07-26-2020, 07:14 AM
(This post was last modified: 07-26-2020, 07:15 AM by Frank_Stein. Edited 1 time in total.)
I think we need to slow the progression in Gang
Progression of Gang territory should be limited a slow expansion outward from the locker. Gang tags will serve as markers that push the bubble of gang influence's boarders
Areas that are gang controlled get a clearer indicator they are gang controlled. Maybe the lights tint a specific color, or it's just all the gang tags everywhere.
Gang is given a timed ability to summon loot like weapons and other gear for the whole gang. However, the quality of that gear is related to the total number of tiles the gang controls. We could, if desired, do some blue shell economics and tweak things so that weaker gangs get a little boost to help them out.
Gangs have the opportunity to absorb into each other. When a gang leader dies, their turf becomes unclaimed. For a player to claim it, they must go to the gang locker and stay within range of it for a length of time. Sort of a King of the Hill challenge.
If a turf is claimed by a rival gang, the turf and those that were recruited into it switch allegiances. If the turf was claimed by a rival gang member, they become a Capo and the turf and members, while part of the overall gang, is specifically assigned allegiance to them.
If it's a gang leader, it just becomes a part of the overall gang
If it's a crew member, they become a Gang Leader and get to rebrand the gang
If it's Sec, The territory and members are disbanded
Progression of Gang territory should be limited a slow expansion outward from the locker. Gang tags will serve as markers that push the bubble of gang influence's boarders
Areas that are gang controlled get a clearer indicator they are gang controlled. Maybe the lights tint a specific color, or it's just all the gang tags everywhere.
Gang is given a timed ability to summon loot like weapons and other gear for the whole gang. However, the quality of that gear is related to the total number of tiles the gang controls. We could, if desired, do some blue shell economics and tweak things so that weaker gangs get a little boost to help them out.
Gangs have the opportunity to absorb into each other. When a gang leader dies, their turf becomes unclaimed. For a player to claim it, they must go to the gang locker and stay within range of it for a length of time. Sort of a King of the Hill challenge.
If a turf is claimed by a rival gang, the turf and those that were recruited into it switch allegiances. If the turf was claimed by a rival gang member, they become a Capo and the turf and members, while part of the overall gang, is specifically assigned allegiance to them.
If it's a gang leader, it just becomes a part of the overall gang
If it's a crew member, they become a Gang Leader and get to rebrand the gang
If it's Sec, The territory and members are disbanded