[X] Ericson's cyberpsychos, The mans abuse of technology and disregard for his and anyone who works for him's humanity is sickening, it's honestly surprising it didn't happen sooner. (They won't go down easy, but they're not terribly active)
[X] The Scrappers, you grew up scrapping it's where you found all those old logs, books and recordings that had been buried deep out of the hands of the rest of the Arcology, of course you're good friends with most of them, and they were good friends with your parents too, they'll stand by you.
I don't see how we're likely to be able to beat any of the gangs. We've got two people, who are likely at least above average in skill, but not superspies or charismatic leaders. The gangs have the manpower and firepower to beat us without issue. I see one way to go about things that might work:
1) Build up a hidden support network (of scavengers).
2) Manipulate or use an existing gang war to weaken and occupy your enemies.
3) Get access to their bases and armories.
4) Get lucky or arrange for the enemy leader to get killed.
5) Eliminate the gang in a coup using the chaos to stage numerous assassinations and take control of their resources.
6) Somehow manage to not be rolled over or assimilated by the surrounding gangs smelling blood in the water.
This plan has numerous faults, as it relies on enough things going perfectly that the only realistic way it would work is by plot convenience. Nobody discovers your plans or betrays you. You get a ragtag group of people with little coherence and less resources to devote themselves to a series of dangerous and thankless tasks, even as they are struggling to survive. Enough of your forces both survive and stay loyal to you to not be immediately overwhelmed by more the surrounding gangs that are better organized, better equipped, and more experienced.
I might be completely wrong, and it all works out and makes sense. But I'd rather not have "PLOT ARMOR DEPLOY!" or "Turn 53: we scavenge and infiltrate a tiny bit more than last chapter, we're halfway to taking out the first enemy!".
[X] The Scrappers, you grew up scrapping it's where you found all those old logs, books and recordings that had been buried deep out of the hands of the rest of the Arcology, of course you're good friends with most of them, and they were good friends with your parents too, they'll stand by you.
I don't see how we're likely to be able to beat any of the gangs. We've got two people, who are likely at least above average in skill, but not superspies or charismatic leaders. The gangs have the manpower and firepower to beat us without issue. I see one way to go about things that might work:
1) Build up a hidden support network (of scavengers).
2) Manipulate or use an existing gang war to weaken and occupy your enemies.
3) Get access to their bases and armories.
4) Get lucky or arrange for the enemy leader to get killed.
5) Eliminate the gang in a coup using the chaos to stage numerous assassinations and take control of their resources.
6) Somehow manage to not be rolled over or assimilated by the surrounding gangs smelling blood in the water.
This plan has numerous faults, as it relies on enough things going perfectly that the only realistic way it would work is by plot convenience. Nobody discovers your plans or betrays you. You get a ragtag group of people with little coherence and less resources to devote themselves to a series of dangerous and thankless tasks, even as they are struggling to survive. Enough of your forces both survive and stay loyal to you to not be immediately overwhelmed by more the surrounding gangs that are better organized, better equipped, and more experienced.
I might be completely wrong, and it all works out and makes sense. But I'd rather not have "PLOT ARMOR DEPLOY!" or "Turn 53: we scavenge and infiltrate a tiny bit more than last chapter, we're halfway to taking out the first enemy!".