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Idea for a gang change
#1
Every fifteen minutes or so, the gang with the lowest score is gibbed by the Council and removed from the running. 

This prevents people from just doing a solo gang and sitting in toxins or chem all round making bombs.  You want to do turf wars for antag status?  You do fuckin' turf wars.
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#2
A debuff for gangs that fall behind would make more sense IMO. Things like removing their turf bonus or slowly draining their score unless they immediately get back on tagging areas and stowing drugs and guns like they're supposed to.
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#3
The "invite no one and blow up everything" people don't care about score though.
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#4
(06-12-2022, 02:55 AM)Mouse Wrote: The "invite no one and blow up everything" people don't care about score though.
issue goes both ways with people just joining gangs for the antag identity and not actually playing as one
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#5
Another option would be to remove the silly kidnap event that no one does and just gives all but one gang a bunch of points for doing nothing whatsoever and having the gib thing be score thresholds.
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#6
Reminds me of a certain game:
"WELCOME TO THE REAPERS GAME"

...Yea TWEWY references for ya.
Pretty much... the gibbin idea is good, but heres another idea.
The lowest scoring gang will be set to what we call "Free as a bird" status.
They are still antags... they are out of the game though... and they get the "Free as a bird" status.
Wich means... EVERYONE KNOWS THEY ARE AN ANTAG AND ANYONE CAN KILL EM NILLYWILLY!

Free as a bird indicates the law won't apply to you on everything. At the same time... anything done to you is free game for anyone.
This means if you have a chem bomber on the loose, they will be revealed over time since they ain't playing the game anyway.
And they will be marked for other players to do whatever to them.

Now any gang has to play the tagging game or else every valid hunter on the station will be tracking down their ass!
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#7
i've said it a few times, and i'll say it again. gang outfits should be mandatory. if you join a gang, you have to wear the outfit, and cannot take it off. leave the mask slot free for internals or whatever. but giving people a free opt-in antag pass with no identifying features is gross, and gang warfare usually only ends up being 'kill crew time hehehe fun'
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#8
The ability to remove antag status already exists. Just do that instead. Four gangs exist, game mode hits 30m in and checks gang scores. Gang scores are 12,000, 11,500, 9,500 and 0, because the last ganger is making a bomb in toxins and not even trying to tag. Say, game decides last gang isn't within like, 50% of the 2nd lowest gangs score and red flags. Game goes, alright last gang is obviously not doing anything, antag status is removed and moves on with the round.

20m later, repeat. Gang 1 is still at 12,000 because security doubled down on beating them up, gang 2 is now at a whooping 50k and gang 3 is now at 25k. Gang 1, already defeated and below 50% of the score of the 2nd lowest gang is removed from the round. Any surviving members of gang 1 get their antag status removed. Likely by this time, shuttle is called. If the round keeps going, I'd say just let it survive via random antags instead of gangs at this point.

Also since this is a gangs discussion, putting someone in a locker via the kidnap gang objective should totally add that person to your gang after a 1m conversion, give the gang a way to break the baseline max gang members limit, could also be good for long gang rounds.
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