11-20-2024, 04:19 AM
(11-19-2024, 12:13 PM)Durand Wrote: 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.
I do agree. With timers and clocks on the line... you might miss out on items to do something funny or interresting.
Not playing the gang wars? Well the other gang will get a heavy lead and weapons so your gang might be RPing, but soon Security might show up and blame you for something or the other gang decides to end you in the game.
I do not mind the turf and tag system.
I do not mind items most items and ways of doing.
But in my opinion? What it needs tweaking wise is insted of "GIVEN" a mission to get points.
Gangs can CHOSE their missions/objectives for points. With some global missions sprinkled in every 10 minutes. (like get the weapon crate)
For example:
- Produce <X> Amount of <items marked as contraband>
- Kill <<Staffy>>
- Kidnap and deliver <<STAFFY>>
- Steal <<ITEM>> from <<STAFFY>> and deliver it (I know kinda SPIEF)
- Get <X> amount of fresh organs.
You chose what you want to do. And can't get another mission till cleared.
The turf system gives passive income and buffs gangs in their turfs.
Finally you can also steal points from other gangs if you find their locker and use a special item to "Tap into it"
Just so you can be sneaky sometimes.
"But what about the other gangs knowing your mission and trying to stop you like it used to be?"
Nope. We are removing that. As long as gangs do not know what the other gangs objective is.. it becomes what it is.. SOCIAL DEDUCTION.
Gangs have to be in eachothers turf's to spy or steal from them. Now the loud gangs have "silent members" to gain info too.
The slower and more secretive nature between gangs means non of them will be rushing constantly and turf's won't expand insanely.
It probably won't stop gangs allying against security as much, but it incentivices deceit more. Cause now if one gang is ahead in points. You as other gangs have ways of stealing them if they are caught unaware. Like for example.. a security raid.
And sure gangs might rush their missions still or opt for easier missions (I mean harder missions get more points unlike the SPIEF system where you can get duct tape for stealing the HoS's hat vs.. "Picture of Monkey gives you katana")
But atleast the competitiveness has lessened to an extend.
Atleast that's what I been brain storming for roleplay. But I do not think this is the perfect way and I just think the mission system and turf system need to be way less competitive.
As I once said with Conspirators. If you can vote or chose together for an objective and follow it through with rewards. They would be fun to play.
Gangs have that methode.
Another suggestion is that gangs mode will temporarely be with only 1 gang and be tweaked for roleplay to be a "Gangs lite/Conspirators heavy" methode.
Since now it is Security vs 1 gang.
Naturlly the single gang can put down different lockers on their turf so that security cannot camp 1 locker.
I think this is the best suggestion "for the time being" as a single gang will be terrorizing/criming up the station.