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Remove gang from rotation entirely
#24
I don't really want to see gangs gone, and certainly I don't feel like we should limit game-modes because people don't know how they're meant to be played. There's still the mismatch between intent and reality though.

Gangs having functioned as more or less extended is interesting though, and maybe that's a nice way to go about it. "Tackle the goddamn antags" and "I want to do/get good at my goddamn job" are probably going to always be in conflict (save med/sec) by the nature of the game's design, gangs seems like a good candidate for a blob/nuke/revs analog where you can kinda be a hermit for 45 minutes without missing too much. You'd "just" have to find a way for anti-antag crew to get in on the NT/sec side of gangs that doesn't pit them against several armed members on their own. Maybe a vigilante mob you can join with a loyalty implant?

(I figure I'm going to have to copy-paste this idea into the poll thread)
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Messages In This Thread
Remove gang from rotation entirely - by Mouse - 09-14-2020, 08:09 AM
RE: Remove gang from rotation entirely - by pali6 - 09-14-2020, 08:26 AM
RE: Remove gang from rotation entirely - by zcrow - 09-14-2020, 09:06 AM
RE: Remove gang from rotation entirely - by zcrow - 09-14-2020, 10:34 AM
RE: Remove gang from rotation entirely - by BatElite - 09-15-2020, 06:44 AM

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