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Gangs and Gang mode
#2
I like a lot of your points. I agree that gang does have potential, but in it's current form (which is still its original form) I think its the worst mode to play in partly because, as you say, the strategy component. IE the lack thereof.

> Additionally, turf control could play a larger factor in awarding bonuses -

Ilike the idea of controlling certain turfs actually doing something for you. I haven't been in a gang round in a while, but IIRC you can just tag wherever you want on the station as long as it's controlled. I would like it if you have to expand outwards from your home turf and could easily see what turf belonged to what gang, sort of like the Wizard's Corruption spell. And that there was a real downside to spawning a locker in the middle of the most trafficked hallway.

The other issue is the lack of clearly defined rules of the mode. Does Command and Civilians just treat them as antags? Are people just supposed to join a gang the second they see a locker? People don't all know that stuff on any given round. It might be on the wiki, but a popup on the round start describing the rules like for traitors would be useful to disseminate the information.

The other main issue for me, which you also mentioned, is how Gangs are supposed to function internally. It's a tossup whether a gang member will listen to the gang leader or a more senior gang member or just fuck all and start criming at random. I feel like they should be compelled to follow their gang Leader's orders mindslave/changeling limb like. On the opposite side, sometimes the Gang Leader sucks, which would really throw a wrench in that idea, but it already throws a wrench in this game mode so any negative effect would be minimal. I remember I had a gang mode where I was a doctor just minding my own business, and someone set up a locker in the medical foyer. He said, "Join my gang" and that was it. I tried engaging him, RP wise, asking him why he thought I should join and for what purpose and he said nothing and left me alone. Perhaps he was new, but it still leaves for a less fun experience with a mode that is somewhat dependent on a leader to take charge.
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Messages In This Thread
Gangs and Gang mode - by Frank_Stein - 08-08-2018, 04:14 PM
RE: Gangs and Gang mode - by kyle2143 - 08-08-2018, 07:36 PM
RE: Gangs and Gang mode - by Frank_Stein - 08-08-2018, 08:47 PM
RE: Gangs and Gang mode - by kyle2143 - 08-12-2018, 01:08 PM

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