also be useful since, rather than search for the hub, we could make a small one ourselves. Time consuming, but possible. We could also make some fortifications and defenses in case we ever get ambushed there. But it can’t be anything too extravagant. The last thing this trading post needs is to stick out and be easily spotted. Perhaps the usual wire of cans/barbed wire would work nicely. And we could possibly camouflage the post in some way, if it’s in a densely forested area.
And who better to be the broker of this little operation than the seductress herself? With her skill set and rather ample assets, she’d be getting us some great deals.
Oh what does everyone think about Gina and Church ?
Gina is alright in my books. She’s got a good head on her shoulders, knows how to use a gun, has extensive knowledge of crafting and building fortifications which will come in handy later and is willing to babysit the nephew if the MC is too busy. Overall, a neat character.
Church, on the other hand…he is rather annoying to deal with. And he doesn’t seem to have any useful skills as far as I know. He needs to prove himself, and do so fast, or he’s getting the boot.
Yeah there’s definitely something off about Church(beside keeping a zombie in it’s underwear in the trunk of your car) He just seems odd not quirky but strange…
As for Gina I remember someone saying she was too eager to prover herself to the group maybe it was Rachel. Don’t know how you can be to eager to earn your place/keep. I have a feeling cowards are a trigger for her since that one guy got her husband killed and if someone got scared during a fight or they ran away (Parker) she would probably lose her shit and kill them (Parker).
On the topic of my beloved banditos: Driver seems completely trustworthy and stable honestly. He doesn’t shoot at the MC unless attacked, volunteers to hold back a crowd of zombie from the MC when we first meet them and seems rather easy to convince to allow you past.
I don’t know nearly enough about Rosie to entirely dismiss her as a potential threat going forward but with the way she seems to immediately just emotionally attach herself to the MC and their closest companions and apparently how she defended teenagers from Dillan, I’m ruling her out as a complete sociopath at least. I think she’s a very emotionally intense and fanatical person, like a genderflipped Trevor Phillips. I really doubt she’ll ever betray the MC unless you give her a reason to, in fact I’d be willing to bet she’d be one of the last people in the group to.
I honestly think of them both as good and dependable people, just controlled by a manipulative and abusive mental health professional that knew how they tick. Makes me completely understand why Jaime whose personality is just a basket of puppies wants to kill him.
That reminds me Jaime took way to long trying to kill Dillan. Telling the MC “go down stairs there’s something I have to do first” 
Just kill him you don’t need to make a big theatrical deal out of it.
Mentally and emotionally healthy individuals without military training or a preexisting body count generally struggle with executing people willy nilly.
@Baam With just building an alarm system and having the basic house fortifications, having a crafting of 2 and asking Woody to improve my defences, the Makarovs couldn’t get in. Was expecting to get broken into honestly because I usually play with a much higher crafting and build everything.
How high do I need my defense to be so the Makarovs don’t break into my home? I used to get it right but now they always break in, either I’m doing something wrong or there’s a bug. Thanks.
I wasn’t talking about the emotional aspects I was a complete mess when my dog was put to sleep and if I had to pull the plug on my family member if they were in a coma I would be devastated I’m saying I don’t feel sorry about a person/monster like Dillan dying.
Well I had 4 crafting and did everything except the cameras, then Woody helped and they got in regardless, so…
