What do you want to be changed?
Explanation of suggestion?
How or why does this benefit the server?
Are there any workshop add-ons or content needed for this suggestion?
Theres not really a reason for me to follow the format for this since its more loose rambling than a direct suggestion, id really appreciate discussion and criticism of these ideas in the replies
Idea 1: Base-exclusive Utilities
Factions who claim certain bases gain access to unique utilities that are pre-included with the base, and lose access again once they move out. Factions can also research upgrades to these utilities and if they move base or are conquested out, - the utility keeps the researched upgrade.
Examples:
A rundown bar has a barrel that can turn Maize and Tarberries into the Exotic Wine item. If the Van Graffs use this as their base, they gain access to this barrel and can sell the drinks.
A small town called New Haven was recently claimed by the Desert Rangers. the base includes a dirty water well and a stash box. The water well belongs to Desert Rangers now, and they hire the Followers to research an upgrade to the well to make it produce purified water. Then the desert rangers move out to live closer to NCR. and the Minutemen claim the town - inheriting the purified water well.
The outcasts move into a bunker near the main city that has a fusion core generator. The generator is now theirs
Fiends move into an old abandoned shack called "Gronk's House" inside the shack is a vendor called "Gronk" who sells trigger bombs and frag grenades. Fiends can now make the vendor only accessible by them. But they are conquested out by Hellcats, who wanted the shack in order to gain access to Gronk, and to have a strategic location near an Extractor.
Paradise Falls move into a camp on the edge of the map. Inside one of the tents is an Enlisted Faction Storage. they can now access it as if it were their own.
Idea 2: Planned Scarcity + Base Tiers
MAKE IT SO THERE ARE LESS BASES THAN CUSTOM FACTIONS. Maybe 2 less bases? that causes a scarcity of bases and puts the two bottom custom factions in a situation where they are either homeless or need to share with another faction.
Also build base locations in a way for there to be 2 tiers.
Tier 1 - Shitty, literally like a claimable building or a few tents
Tier 2 - Decent, with a few defenses and the base covers a bit more land.
Tier 1 bases are the one you settle for if you dont care about defensibility or are inactive. Tier 2 are the actually good bases that customs would fight over.
Idea 3: NO MORE RESERVED BASES
no more protecting customs from conquests because "its their lore base". If say, PLA want to conquest the Vault-Tec Vault. Let them try! and if they succeed, vault tec are exiled from their vault and need to change up their RP and hope to reclaim it back.Or if WBOS get their own special bos-themed bunker, let the Outcasts siege it and take it for themselves. Theres many more examples but in my opinion, NO CUSTOMS SHOULD BE SAFE FROM CONQUESTS.
Idea 4: Core Territory and Influence
Bases in a core's "Quarter" of the map (Quarter being dictated by staff council at the start of wipe) can be "Influenced" by the core. For example, if PF move in right outside the NCR town, the NCR can try to force them to pay tax, or outright force them out. Forcing a custom out of a base would just be a simple base conquest, but if the core wins the custom is kicked out and isnt allowed to reclaim the base for a set amount of time. If the custom wins however, they can demand reparations from the core and also cannot be re-attacked for a set amount of time.
This feature would prevent a faction like the desert rangers basing right outside Legion's front gates and legion being unable to do anything about it.
I might edit this over time but those were my ideas.