06-11-2019, 01:08 PM
As you probably already know, gang rounds kinda suck. The gang just grows without any reason for security to counter them. The only times I've seen anything happen because of them is when a crewmember decides to RP a reason to arrest the leader or something. Most conversion antags on this server and others have some goal that is negative to the station so there's a reason to stop them from doing it. I propose giving gangsters rewards for tagging areas and keeping enemy gangsters out.
When a room is tagged, instead of the radio just kinda saying "congrats" it should record who's in it. If the room doesn't have any enemy gangsters for long enough it will give the gangsters points that they can spend on traitor-esk items dispensed by the locker. The items will be less like military and spy devices though, and just be contraband things like hand-guns. Nothing round-ending but something to set them apart from regular crew a little so sec and good guys can't just lynch them. Of-course, one of the best ways to prevent enemy gangs from entering your areas is killing them. Also giving crew a reason not to join so they don't just all throw themselves at it, since the enemy gang now has a reason to kill you.
Finally with a high number of points, the boss concludes that the station is theirs and will sell the gang a frame for a special fabricator that generates illegal items which is useful because Space Station 13 is in the middle of space nowhere and has little government oversight. These items actually won't have a use on the station, but can be sold to gang command for points basically forever in-turn giving the gang now unlimited items.
Now NT, with how much they love to dump money into sketchy para-military shit, isn't going to lose the station that easily. Once the gang reaches this state there on-site security has clearly failed to stop the NT will send in Spec Ops similar to the admin-created ones just with finite numbers. Because of their psychic training they can tell if you're gang just by looking at you. This is again incentive to not join the gang, Spec Ops will likely kill you.
Finally if all the Spec Ops somehow die or they don't kill most of the gangsters the station enters a scuttle protocol, automatically calling a shuttle and self-destructing 2 minutes after it leaves. Naturally NT takes out of the crew's pay to help re-build the station for the next round.
When a room is tagged, instead of the radio just kinda saying "congrats" it should record who's in it. If the room doesn't have any enemy gangsters for long enough it will give the gangsters points that they can spend on traitor-esk items dispensed by the locker. The items will be less like military and spy devices though, and just be contraband things like hand-guns. Nothing round-ending but something to set them apart from regular crew a little so sec and good guys can't just lynch them. Of-course, one of the best ways to prevent enemy gangs from entering your areas is killing them. Also giving crew a reason not to join so they don't just all throw themselves at it, since the enemy gang now has a reason to kill you.
Finally with a high number of points, the boss concludes that the station is theirs and will sell the gang a frame for a special fabricator that generates illegal items which is useful because Space Station 13 is in the middle of space nowhere and has little government oversight. These items actually won't have a use on the station, but can be sold to gang command for points basically forever in-turn giving the gang now unlimited items.
Now NT, with how much they love to dump money into sketchy para-military shit, isn't going to lose the station that easily. Once the gang reaches this state there on-site security has clearly failed to stop the NT will send in Spec Ops similar to the admin-created ones just with finite numbers. Because of their psychic training they can tell if you're gang just by looking at you. This is again incentive to not join the gang, Spec Ops will likely kill you.
Finally if all the Spec Ops somehow die or they don't kill most of the gangsters the station enters a scuttle protocol, automatically calling a shuttle and self-destructing 2 minutes after it leaves. Naturally NT takes out of the crew's pay to help re-build the station for the next round.