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Improving Gang Mode - Printable Version

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Improving Gang Mode - Frank_Stein - 02-22-2015

I genuinely like game mode, but it has problems. Here's some ideas.

1. Make it so people can't join gangs unless the gang leader approves of them.
2. 2nd Oldest member of gang is the Gang Leaders Right hand man. If the gang leader dies, they become the new leader, likewise, the 3rd oldest member becomes new right hand man and so on.
3. Gang loyalty is based on gang size. Five or less people in gang = All members loyal to gang leader. More than that and there's a chance the Right hand Man loses loyalty and can attempt to take control of the gang.
4. Gang clothes are non-removable
5. Gang leader has a "Objective" verb that lets them set the objectives. It can be "Murder all of Sec" or "Eat all of the bananas" It's their choice.
6. Add Gang to mixed


Re: Improving Gang Mode - atomic1fire - 02-22-2015

This might be a bit too lol random for goonstation but it might be kinda fun if gang members could pick up item boxes sorta like mario kart or super smash bros.

Imagine getting your gang near wiped out only to stumble on an wrestle belt and proceed to knock several dudes down. Basically a way for traitor gear to be added to the mix, at random but only initially accessible by gang members. You see a weapon box, only a gang member can open it, once they open it they can go wipe out a few dudes with a goofy item. Since gang members are constantly killing each other anyway it would be hilarious to watch them fight over toys.


Re: Improving Gang Mode - Frank_Stein - 02-22-2015

atomic1fire Wrote:This might be a bit too lol random for goonstation but it might be kinda fun if gang members could pick up item boxes sorta like mario kart or super smash bros.

Imagine getting your gang near wiped out only to stumble on an wrestle belt and proceed to knock several dudes down. Basically a way for traitor gear to be added to the mix, at random but only initially accessible by gang members. You see a weapon box, only a gang member can open it, once they open it they can go wipe out a few dudes with a goofy item. Since gang members are constantly killing each other anyway it would be hilarious to watch them fight over toys.
Initially I was going to be like "A gang shouldn't get traitor items. Their strength is their numbers." but maybe if there was an easy way for gangs to exchange money for weapons/drugs, that could work. Gang leaders could be tapped into some kind of blackmarket on their PDA ala Drugwars. Weapons would have to be outrageously expensive, but I drugs could be fairly cheap as a way for the gangs to buy low and sell high to the crew.


Re: Improving Gang Mode - BruiseCruise - 02-22-2015

Here's an idea I was tossing around in my head for a while:

Streed Cred
It's what gangs crave. Every gang-ish action a gang member performs (vandalism, murder, theft, maybe other objectives defined at the round beginning) earns their gang Street Cred which they can use to purchase better gang weaponry, armor, and toys (ex. cool hats that make gang objectives yield more Street Cred when worn).
However, the only person able to make purchases and spend Street Cred is the Gang Leader. The Gang Leader can spend Cred to outfit their gang, make changes to their turf, and recruit new members (haven't decided if recruitment should cost anything yet, but it may be a good idea). Though this makes a Gang Leader extremely powerful, it also paints a gigantic target on their back. If a gang loses their leader, they will lose a LOT of Street Cred and their power will be limited until they can appoint another leader like Frank said, possibly using Street Cred.

So besides spending it, how does a gang lose Street Cred? A rival gang can steal it, Gang Members can get killed or arrested (being arrested is totally not cool), or they can be humiliated (farted on, etc). This would force gangs to constantly be at odds with each other: with more members they can do more damage. More damage = more Street Cred. Of course, the higher profile a gang has, the easier it is to humiliate them. When a gang reaches a negative amount of Cred or runs out of members, it vanishes due to not being cool anymore. This would make Cred purchases a bit of a gamble; with the right timing a gang can be wiped out in one blow.

Anyways, this is really just off the top of my head. I really enjoyed Gang Mode back in the day and I'd love to see its triumphant return, if possible! I do agree that it needs a lot of reworking, though. If we can do Blob and Wraith, I'm sure we can work Gang back into the fold.


Re: Improving Gang Mode - Dr_Bee - 02-22-2015

BruiseCruise Wrote:Here's an idea I was tossing around in my head for a while:

Streed Cred
It's what gangs crave. Every gang-ish action a gang member performs (vandalism, murder, theft, maybe other objectives defined at the round beginning) earns their gang Street Cred which they can use to purchase better gang weaponry, armor, and toys (ex. cool hats that make gang objectives yield more Street Cred when worn).
However, the only person able to make purchases and spend Street Cred is the Gang Leader. The Gang Leader can spend Cred to outfit their gang, make changes to their turf, and recruit new members (haven't decided if recruitment should cost anything yet, but it may be a good idea). Though this makes a Gang Leader extremely powerful, it also paints a gigantic target on their back. If a gang loses their leader, they will lose a LOT of Street Cred and their power will be limited until they can appoint another leader like Frank said, possibly using Street Cred.

I like it, plus it gives security a non-lethal way of wiping out a gang. arrest them/fart on them enough and they get shamed into rehabilitation! the system works!

So besides spending it, how does a gang lose Street Cred? A rival gang can steal it, Gang Members can get killed or arrested (being arrested is totally not cool), or they can be humiliated (farted on, etc). This would force gangs to constantly be at odds with each other: with more members they can do more damage. More damage = more Street Cred. Of course, the higher profile a gang has, the easier it is to humiliate them. When a gang reaches a negative amount of Cred or runs out of members, it vanishes due to not being cool anymore. This would make Cred purchases a bit of a gamble; with the right timing a gang can be wiped out in one blow.

Anyways, this is really just off the top of my head. I really enjoyed Gang Mode back in the day and I'd love to see its triumphant return, if possible! I do agree that it needs a lot of reworking, though. If we can do Blob and Wraith, I'm sure we can work Gang back into the fold.



Re: Improving Gang Mode - Dr_Bee - 02-22-2015

ok I have no idea why that just posted the quote and not what I added.

I said

"I like it because it gives security a non-lethal way of taking out a gang. arrest them/fart on them enough and they are shamed into rehabilitation. The system works!"


Re: Improving Gang Mode - Frank_Stein - 02-22-2015

Dr_Bee Wrote:ok I have no idea why that just posted the quote and not what I added.

I said

"I like it because it gives security a non-lethal way of taking out a gang. arrest them/fart on them enough and they are shamed into rehabilitation. The system works!"

"All the Greifers returned to space school and became honor students."

Cred could be some kind of point system. I never cared for the way spray painted tags marked territory and was used as the metric for success though, and I wouldn't want cred to just replace that. I think gangs would be most fun if the objectives are free form, which is also why I think Gangs should be in mixed. I like the idea of the Gang leader getting cheesed at another traitor or the changeling and siccing the gang after them. They should be a force of organized chaos, good or bad.

Maybe high Cred could give you discounts at the black market? Also, in regards to murder, while gangs should be allowed to do that, it shouldn't be encouraged. Maybe murders temporarily close down the black market for them "Until the heat dies down?"

You're right about there needing to be a non-lethal way of disbanding a gang. Maybe keeping a Gang member in the brig for a certain amount of time makes them unjoin the gang, and when the leader is the only one left, doing the same makes the gang disband?


Re: Improving Gang Mode - BruiseCruise - 02-22-2015

Frank_Stein Wrote:-snip-

Yea, I was trying to figure out some way to give the gangs a modicum of control while also letting them retain some degree of structure as well. Maybe they could get a few objectives and some gang-specific miscreant objectives? Sometimes it really depends on the players, so having players make up objectives on the spot can be a good and bad thing. The point system you mentioned sounds pretty good to me, but how they're gained is something that should be talked about a bit more. At the very least it should be more than just spray-painting Medbay, yea. Maybe using some special Gang Action like giving people wedgies or something? Changelings absorb, Blobs spread, and Wraiths have Wraith Points, so what should Gangs have? Maybe Street Cred just raises automatically depending on how many members you have? Maybe being arrested or embarrassed enough could drop the points to 0 or freeze the counter for a minute or so. As for violence, I agree! Wanton murder shouldn't be encouraged unless it's against another gang member. Perhaps they only gain points from killing other gangsters? I'd recommend a penalty for killing civilians, but I feel like that would just encourage vigilante justice in favor of the vigilante. The Heat System shutting down the Black Market sounds like a good way to deal with Murderhobos too.

As for brigging, the only problem I can foresee is Security immediately brigging the gang leader until his gang disbands. Granted, gang leaders shouldn't be shown much mercy, but I'm sure a lot of rounds (or Gangs, assuming it's Mixed) will end abruptly if a Sec gets lucky with a taser. Otherwise any way to end a gang non-lethally is A-OK in my book.


Re: Improving Gang Mode - RAWK_LAWBSTAR - 02-22-2015

Clearly a gang is going to bust their boss out of the brig. I mean come on its THE BRIG. It's not hard to spring a guy from it.


Re: Improving Gang Mode - Frank_Stein - 02-23-2015

BruiseCruise Wrote:Maybe they could get a few objectives and some gang-specific miscreant objectives? Sometimes it really depends on the players, so having players make up objectives on the spot can be a good and bad thing.
Maybe these can be something like
  • -Start a drug market on the station
    -Start an illegal gambling den on the station
    -Control the flow of booze on the station
    -Bribe the HoP into giving your Gang all access ID's
    -Control the flow of goods coming in and out of QM
Things related to gaining cash and influence on the station.

As for the Cred system, it can be stuff like
  • -Smoking a cigarette (+1 cred per second)
    -Drink some booze (+5 cred)
    -Do a hard drug (+20 cred)
    -Spray a gang tag (+1 cred per second it's up)
    -Spray over a rival gang tag (+10 cred)
    -Get farted on (-1 Cred)
    -Give a swirly (+5 Cred)
    -Get swirlied (-10 Cred)
    -Break a window (+1 Cred)
Things that are just cool guy gang stuff. Cred could be the currency that gangs use to do special gang stuff. In the case of the leader, it can be recruiting people. Possibly there could be a set of gang powers that employ their street smarts. Things like picking locks, slipping out of cuffs, dashing away from the fuzz.

The Black Market can be a separate system that ties into just normal cash on the station. Buy some gang clothes that generate Cred while you wear them and spray paint for tagging. Get some weapons like razors, chains, and bats. Get equipment and ingredients to make drugs like meth and weed. Maybe they occasionally want random shit on the station that the gangs can steal and sell them. Have it rotate like other merchant deals. Contact them with your PDA and have them ship it through the mailing system, or print off special barcode stickers to sell stuff to them.

Rethinking the loyalty thing, it could be that a gang over 5 sometimes just has a random member get the idea to challenge the leader. At that point, if he can punch the leader enough times, he becomes the new leader. If the leader can punch him enough times, he becomes loyal again.

BruiseCruise Wrote:As for brigging, the only problem I can foresee is Security immediately brigging the gang leader until his gang disbands.
That's possible, but only if there are no other members of the gang. If the leader is the one in the brig, it doesn't have any effect unless he's the only person on the gang remaining. Also, Cred could be tied into just how long someone needs to be in the brig before the revert back into a law abiding citizen.


Re: Improving Gang Mode - BruiseCruise - 02-23-2015

Ooh, good compromise on the Cred System. I really like the tags that constantly generate! Gives them much more incentive to vandalize.

Maybe Cred could buy people abilities akin to super powers? Nothing crazy, mind you, but things like, as you said, the ability to lockpick or maybe get a boost of speed to avoid the cops? Keeping the Black Market separate sounds good and it allows the gangs to use their brains, try to win by sheer numbers, or loot the armory which would be even larger buckets of FUN. Not so sure about the random urges for mutiny, though. Maybe if another member kills the Leader he becomes the new one, complete with all of the responsibilities and rewards that brings. I'm sure the desire would be there naturally if the Leader was capable of some nasty shit. Also it would force everyone in the gang to prove their loyalty, so to speak. Paranoia is always a treat. In fact, why not make it possible for jail time to 'rehabilitate' a member? Enough time in the slammer or enough slaps from the HoS and POOF! Ganger no more! It would be even better if it could happen to the leader. See how loyal your buddies really are when they could take over your position if they leave you to rot! Might give the ex-leader a chance at revenge, too, if he joined the opposing gang or something.

So yea, MONEY. How to get it? Maybe the Leader comes equipped with some sort of Black Market Cargo Shipper? Cargo can only be shipped in your territory, but each successful deal gives you a bit more cred and some cash as well. Maybe it could be linked to the Black Market, too. Kill two birds with one stone and whatnot.


Re: Improving Gang Mode - 69andahalf - 02-23-2015

BruiseCruise Wrote:So yea, MONEY. How to get it? Maybe the Leader comes equipped with some sort of Black Market Cargo Shipper? Cargo can only be shipped in your territory, but each successful deal gives you a bit more cred and some cash as well. Maybe it could be linked to the Black Market, too. Kill two birds with one stone and whatnot.

It might be cool if the gang leader starts with a custom PDA cartridge which allows them to ship crates to the black-market. Perhaps even the founding members or the gang leader get a limited amount to hand out to other gang members. More can be bought off the black-market, which allows even more gang members to sell stuff.

As for buying stuff of the black market, it might be cool if the gang leader can designate an area their main gang territory. The larger the area/more secure area the more gang members it takes to make their main area(gang members actually have to be there and it still takes time to claim). The gang leader's PDA should have the ability to teleport in some type of black-market computer, like QM has and send it away so security can't steal it. When they order something it's teleported to a random tile in their main gang territory.

(also give the gang leader the ability to staple their PDA to their hand, it can never be lost again!)


Re: Improving Gang Mode - Carlarc - 02-23-2015

All of these suggestions are pretty much awesome, but we never do play gang, do we?
How about giving it a small chance to be on blob rounds, as to make them a bit longer when the blob gets inmediately called out. (no, not blob gangs)


Re: Improving Gang Mode - pizzatiger - 02-23-2015

I am loving the Ideas, the funny thing for me is that Gang cred is kinda reminding me of my idea for a Insurgent gamemode but instead of gangs vs eachother it would be a leader vs a head viewtopic.php?f=6&t=3316&p=39318&hilit=insurgents#p39318


Re: Improving Gang Mode - Frank_Stein - 02-23-2015

BruiseCruise Wrote:Not so sure about the random urges for mutiny, though. Maybe if another member kills the Leader he becomes the new one, complete with all of the responsibilities and rewards that brings. I'm sure the desire would be there naturally if the Leader was capable of some nasty shit.
Yeah, the loyalty idea was supposed to be a mechanic to keep gangs down to a manageable size without being too restrictive. I was trying to think of something that would be fun and interesting and had in mind different Yakuza films like Outrage where someone ousts the leader.

I thought the idea of the leader slapping around his subordinates to keep them in line would be a silly way to go about that, but there might be a better way.