09-15-2020, 09:50 AM
(This post was last modified: 09-15-2020, 10:13 AM by TDHooligan. Edited 3 times in total.)
The issue of direction in gang is a big one - I'd say the current situation is fairly similar to what goes on in GMod's DarkRP, with a lot of camping for cash followed by people acting out against whoever they can with all the gear they stockpiled.
There's quite a few issues with the current points generation:
- There's not much instant gratification in making more points, and you can do it better just taking hidden areas
- There's no limit to tags, meaning gangs end up tagging more than they can track, reducing conflict
- High priority targets are a crapshoot and don't feel worthwhile
There are some things I think are good, but could be improved:
- Making a druglab is a cool concept, but it encourages sitting idly in the middle of nowhere
- The gang lockers are also nice, but their point pool being shared is a common issue when one player can scoff it down.
Things I do like:
- I do actually think the kidnapping objective is good.
- High priority targets are a good idea to direct gangs to an out of the way spot for conflicts.
I think there's room improving gang tags:
- Make tags occasionally do a LOS check and provide a bonus based on non-braindead people who can see it, ensuring gang members want to keep it intact.
- Make spray bottles consumable, so that players only have enough tags to keep track of and make them need to take care of it.
- Provide spray bottles as rewards for participating in objectives
To throw my suggestions in:
- Add more opportunities for gang conflict. More random, timed objectives.
- Reward gangs who participate in conflict with instant benefits! A previous suggestion I had was changing High Priority zones so that they dropped a briefcase/crate after X minutes that could only be opened near a gang locker. These crates could be packed with goodies of different levels of power that increases as the round goes on.
- Randomly generated Mob Overlord names
There's quite a few issues with the current points generation:
- There's not much instant gratification in making more points, and you can do it better just taking hidden areas
- There's no limit to tags, meaning gangs end up tagging more than they can track, reducing conflict
- High priority targets are a crapshoot and don't feel worthwhile
There are some things I think are good, but could be improved:
- Making a druglab is a cool concept, but it encourages sitting idly in the middle of nowhere
- The gang lockers are also nice, but their point pool being shared is a common issue when one player can scoff it down.
Things I do like:
- I do actually think the kidnapping objective is good.
- High priority targets are a good idea to direct gangs to an out of the way spot for conflicts.
I think there's room improving gang tags:
- Make tags occasionally do a LOS check and provide a bonus based on non-braindead people who can see it, ensuring gang members want to keep it intact.
- Make spray bottles consumable, so that players only have enough tags to keep track of and make them need to take care of it.
- Provide spray bottles as rewards for participating in objectives
To throw my suggestions in:
- Add more opportunities for gang conflict. More random, timed objectives.
- Reward gangs who participate in conflict with instant benefits! A previous suggestion I had was changing High Priority zones so that they dropped a briefcase/crate after X minutes that could only be opened near a gang locker. These crates could be packed with goodies of different levels of power that increases as the round goes on.
- Randomly generated Mob Overlord names