I think you make a good argument, nenjin, and I certainly wouldn't want to reproduce Fort Zombie's system of artificially diminishing the size of the city as a side effect of incorporating travel time and a fixed base. I can't help but think of XCOM, where starting a new base was a major investment that took a lot of time and money, but had substantial strategic benefits. New bases could be staging points to protect other parts of the planet, or just manufacturing/research centers, since those activities required space and personnel that could be better devoted to combat-related tasks in the staging bases.
At the same time, I think the Fort Zombie syndrome can be mitigated with things like a central location for your safehouse and allowing travel directly between locations (rather than always running home between), as well as simply making fast travel take less time than they do. The heavy consideration favoring these workarounds is that I have a fairly limited amount of development time before I simply run out of money to pay rent and buy food, so I need to make sure the core gameplay is in place. I would like to eventually be free of this concern, but that's not the case for this game. You make a good case that the game would be better with multiple safehouses, but I think I still have to list it as a "nice to have" rather than a "must have". I will keep the possibility in mind though.
In other news, here's what I've been working on:
What you're looking at is preliminary UI for survivor list, character sheets, squad formation, and activity selection, all on one screen.
Let's take a tour:
1. Survivor list in the top left. Most of the effort went here. Basic info about the character, a drop-down (with mini scroll bar) for setting activites on the fly, a scroll bar for navigating the list, check boxes for putting people into and out of the squad. I'll make the check boxes for adding more people gray out when the squad is full (of course, they're already gray... I'll figure something out). I'm pretty happy with how it turned out overall, though a lot of hand-wringing went into what information to display and how to organize it. These entries used to be one line, but I really had trouble fitting both the drop-down and the check box in the available space. Maybe if the right sidebar is removed it could be collapsed back to one line. I'm not sure off hand if that would be stretching the information too horizontally or not; if so, and I still want to do that, I'll have to alternate colors between entries to aid visual tracking.
2. Character sheet in the bottom left. This should look almost exactly like an LCS character sheet right now, because I haven't figured out exactly how I want to lay it out. Needs weapon at least on there as well, and a button to toggle views (switch to all skills, any other views that need to be added later). I'm not sure if weapon should be chosen here or on the map screen where you dispatch the squad; it might be better to list your five squad members and their weapons along the bottom or side there, and that would help you to visualize the squad all in one place. I'll need to do some more work on this.
I don't like having the character sheet in a frame below the list. That was how I originally sketched this screen, but the sheet is bulky and there are some clunky issues with how it determines what character is there. If I set it by mouse over, you can quickly preview different characters, but you can't easily move the mouse to the character sheet to interact with it (it would mouse over other characters on the way and switch which survivor is displayed). If I set it by click, it turns each list entry into a button. But the list entries already have two buttons on them, which would mean nested buttons, which is pretty painful. What I'm currently envisioning is that the list stretches from top to bottom, and there's a button to expand each entry in the list. Expanding that entry would append the character sheet for that character below their list entry and push the rest of the entries below that. You could expand or collapse as many characters as you want.
3. Navigation sidebar on the right. This was part of my initial sketches for this screen, but I don't like it. Huge real estate used to display little of importance. It can almost certainly be shrunk, possibly even removed and turned into a bottom or top bar across the screen, instead of down one side. We'll see. Also, the squads screen won't exist, and I probably need a research screen. More design is needed here.
None of the content is hooked up with anything yet, so, for example, the list of activities in the drop down, and the skills on the character sheet, are just there for illustration purposes to help me visualize it. Also, the visual look I'm going for with this is kind of a text based game with a GUI. It still feels terribly gray though. Maybe a beige paper-ish look would be better? For that matter, should the font be something handwritten instead of Courier New? Sketchy font is a more common convention in zombie games, but that doesn't necessarily mean it's what I should do. This is another area where I haven't pinned down what I want for the game yet.