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Improving Gang Mode - Printable Version

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Re: Improving Gang Mode - Frank_Stein - 02-24-2015

atomic1fire Wrote:For a balancing act, what if gangs could have heat.

Sorta like Christmas karma, gangs could have heat rise when a lot of people are dying willy nilly.

Heat makes smuggling harder (which means they can't buy and sell guns and drugs from arms dealers, or the prices go up on items)

Heat naturally goes down within a few minutes if the general rate of death goes down, or maybe if certain actions are performed.

Having an extremely high level of heat will cause any securitron in the area to arrest known gang members, mostly because this would be hilarious and secondly it would give the crew a way to limit full on violence.
Yes, yes! Heat would definitely be a thing. Too much death is bad for shady business! I guess the way to go about it would have it go up every time someone dies on the station, with maybe Sec and Head deaths worth more Heat and other Gang members less. Heat goes up past a certain amount, Black Market Prices increase, Cred earned value goes down. Too much Heat and the Black Market closes altogether, Cred gain freezes. Maybe the length it takes to reform gang members in the Brig goes down with high heat.

So to sum up what we have as basic ideas down right now, we've got:
  • Street Cred
    Points earned from when Gang members do crime and other tough guy gang stuff. This is either a point keeping system, a resource pool for certain gang actions/items, or both.

    Black Market
    A NPC trader market exclusively accessed by the Gang Leaders. Things can be bought from or sold to it through the station mailing system. Has a variety of items on it. Some are common items at significant markdown, mainly as a means to gain money and influence from the crew. Others are unique equipment, machines, clothing, and weapons for the gangs for farming cred & drugs/cash and offense/defense. Market should have regular price and inventory rotations throughout the round like other merchants.

    Heat
    A system tied to death on station that keeps it in the gang's best interest to keep it at a fairly low rate. Something that doesn't tie the gang's hands as far as no murder, but keeps it from becoming a deathmatch

    Reformation and Humiliation (a non-violent form of disbanding gangs)
    Rather than just have Sec/Rival gangs kill all the Gang members/leaders, there should be a way to non-lethally take them out. Potentially, keeping gang members in the brig long enough will reform them. Likewise, if a rival gang can humiliate another gang enough by performing certain actions that make them lose cred, they can lose members and eventually disband.

    Loyalty (A mechanic for keeping gangs to manageable sizes)
    Old gangs would sometimes be lopsided with one gang having a handful of members and one with 20. A possible two part solution for that is 1). People can only join the gang with the approval of the leader and the joining member 2.) Potentially, a loyalty system tied to the number of members in a gang. A gang gets too large, and there's a random chance for a member to lose loyalty and attempt to usurp the leader. Maybe this is tied to Cred? More Cred, the larger a gang can be before losing loyalty?

    Misc ideas
    All gang members have mindslave loyalty to leader unless loyalty wains.
    If a Gang Leader dies, leader status is passed on to next oldest member or non-loyal usurper.

Does that sound about right?


Re: Improving Gang Mode - RAWK_LAWBSTAR - 02-24-2015

BruiseCruise Wrote:
pizzatiger Wrote:With the addition of Street Cred and the ability to humiliate and/or outperform other gangs, hopefully we can subvert the old Deathmatch 5.0 schpiel. If there are alternate methods to winning a gang war (brigging their leader, humiliating them, vandalizing their gear, recruiting their gang members, etc) then players will use them.

Only if these other methods are easier or offer more of a reward.


Re: Improving Gang Mode - Frank_Stein - 02-25-2015

RAWK_LAWBSTAR Wrote:
BruiseCruise Wrote:
pizzatiger Wrote:With the addition of Street Cred and the ability to humiliate and/or outperform other gangs, hopefully we can subvert the old Deathmatch 5.0 schpiel. If there are alternate methods to winning a gang war (brigging their leader, humiliating them, vandalizing their gear, recruiting their gang members, etc) then players will use them.

Only if these other methods are easier or offer more of a reward.
It'll really come down to play style. The Heat system would be in place to try to encourage gangs to not kill willy nilly since doing so would make things harder for all the gangs in general. Humiliation will hopefully be fun for gangs. Push rivials over, fart on em, give em swirlies and wedgies, splash drinks in their face, spit on em, put cigarettes out on em, spray paint graffiti on em, smash their stuff up, strip their gang clothes off and burn them. The more flexible it is for creative cruelty, the better. And a lot of those actions will not only penalize the rival gangs cred, but reward you with cred of your own.

Ideally, we'll see small clashes here and there that get broken up by Sec, raids on rival turf with vandalism of their drug labs and other gear, and retaliatory strikes.
Something along the lines of basebuilding RTS games. That would be on Gang Mode.

With Gang in mix, with less rivals to deal with, gang would hopefully function more like an unofficial department like Medical or Research.


Re: Improving Gang Mode - pizzatiger - 02-25-2015

Frank_Stein Wrote:
RAWK_LAWBSTAR Wrote:
BruiseCruise Wrote:Only if these other methods are easier or offer more of a reward.
It'll really come down to play style. The Heat system would be in place to try to encourage gangs to not kill willy nilly since doing so would make things harder for all the gangs in general. Humiliation will hopefully be fun for gangs. Push rivials over, fart on em, give em swirlies and wedgies, splash drinks in their face, spit on em, put cigarettes out on em, spray paint graffiti on em, smash their stuff up, strip their gang clothes off and burn them. The more flexible it is for creative cruelty, the better. And a lot of those actions will not only penalize the rival gangs cred, but reward you with cred of your own.

Ideally, we'll see small clashes here and there that get broken up by Sec, raids on rival turf with vandalism of their drug labs and other gear, and retaliatory strikes.
Something along the lines of basebuilding RTS games. That would be on Gang Mode.

With Gang in mix, with less rivals to deal with, gang would hopefully function more like an unofficial department like Medical or Research.

Plus if a gang crashes and burns due to low street cred a bunch of old gang members are now without a gang....and it JUST so happens your gang is accepting new members


Re: Improving Gang Mode - Frank_Stein - 02-25-2015

pizzatiger Wrote:Plus if a gang crashes and burns due to low street cred a bunch of old gang members are now without a gang....and it JUST so happens your gang is accepting new members
Yeah. Now that I think about it, the loyalty system could just be that gang size is capped by how much cred you have. Lose cred after having recruited more members, and the newest recruits just drop out. That would be simpler. We don't need that whole usurping thing. Reformation could just also be having gang members in the brig makes cred drop slowly per member.


Re: Improving Gang Mode - BruiseCruise - 02-25-2015

RAWK_LAWBSTAR Wrote:
BruiseCruise Wrote:
pizzatiger Wrote:With the addition of Street Cred and the ability to humiliate and/or outperform other gangs, hopefully we can subvert the old Deathmatch 5.0 schpiel. If there are alternate methods to winning a gang war (brigging their leader, humiliating them, vandalizing their gear, recruiting their gang members, etc) then players will use them.

Only if these other methods are easier or offer more of a reward.

I'd say that farting on a Gang Leader and breaking their shit would be a bit easier than an all-out gang war with heavily armed junkies. Also you'd save ammo and cred for dealing with other factors such as security and the crew. Moreover, if you get rid of an opposing gang non-violently, you have a fresh new batch of people to recruit who are eager to resume their gang shenanigans. If Heat factors in, you also have to deal with increased prices and pissed-off Security, the latter being able to shut your entire operation down. Even without Heat you still stand to gain more through simple theft, vandalism, and embarrassment. If anything killing a gang would be the least beneficial solution!

Frank_Stein Wrote:
pizzatiger Wrote:Plus if a gang crashes and burns due to low street cred a bunch of old gang members are now without a gang....and it JUST so happens your gang is accepting new members
Yeah. Now that I think about it, the loyalty system could just be that gang size is capped by how much cred you have. Lose cred after having recruited more members, and the newest recruits just drop out. That would be simpler. We don't need that whole usurping thing. Reformation could just also be having gang members in the brig makes cred drop slowly per member.

Exactly. Killing other gang members may be a quick solution and may reward you with some Street Cred, but on the other hand it may be easier to avoid the Heat and stick with more reliable means to generate Street Cred.


Re: Improving Gang Mode - Frank_Stein - 02-27-2015

So some ideas for unique gang powers:
  • General Gang Powers
    Spitting: Uses the targeting system wiz fireball has. Spit on people. Awards cred, humiliates rival gangs.
    Wedgies: Grab someone, give em a wedgie. Makes em scream and stuns them for a bit. Awards cred, humiliates rival gangs.
    Throw signs: Makes a hand gesture associated with your gang. Awards cred per person that sees the action performed.
    Comb hair: Turns your hair into a pompadour if it isn't already. Leaves a slick oil spot where action was performed.

    Gang leader exclusive powers
    Pick lock: Can be used to force open doors or slip out of cuffs.
    Mega-Slap Tosses people across the room like changeling punches. Sobers people up.
    Beat Down Very temporarily boosts stamina to infinite levels, nerfs damage received and boots damage done. Short stun after it wears off.




Re: Improving Gang Mode - atomic1fire - 02-28-2015

RAWK_LAWBSTAR Wrote:
BruiseCruise Wrote:
pizzatiger Wrote:With the addition of Street Cred and the ability to humiliate and/or outperform other gangs, hopefully we can subvert the old Deathmatch 5.0 schpiel. If there are alternate methods to winning a gang war (brigging their leader, humiliating them, vandalizing their gear, recruiting their gang members, etc) then players will use them.

Only if these other methods are easier or offer more of a reward.

One of the methods to cause a gang to disband should be to give the gang leader a swirlie.


Re: Improving Gang Mode - Frank_Stein - 03-01-2015

atomic1fire Wrote:One of the methods to cause a gang to disband should be to give the gang leader a swirlie.



Re: Improving Gang Mode - pizzatiger - 03-01-2015

Let the chaplen deconvert people by beating them with his bible. Who needs gang violence when you have organized relegion?


Re: Improving Gang Mode - Dr_Bee - 03-02-2015

pizzatiger Wrote:Let the chaplen deconvert people by beating them with his bible. Who needs gang violence when you have organized relegion?

this is gang mode, not cult mode. the gang would give that goody two shoes nerd a beating for attempting to preach to them.


Re: Improving Gang Mode - BruiseCruise - 03-08-2015

Dr_Bee Wrote:
pizzatiger Wrote:Let the chaplen deconvert people by beating them with his bible. Who needs gang violence when you have organized relegion?

this is gang mode, not cult mode. the gang would give that goody two shoes nerd a beating for attempting to preach to them.

But who needs a gang when you're running with Christ's crew? sop babys


Re: Improving Gang Mode - Frank_Stein - 03-08-2015

BruiseCruise Wrote:
Dr_Bee Wrote:
pizzatiger Wrote:Let the chaplen deconvert people by beating them with his bible. Who needs gang violence when you have organized relegion?

this is gang mode, not cult mode. the gang would give that goody two shoes nerd a beating for attempting to preach to them.

But who needs a gang when you're running with Christ's crew? sop babys
If the chaplain can't start a gang called The Holy Rollers then I'll throw up.


Re: Improving Gang Mode - Vunterslaush - 03-08-2015

If the chaplain can't start a gang called The Holy Rollers then I'll throw up.[/quote]

To be honest I wasn't interested in this until I saw The Holy Rollers.


Re: Improving Gang Mode - APARTHEID - 03-09-2015

So, what about the rest of the crew? Not the gangbangers or the fuzz, but the rest of us. What are we going to do in a round catering to cults of status? All of these suggestions encourage folks to join, but make no case to stand up to peer pressure.