02-12-2013, 10:27 AM
The real problem with gang mode is that it's just so damn ambiguous.
It was a fine, maybe even great, mode back when it was a version of extended with hand-picked antagonists and different enough from an ordinary game-type that half the crew had no idea what was going on, and it stayed a bit secretive.
Now it's just a disorganized mob war, similar to Rev, except the revolutionaries who want to beat heads in rush to get to the largest and easiest to access gang (the past two I've been in there's only been one gang spawned on the station anyway), rather than being selected by secretive agents.
Security and Heads don't have any purpose at all unless the gang members really do start beating heads in, if they can actually find any rival gang members, and there's all these ambiguous rules about who you can and can't assault or even arrest. With any of the other modes the Heads and Security are tasked with keeping the station running smoothly with as little rampage and genocide as possible (at least that's what the 'good' ones do) while in gang their main purpose is to Stay Out Of the Way while the self appointed quasi-antagonists do... something?
I like the modifications you suggest, at least it would encourage a more organized approach to the mode, rather than a grey-rush to that locker than someone spawned in toolstorage and immediately announces over the radio
It was a fine, maybe even great, mode back when it was a version of extended with hand-picked antagonists and different enough from an ordinary game-type that half the crew had no idea what was going on, and it stayed a bit secretive.
Now it's just a disorganized mob war, similar to Rev, except the revolutionaries who want to beat heads in rush to get to the largest and easiest to access gang (the past two I've been in there's only been one gang spawned on the station anyway), rather than being selected by secretive agents.
Security and Heads don't have any purpose at all unless the gang members really do start beating heads in, if they can actually find any rival gang members, and there's all these ambiguous rules about who you can and can't assault or even arrest. With any of the other modes the Heads and Security are tasked with keeping the station running smoothly with as little rampage and genocide as possible (at least that's what the 'good' ones do) while in gang their main purpose is to Stay Out Of the Way while the self appointed quasi-antagonists do... something?
I like the modifications you suggest, at least it would encourage a more organized approach to the mode, rather than a grey-rush to that locker than someone spawned in toolstorage and immediately announces over the radio