07-24-2024, 07:39 AM
The Mafia
The Mafia role would function very similarly to that of the Gang, with a few key changes. Like the gang role, there are multiple Mafias competing to be the best one on the station, however there might only be two of them.
The Scoring System
Instead of competing for points, the Mafias compete for the most "money" earned. "Money" is earned by selling off items. Unlike gangs, the Mafias get their points by, instead of stashing drugs, making "Moonshine", etc. They then sell it off station or give it to specific people that are tipped off about the exchange, then put the "money" in their lockers. Note that money is not credits.
Also akin to the gangs, the Mafias have territory, however that territory is claimed by putting up flags and is much less of something as a game feature (although it would have the same debuffs as walking in enemy gang territory) and much more of a representation of where specifically they control.
Structure
It's pretty similar to gangs. There is one leader, one co-leader, and the rest are the goons. Identical to the gang role except for the co-leader.
Equipment
Same as the gangs.
Closing Thoughts
This was just a randomly thought up idea that I didn't put much thought behind. If you feel that this idea could be improved in any way, feel free to comment or whatever.
The Mafia role would function very similarly to that of the Gang, with a few key changes. Like the gang role, there are multiple Mafias competing to be the best one on the station, however there might only be two of them.
The Scoring System
Instead of competing for points, the Mafias compete for the most "money" earned. "Money" is earned by selling off items. Unlike gangs, the Mafias get their points by, instead of stashing drugs, making "Moonshine", etc. They then sell it off station or give it to specific people that are tipped off about the exchange, then put the "money" in their lockers. Note that money is not credits.
Also akin to the gangs, the Mafias have territory, however that territory is claimed by putting up flags and is much less of something as a game feature (although it would have the same debuffs as walking in enemy gang territory) and much more of a representation of where specifically they control.
Structure
It's pretty similar to gangs. There is one leader, one co-leader, and the rest are the goons. Identical to the gang role except for the co-leader.
Equipment
Same as the gangs.
Closing Thoughts
This was just a randomly thought up idea that I didn't put much thought behind. If you feel that this idea could be improved in any way, feel free to comment or whatever.