Vault Dweller said:
Well, that's the thing. If they sit around elsewhere, they are not your party members, are they?
How are they not? I want to pick up the foul-mouthed dwarf in BG2 for just long enough to do his mini-quest, because I'm roleplaying a relentless XP-whoring min-maxer, so I drop a character to make room. Not realizing she's one of the few that can't conveniently be put into storage at the usual hub (that tavern place), I boot Mazzy and she waltzes off all the way to...Trademeet? Do the dwarf's murder/package retrieval/graverobbing thing (ka-ching!), boot him, traipse over to Trademeet a character short, get Mary Poppins back.
Sure, I can pretend in my head that Mazzy's been attending to her own affairs during the intervening few days (and I can roleplay Batman in Oblivion), but I know damned well all she's really been doing, to put it as gratuitously immersion-breakingly as possible, is sitting in memory waiting to respawn in her house if I want her back. At no point is she not 'mine'...which came out much creepier than intended. Moving on...
This possibly amounts to my failure adequately to suspend disbelief (which I'm exaggerating, obviously). Handling the reserve party in a way that avoids, as much as possible, breaking basic rules of the setting is important - the convenience-over-sense extreme would be, say, a drag-and-drop interface that lets me switch members in and out of the active party at will, completely disregarding whatever movement time or other issues they should need to overcome to reach my position under the game's normal travel rules. That trek to Trademeet and back cost some days - I didn't notice that ever mattering much in BG2 in particular, but it could easily be prohibitive in the face of an important time limit. If the locked door in your example occurs in the middle of some timed event, I can't go back for a rogue, so either the thug bashes the door in, or I live without whatever's behind it - or have the sense to have brought a rogue into uncharted territory in the first place. But this can just as well be achieved by attaching a similar time cost to switching members via the 'camp', whatever exactly it is. As long as it's plausibly justified, I don't really see that the reserve NPCs clustering in one place is inherently more objectionable than any other scheme - they're still clearly just reserve NPCs, either way. Maybe your objection was specifically to a camp with a lack of adequate justification, not to its mere existence, in which case I'm just rambling about nothing.
I would be interested to see recruitable NPCs actually go off and pursue their own agendas when not with the player, but I think that's heading way off into highly-simulated world territory, which is (probably) out of the question technologically, and (almost certainly) not going to get funded, since no-one with designs on the mainstream market is going to touch a mechanic that requires players actually to track down recruitable NPCs again if they want them back, never mind one that might kill them in the player's absence. I'm happy enough settling for NPCs that show some semblance of independence while they're in the active party - I think having them turn on the player character under appropriate circumstances is highly desirable, assuming the PC isn't manipulative enough to work round it. I also like NPCs that'll turn on one another. Considering a lot of people seem to play BG2 with that kind of stuff hacked out so they can just arrange a party of their choice irrespective of glaring conflicts, it may be overly optimistic to expect Bioware to go near it again.
It's hard to say in very generic terms what would make a 'camp' interesting, but I would think some kind of resource management might be a start. Give the thing an upkeep cost and a need to be guarded, let the player assign duties like foraging and equipment maintenance (ok, that's probably not in at all, but it's an example of sorts) that can increase or reduce costs. Make it possible and desirable to move people into reserve for healing purposes, requiring a choice as to whether your best healer goes with you into the fray or stays back at camp because you need that half-dead archer back in a hurry. This is all a bit vague - more generally, I'd say the key thing is just that it should be well integrated into the world so as not to be too obviously a portable party holder, even if that's ultimately the core reason it's there.
At the risk of derailing, why is Kreia such a standard example of a chewing-gum-on-the-ass NPC? I had no such problem with her, though there're quite a few things I found inoffensive in KOTOR2 about which I'm clearly wrong or otherwise peculiar.