So the concept is to have an available area that while providing some value to live in(more geared towards the faction itself rather then the individual player), it's a possible attack/war target for other factions. This would as an example make the faction vault something attack able.
If an enemy faction goes to war, to raid the base, they'd have to attack and beat the available members from the faction. Available members would be (not traveling, not jail, not hospital) everyone living at the base (with potentially upgrades that shorten response time for those living in their own properties).
This can also lead into things like preparation crimes. Hacking in and stealing electronic door keys, or disabling surveillance to increase response time from outside the base. Even stealth killing members to not alert the faction the base is being attacked. Of course the opposite of this is also viable, a group running monitoring on the surveillance system instead of doing an OC, they might detect something, there might be nothing to detect, they might even trace it back. Or doing a weekly job of changing door passes.
Going more in depth with the vaults, could be vault storage, the faction base might have multiple vaults/doors to break through and based on only beating up so many the enemy faction might only got through 1 or 2 of these. So each vault would have a % of the factions balance in it, and they'd get to take a % of what vaults they can break into.
This is just some examples, and could lead into other things like faction air strips(shared travel for faction members with semi-limited space), vehicles (say the base is on an island, are you raiding it by boat, helicopter, plane?[do they have an airstrip to land at], do you have the space to bring back bags of loot? ), as well as various upgrades the faction has to work towards to improve the base(do you want to make your vault door out of paper, we can do that here, you want it out of unobtanium, go travel overseas for it!).
The perks of living in the faction base should be worse then at least living in a PI, the concept is to have benefits that are useful but to make factions decide on who needs to live in the base(and defend/monitor it) and who needs to be on a PI traveling around. Potentially giving members a role to fill, rather then jack of all trades. As well as potentially causing discord with some people being stuck living in the base and others being in PI's. Maybe bring in a roster, ok you guys are living and working at the base this week, you other guys get next week.
Possibly also extending this to jobs, where they are temporarily unavailable to work in their normal job as they are working at the base. But have it so people still stay in those jobs, so they aren't leaving it, they just aren't working in it for that day/week.
I feel this makes a faction more like an organization that has duties for members to fulfill, potentially expanding into more upgrades, more needed items (are you really going to send enough metal to make a vault door by plane and not boat?), more potential crimes and types of crimes (lets go pirate that boat with the metals that's traveling to Torn), espionage/intelligence gathering and their counters.
If an enemy faction goes to war, to raid the base, they'd have to attack and beat the available members from the faction. Available members would be (not traveling, not jail, not hospital) everyone living at the base (with potentially upgrades that shorten response time for those living in their own properties).
This can also lead into things like preparation crimes. Hacking in and stealing electronic door keys, or disabling surveillance to increase response time from outside the base. Even stealth killing members to not alert the faction the base is being attacked. Of course the opposite of this is also viable, a group running monitoring on the surveillance system instead of doing an OC, they might detect something, there might be nothing to detect, they might even trace it back. Or doing a weekly job of changing door passes.
Going more in depth with the vaults, could be vault storage, the faction base might have multiple vaults/doors to break through and based on only beating up so many the enemy faction might only got through 1 or 2 of these. So each vault would have a % of the factions balance in it, and they'd get to take a % of what vaults they can break into.
This is just some examples, and could lead into other things like faction air strips(shared travel for faction members with semi-limited space), vehicles (say the base is on an island, are you raiding it by boat, helicopter, plane?[do they have an airstrip to land at], do you have the space to bring back bags of loot? ), as well as various upgrades the faction has to work towards to improve the base(do you want to make your vault door out of paper, we can do that here, you want it out of unobtanium, go travel overseas for it!).
The perks of living in the faction base should be worse then at least living in a PI, the concept is to have benefits that are useful but to make factions decide on who needs to live in the base(and defend/monitor it) and who needs to be on a PI traveling around. Potentially giving members a role to fill, rather then jack of all trades. As well as potentially causing discord with some people being stuck living in the base and others being in PI's. Maybe bring in a roster, ok you guys are living and working at the base this week, you other guys get next week.
Possibly also extending this to jobs, where they are temporarily unavailable to work in their normal job as they are working at the base. But have it so people still stay in those jobs, so they aren't leaving it, they just aren't working in it for that day/week.
I feel this makes a faction more like an organization that has duties for members to fulfill, potentially expanding into more upgrades, more needed items (are you really going to send enough metal to make a vault door by plane and not boat?), more potential crimes and types of crimes (lets go pirate that boat with the metals that's traveling to Torn), espionage/intelligence gathering and their counters.