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Gang Wars - Official Discussion Thread (Wonk)
FrontlineAcrobat4 Wrote:I also agree that the way gangs are played needs to be reworked right now. People join Gangs and act like they are fucking revolutionaries, ignore their gang leader, and just run around killing anyone wearing gang shit, while the rest of his gang gets lynched because of what he did. I suggested that there be five department gangs so the gangs instantly know who they are supposed to work together, and know what their turf is. I also suggested we add peaceful goals to encourage the gangs to use peaceful tactics and negotiation.

Yeah, the main reason I don't like Gang mode is because if you try to be peaceful you just get murdered anyway, either because people joining you are less interested in "fun" and more interested in "being an antagonist," or because the other gangs just kill you on sight. It's a deathmatch, basically, plus Sec and the heads can't really do anything until the gangs start beating each other's heads in, at which point it's too late: most of the station is in a gang and there's 40 CAT DADS assistants kicking in the windows of Sec to get to the tasers.

I don't like the sound of department gangs, because like I complained back when it was getting really heavily played, Gang Leader barman who controls the areas in and around the Botany-Bar region doesn't have a chance in hell against Gang Leader scientist, because bombs and chemicals>weed and fried everything, sad but true. And while forcing them to do peaceful stuff in an attempt to make them trade away their valuable items sounds nice, in practice they'd probably just triple-chem-smoke every other gang and take whatever they need from the ashes.

It would be best if everything was worth points, and there was a natural timer. Something like "Shuttle called due to gang activity hampering productivity" after the 20-30~ minute mark.

Surviving gang members earned you points, surviving leader is points, areas controlled are points, illegal substances teleported offstation using some kind of special cargo transporter are points, etc. Then you could have one 8-guy gang trying to kill all the other ones to win by default, while a 5-guy gang is trying to own the entire station by the time the shuttle leaves, and a third with just 3 guys barricades itself into botany and chemistry and is trying to export 30000 tons of rainbow weed and space drugs. This still doesn't fix the problem of "what the hell are Sec and the heads supposed to do?" but at least it'd be a start.
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