Thread Rating:
  • 3 Vote(s) - 3.67 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Gangs on RP? What's your thoughts on it?
#16
(11-22-2024, 08:47 AM)Lefinch Wrote: I have an extremely probably hot take view that gangs might be at their very best if they were executed in more specialized round. A true "Time for crime" round.

-Security isn't there, they're on holiday. Or they're essentially operating like another gang.
-Crew are told this is the case and the expectation is that we're truly doing a frontier-style thing. Laws are at the barrel of a gang gun.
-Gang interaction with crew is far more about getting them to cooperate with them in-territory.

Obviously, this is a terrible idea, but I swear if someone bashes at it enough we could get something really great out of it. Super promise.

I was thinking something along these lines too, NT instead of using its own security actually allows a sort of "militia/neighborhood watch" to form to cut the costs, multiple end up forming and competing for control of the station.

One issue I see though is the security department, which would just become empty rooms full of loot.
Reply
#17
(11-24-2024, 07:28 AM)freedo5 Wrote:
(11-22-2024, 08:47 AM)Lefinch Wrote: I have an extremely probably hot take view that gangs might be at their very best if they were executed in more specialized round. A true "Time for crime" round.

-Security isn't there, they're on holiday. Or they're essentially operating like another gang.
-Crew are told this is the case and the expectation is that we're truly doing a frontier-style thing. Laws are at the barrel of a gang gun.
-Gang interaction with crew is far more about getting them to cooperate with them in-territory.

Obviously, this is a terrible idea, but I swear if someone bashes at it enough we could get something really great out of it. Super promise.

I was thinking something along these lines too, NT instead of using its own security actually allows a sort of "militia/neighborhood watch" to form to cut the costs, multiple end up forming and competing for control of the station.

One issue I see though is the security department, which would just become empty rooms full of loot.

It's a point, and kept like that, it would kind of end up being the Route One roost to take. That might or might not work/be dynamic enough, I'd probably go with not. So you either empty it out (HoPs shiny new office for extra paperwork) or turn it into some kind of target maybe? Maybe some automated turrets and robots. Not sure. They key aspect of what I'm thinking is that there seems to be a general view of "It's not always that fun for security, it feels weird for security to constantly ignore petty crime, and there's a lot of added pressure to either intervene or not interevene" and in my head I sort of go "well, take the pressure off, make it really about that gang lifestyle, change the expectation for a gang round"

But then again, you instantly know what a gang round is because security has mysteriously evaporated. So you maybe do it differently, keep security but change their scope. Are they on strike? Do we let them go a little loose and evil and they're given carte blanche to "only act as the law in security-held-territory" or something? I don't know, I just feel like we might be missing the potential trick here of suspending the standard security expectation during a round. You could even just make a true security breakdown less common, so that gangs and the crew don't know what to expect too. Can they rely on security if they put a call out? Or would they be better off paying their local gang some respect for issues? It just feels a little more involving to do something like this.
Reply
#18
I really think gangs shouldn't spawn under 40 players readied.
Reply
#19
At this point you might as well turn it into a "JAIL STATION SESSION"

Where the three gangs are sent to do jobs and "live" under NT's buck for profit.

4 teams basically, 3 gangs and Security/Command/Heads/Borgs & AI that keep the station running. (Medical is also part of it but can be comprimized of gang members)

Insted of "crimes happening" each gang has to do their job so "Money comes in" but they also have to smuggle or do hidden objectives to gain extra bucks to gain weapons and such to gain an advantage.

But what I describe is basically a whole "special game mode" far removed from the standard shift. Would be fun for a "Pace changer" like "CRASH" or "APOCYLPSE"

I'd say this game mode the "Security/command" wants to hit X amount of targets. And each gang has their own profits to outdo other gangs but at the same time take control of the station or some other objective that is "bad for security"
But again.. this requires some special station with special jobs.
Reply
#20
Had a gang round on rp not too long ago and it went great, two of the gangs tried discussing a truce and miscommunication turned it into a bloodbath. Then one of the gang members tried being somewhat of an informant for security to get the larger gang off their back.
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)