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Gangs on RP? What's your thoughts on it?
#8
This is a topic that I have been on both sides of so let me be as clear as i can be here.

Gangs should exist on RP, an almost whole infinite world of scenarios getting locked away would hurt variety.
The main problem with gangs is it's competitive nature and saturation, having 3 different groups all doing moves at once, mainly detrimental might i add to others, is just way too many people for a security team to handle, you can't get every print, get onto a situation and correctly assess it immediately when there is so many moving parts involved, and god forbid they overlap, which they often do, due to shared interests of all groups.

Competitiveness is another issue, most people even on the RP servers will just zoom about the place, not really letting any deeper scenario unfold naturally (some do but mostly within their inner circle) but often you will find that it's just a series of spray->duffel->spray->crate->spray and you feel the pressure that you will be outpaced by rival gangs if you slow down to RP because our brains are wired to want to avoid losing.

The resolution of this issue is twofold, we have to both change the way we look at gangs, how we play them, represent them on RP servers and how hard we're pushing the most often strained Security team and also how far the Security team pushes their Meta knowledge about gangs.
The second part of the solution is removing multiple gangs and instead put in a 3 man gang into a mixed round with other antags. This would solve the issues with tracking cases and overlapping, letting security piece together over the course of the round who the members of "the gang" are and eventually get enough dirt on them to make an arrest.
Of course this involves different objectives, say assassinations on particular members, ranging from botanists to heads of staff at later in the round for a boost in lockerpoints™ or taking over cargo for a 10 minute holdout, or bridge, or whatever might be appropriate for a gang to do, the other gameplay mechanics should honestly stay absolutely the same, just maybe give the graffiti a different use, maybe a territorial buff?
This would solve many issues, slow down the breakneck pace of turfing, let the baddies really chill and make scenarios and occasionally split someone's head open like a watermelon for lookin' at them wrong.
Case is, i just want to see what would happen if gangers could chill out for a bit, how many possible scenarios, of kidnappings, bribery and "protection services" are we missing, because of gangs being just way too fast of a gamemode.
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RE: Gangs on RP? What's your thoughts on it? - by Durand - 11-19-2024, 12:13 PM

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