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Gang Wars - Official Discussion Thread (Wonk)
I think the idea would be a gang could "reclaim" their locker by spraying it themselves. The point being to discourage leaving your locker unattended in a busy hallway and to encourage gangs to set up proper 'bases.'

It's one of the most frequent complaints I saw, that whichever gang got their locker in a high-traffic area first would always completely outnumber and dominate the others.
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Maybe let the gang lockers let people join the gang that has their spray tag on it? This way, a rival gang could spray your locker and then have people join their gang via your locker.

Gang Lockers would start with their gang's own tag already sprayed on it.
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Replace the gang locker with a unique tag that only the gang leader could spray once. Like other tags, it could be tagged over or erased, but otherwise would serve the same purpose that the lockers currently do.
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Paradi6m Wrote:Replace the gang locker with a unique tag that only the gang leader could spray once. Like other tags, it could be tagged over or erased, but otherwise would serve the same purpose that the lockers currently do.
So once a gang location is known, the gang ceases to exist?
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Nightgunner5 Wrote:So once a gang location is known, the gang ceases to exist?

How did you get that from what I said?
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Paradi6m Wrote:
Nightgunner5 Wrote:So once a gang location is known, the gang ceases to exist?

How did you get that from what I said?
Once the original tag is erased or sprayed over, that gang can't recruit anymore.
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Nightgunner5 Wrote:Once the original tag is erased or sprayed over, that gang can't recruit anymore.

True, but tagging and erasing isn't instantaneous and it would incentivize gang leaders to place the tag somewhere they can defend as turf instead of randomly leaving a locker in the middle of a hallway. Not to mention any members already in said gang would still be in it, just unable to recruit more members.
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I have not seen gang in a while, is it being worked on behind the scenes? Or has it not been started by an admin recently?
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It was getting run into the ground. It'll happen again, just giving people a break from it.
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So I've played a couple rounds of Gang Wars and a thought occurred to me: What if traitors and changelings could still spawn in Gang Wars? Obviously they couldn't also be gang leaders, but it might be interesting seeing how they would go about accomplishing their goals in a station filled with gang violence. It could cause a cool dynamic, with traitors joining gangs and trying to still accomplish their goals in secret, or giving syndicate gear to gangs in exchange for help with whatever they're trying to do. Changelings could use the confusion to drag away victims of gang violence for feeding, join a gang in secret, or openly act as gang soldiers in exchange for protection from the rest of the crew and a steady supply of sweet, sweet DNA. And since neither of them would be under any obligation to actually help their gang, gang leaders would have a tough decision to make about letting them join and getting a powerful ally who might well turn on them at any time or taking the safe route and steering clear of them or taking them out so they can't pose a threat.
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so traitor joins a gang, then he rushes security with an emag to open all of the lockers and gives his gang all of the weaponry. Or a gang attacks neutrals, feeds them to their changeling, then turn into horror form and rampage. Both dont sound very fun.
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I'm pretty sure this is already possible on the rare occasion mixed comes up. I don't think it should be default to gang mode though.
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FrontlineAcrobat4 Wrote:so traitor joins a gang, then he rushes security with an emag to open all of the lockers and gives his gang all of the weaponry. Or a gang attacks neutrals, feeds them to their changeling, then turn into horror form and rampage. Both dont sound very fun.
Both of those involve putting an awful lot of trust in a corporate assassin who might be tasked with killing your gang leader and a giant monster that really doesn't give a shit who it eats, respectively.

Plus the first one would result in said traitor getting shot in the face like 75% of the time.
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Or the traitor uses the gang to complete their objectives, then double crosses all of them when they have to escape alone.
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Problem: Playing Sec in a gang round is the worst thing currently in SS13.

Solution: Security should be a gang.

Think Training Day (I have not seen most of Training Day). Ideally Sec Gang should be the biggest & most heavily armed gang on the station and their goal is basically to keep the pot from boiling over (by any means) while also making fat stacks of cash (by any means). Selling tasers, doing revenge hits, muscling their way in on QM & chemistry's profits, and doing stupid PR stunts like giving George an armed escort to maintain their public image so the HoS doesn't demote them all to keep the Captain from sniffing around.

So basically they'd serve in the same mediator/parasite role as police in real gang wars. Keep the violence out of public sight (ie the sight of Those Who Matter), shut down anyone who gets too far out of line, make loads of money through questionably legal means, and above all #1 comes first. It's realistic~~

I don't know if this can be accomplished with automated goals (#1: escape on the shuttle alive #2: escape with 30k credits #3: 50% of the non-traitor station must survive) or if it'd take admin cajoling like the rest of the mode, but it'd be cool.

- OR -

A different scoring system altogether. Instead of specific goals, give each sec a rating based on how well they did. Dying or getting arrested is automatic failure, escaping with cash, guns, and drugs is a plus depending on the amount, non-traitor deaths are a minus, etc. Should probably be publicly announced like normal traitors or else people won't really care.

Officer McJoe died in the line of duty like a total mook. FAILURE
Detective Gribbles didn't die. SUCCESS, OF A KIND
Chief Melons escaped alive with 120,000 in cash and 500 units of krokodil. He retired to a small continent on Space Malibu IV. SUCCESS
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