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Improving Gang Mode
#31
atomic1fire Wrote:For a balancing act, what if gangs could have heat.

Sorta like Christmas karma, gangs could have heat rise when a lot of people are dying willy nilly.

Heat makes smuggling harder (which means they can't buy and sell guns and drugs from arms dealers, or the prices go up on items)

Heat naturally goes down within a few minutes if the general rate of death goes down, or maybe if certain actions are performed.

Having an extremely high level of heat will cause any securitron in the area to arrest known gang members, mostly because this would be hilarious and secondly it would give the crew a way to limit full on violence.
Yes, yes! Heat would definitely be a thing. Too much death is bad for shady business! I guess the way to go about it would have it go up every time someone dies on the station, with maybe Sec and Head deaths worth more Heat and other Gang members less. Heat goes up past a certain amount, Black Market Prices increase, Cred earned value goes down. Too much Heat and the Black Market closes altogether, Cred gain freezes. Maybe the length it takes to reform gang members in the Brig goes down with high heat.

So to sum up what we have as basic ideas down right now, we've got:
  • Street Cred
    Points earned from when Gang members do crime and other tough guy gang stuff. This is either a point keeping system, a resource pool for certain gang actions/items, or both.

    Black Market
    A NPC trader market exclusively accessed by the Gang Leaders. Things can be bought from or sold to it through the station mailing system. Has a variety of items on it. Some are common items at significant markdown, mainly as a means to gain money and influence from the crew. Others are unique equipment, machines, clothing, and weapons for the gangs for farming cred & drugs/cash and offense/defense. Market should have regular price and inventory rotations throughout the round like other merchants.

    Heat
    A system tied to death on station that keeps it in the gang's best interest to keep it at a fairly low rate. Something that doesn't tie the gang's hands as far as no murder, but keeps it from becoming a deathmatch

    Reformation and Humiliation (a non-violent form of disbanding gangs)
    Rather than just have Sec/Rival gangs kill all the Gang members/leaders, there should be a way to non-lethally take them out. Potentially, keeping gang members in the brig long enough will reform them. Likewise, if a rival gang can humiliate another gang enough by performing certain actions that make them lose cred, they can lose members and eventually disband.

    Loyalty (A mechanic for keeping gangs to manageable sizes)
    Old gangs would sometimes be lopsided with one gang having a handful of members and one with 20. A possible two part solution for that is 1). People can only join the gang with the approval of the leader and the joining member 2.) Potentially, a loyalty system tied to the number of members in a gang. A gang gets too large, and there's a random chance for a member to lose loyalty and attempt to usurp the leader. Maybe this is tied to Cred? More Cred, the larger a gang can be before losing loyalty?

    Misc ideas
    All gang members have mindslave loyalty to leader unless loyalty wains.
    If a Gang Leader dies, leader status is passed on to next oldest member or non-loyal usurper.

Does that sound about right?
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