08-28-2019, 05:49 AM
I quite like the idea of having rewards for gaining points, and I do fully support it, but there is one caveat that should be addressed:
It seems that this could make it impossible (or at least extremely difficult) for a losing gang to stop losing - a gang with more points has more tools and gear to get more points and take out other gangs, meaning other gangs are more easily beaten and lose their territory faster, which leads to the winning gang getting even more points.
So, while I support rewards for getting points, there could be random drops based on total points accumulated across all gangs. So, if one gang is doing really well and the total number of points among ALL gangs surpasses some pre-determined value, then a crate with random loot is dropped somewhere on the station and announced to all gang channels with the general location of the loot crate (or multiple loot crates). The crates cannot be opened or dragged by anyone NOT in a gang (though this isn't a necessary feature if people think that this isn't necessary).
What this would result in is a risk/reward scenario, wherein by gaining more points as a gang you can potentially get even stronger, but you run the risk of giving rival gangs tools to combat you.
For actual items, perhaps they should be based on where the drops happen. For example, if a loot crate is dropped in the Science department, then certain Scientist-specific traitor gear (excluding, say, the portable Chemi-Compiler) could be in the crate. Similarly, a crate dropped in Maintenance would have Staff Assistant unique gear. Of course, these job-specific items should be added to a pool of possible loot in the crate, not guaranteed - so you can still get a revolver in a science crate, even though it's a universal traitor item.
The total number of items shouldn't be static, but rather based on TC cost. For example, each crate could have, say, 6 TC worth of gear. So, you could get a single Emag and nothing else, or 2 mindslave implants, or a Syndie Device Analyzer and a chameleon projector.
I'd say that the vast majority of traitor items should be available in the drop boxes, save for things that require heavy technical skill (e.g chemi-compiler). Also, there should be major drops that have a budget of 12 TC that are very obviously announced as a high-value drop box.
For gang-unique items, perhaps there could be:
It seems that this could make it impossible (or at least extremely difficult) for a losing gang to stop losing - a gang with more points has more tools and gear to get more points and take out other gangs, meaning other gangs are more easily beaten and lose their territory faster, which leads to the winning gang getting even more points.
So, while I support rewards for getting points, there could be random drops based on total points accumulated across all gangs. So, if one gang is doing really well and the total number of points among ALL gangs surpasses some pre-determined value, then a crate with random loot is dropped somewhere on the station and announced to all gang channels with the general location of the loot crate (or multiple loot crates). The crates cannot be opened or dragged by anyone NOT in a gang (though this isn't a necessary feature if people think that this isn't necessary).
What this would result in is a risk/reward scenario, wherein by gaining more points as a gang you can potentially get even stronger, but you run the risk of giving rival gangs tools to combat you.
For actual items, perhaps they should be based on where the drops happen. For example, if a loot crate is dropped in the Science department, then certain Scientist-specific traitor gear (excluding, say, the portable Chemi-Compiler) could be in the crate. Similarly, a crate dropped in Maintenance would have Staff Assistant unique gear. Of course, these job-specific items should be added to a pool of possible loot in the crate, not guaranteed - so you can still get a revolver in a science crate, even though it's a universal traitor item.
The total number of items shouldn't be static, but rather based on TC cost. For example, each crate could have, say, 6 TC worth of gear. So, you could get a single Emag and nothing else, or 2 mindslave implants, or a Syndie Device Analyzer and a chameleon projector.
I'd say that the vast majority of traitor items should be available in the drop boxes, save for things that require heavy technical skill (e.g chemi-compiler). Also, there should be major drops that have a budget of 12 TC that are very obviously announced as a high-value drop box.
For gang-unique items, perhaps there could be:
- Deluxe Spray-Can ~ You spray your tags even faster (and looks cooler!). Try not to lose it to a rival gang member, dipshit.
- Drugs/Cash ~ Simple but you get more points! How nice! (Or you could use the money to buy gear and the drugs to better fight people - up to you)
- Gang Goggles ~ Rare drop (equivalent to 12 TC) that lets you see exactly who is in an enemy gang and what gang they're in. Very obvious when you wear it, though - try not to lose it!
- Re-skinned traitor items ~ Mechanically identical re-skins of certain traitor items that are gang-themed (e.g police baton reskinned to a lead pipe, or a katana reskinned to a machete)