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Improving Gang mode part 2
#5
After having 2 gang rounds last night I wanted to chime in with an idea of a gang balance mechanic. God help me if I try to learn to code just for this, but we had a big issue with most people joining one of the two gangs. What do people think of a team balance mechanic allowing +-1/2 people difference between gangs, but not distributing gear to a non ganged person if the other team doesnt have enough?

I can think of two things to be aware of with this:

1) Should gang affiliations continue to be tracked after cloning, or not? Is this even possible?
2) Should slots be considered "open" for a gang after their members die, allowing new, non affiliated members to join?

Or maybe im just an idiot, let me know though!
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Messages In This Thread
Improving Gang mode part 2 - by Frank_Stein - 12-12-2016, 05:04 PM
RE: Improving Gang mode part 2 - by poland spring - 12-12-2016, 05:55 PM
RE: Improving Gang mode part 2 - by Superlagg - 12-14-2016, 11:45 AM
RE: Improving Gang mode part 2 - by New525 - 12-14-2016, 11:54 AM
RE: Improving Gang mode part 2 - by Recusor - 07-28-2017, 06:10 AM
RE: Improving Gang mode part 2 - by Frank_Stein - 07-28-2017, 06:57 AM
RE: Improving Gang mode part 2 - by Dr Zoidcrab - 07-28-2017, 08:31 AM
RE: Improving Gang mode part 2 - by Superlagg - 07-29-2017, 08:01 AM
RE: Improving Gang mode part 2 - by NateTheSquid - 07-29-2017, 12:42 PM
RE: Improving Gang mode part 2 - by Musketman12 - 07-29-2017, 03:47 PM
RE: Improving Gang mode part 2 - by atomic1fire - 07-29-2017, 04:13 PM
RE: Improving Gang mode part 2 - by Studenterhue - 07-29-2017, 04:56 PM
RE: Improving Gang mode part 2 - by NateTheSquid - 07-29-2017, 10:43 PM
RE: Improving Gang mode part 2 - by Roomba - 07-30-2017, 02:11 AM
RE: Improving Gang mode part 2 - by NateTheSquid - 07-30-2017, 02:18 AM
RE: Improving Gang mode part 2 - by Roomba - 07-30-2017, 02:24 AM

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