11-19-2024, 03:54 AM
(This post was last modified: 11-19-2024, 04:33 AM by Chasu. Edited 2 times in total.)
I‘ve played a decent amount of gang rounds (never as sec, luckily), and to me, gangs are in a weird spot.
Unlike traitors or many other antags, they rely on very open and obvious means to earn their tools. At first (~25mins) of the round, this isn‘t much of an issue, but, sooner or later, one gang gets into a confrontation with sec. Up until that point, security kind of has to tolerate gangs, to give them some space for their shenanigan(g)s. What I‘ve seen happen quite often is, after the first confrontation, security goes after anything remotely gang-related. I‘ve seen sec actively hunting for loot crates and stopping people with duffel bags to confiscate them. It quickly sucks the fun out of the gang activities, and leaves gangs with no choice but to try to team up against security, often underpowered.
Secondly, there‘s another factor distinguishing them from other RP antags: Objectives. Arcfiends, traitors, vampires, all have a fair amount of wiggle room in terms of how they go about fulfilling their objectives. Hell, I‘ve even seen Salvs with all sorts of hilarious gimmicks. But it‘s much more difficult for gangs. You have, firstly, a very direct objective (win) and, secondly, rivals. If one gang wants to do a gimmick, odds are that they‘ll lose to the more strategic second gang. With how objective-based the gang mode is, it simply doesn‘t allow for a lot of breaks. Of course, this makes it harder for sec-gang interactions to be fun and engaging, since they interrupt the flow of gang gameplay. There‘s always something happening, some person to interrogate, an area to tag, and if the gangs aren‘t incredibly-well organized, talking to those officers could be the difference between getting those good guns or being shot with them. There are quite a lot of objectives in a relatively short amount of time, making it easy to lose focus.
Now, my third point is rather short, and probably subjective, but, often, leadership and coordination (and RP) skills of gang leaders vary wildly depending on the gang. If you have a rather new player leading your gang, who might not be experienced with RP and just joined for the pop, you know you‘re in for a tough experience. I don‘t know what the requirements for gang leaders are, but I think having a separate requirement of RP gangster rounds to be able to play RP gang leader could help making the way gangs interact more RP-oriented.
TL;DR: Gangs often have to choose between (very rewarding) objectives, and RP, which can negatively impact the experience.
Unlike traitors or many other antags, they rely on very open and obvious means to earn their tools. At first (~25mins) of the round, this isn‘t much of an issue, but, sooner or later, one gang gets into a confrontation with sec. Up until that point, security kind of has to tolerate gangs, to give them some space for their shenanigan(g)s. What I‘ve seen happen quite often is, after the first confrontation, security goes after anything remotely gang-related. I‘ve seen sec actively hunting for loot crates and stopping people with duffel bags to confiscate them. It quickly sucks the fun out of the gang activities, and leaves gangs with no choice but to try to team up against security, often underpowered.
Secondly, there‘s another factor distinguishing them from other RP antags: Objectives. Arcfiends, traitors, vampires, all have a fair amount of wiggle room in terms of how they go about fulfilling their objectives. Hell, I‘ve even seen Salvs with all sorts of hilarious gimmicks. But it‘s much more difficult for gangs. You have, firstly, a very direct objective (win) and, secondly, rivals. If one gang wants to do a gimmick, odds are that they‘ll lose to the more strategic second gang. With how objective-based the gang mode is, it simply doesn‘t allow for a lot of breaks. Of course, this makes it harder for sec-gang interactions to be fun and engaging, since they interrupt the flow of gang gameplay. There‘s always something happening, some person to interrogate, an area to tag, and if the gangs aren‘t incredibly-well organized, talking to those officers could be the difference between getting those good guns or being shot with them. There are quite a lot of objectives in a relatively short amount of time, making it easy to lose focus.
Now, my third point is rather short, and probably subjective, but, often, leadership and coordination (and RP) skills of gang leaders vary wildly depending on the gang. If you have a rather new player leading your gang, who might not be experienced with RP and just joined for the pop, you know you‘re in for a tough experience. I don‘t know what the requirements for gang leaders are, but I think having a separate requirement of RP gangster rounds to be able to play RP gang leader could help making the way gangs interact more RP-oriented.
TL;DR: Gangs often have to choose between (very rewarding) objectives, and RP, which can negatively impact the experience.