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Old 02-03-2011, 02:53 AM
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Quote:
Originally Posted by Demisis_P2P View Post
Sounds like a good plan.
I think once it's in place you might need to work on creating some more incentive for people to raid and defend, especially for gangs that already have their outfit and gun and are happy just being a small 5-10 man raiding team that meets their quota on the first day of each week but doesn't want to buy a base.
Initially there will be a few controllable bases that offer perks to the gangs that control them. For example, an ammunition factory where the controlling gang gets unlimited ammo. I probably won't include personalized bases in the initial release.

Quote:
Originally Posted by Demisis_P2P View Post
Another scenario I can see is that with a limited number of gang bases, what happens if Gang A starts out strong and is one of the first to buy a gang base. Then later on Gang Z forms, and by now all the gang bases are taken. Gang A doesn't have an outfit, gun or many members, and manages to meet its quota each week. Gang Z has all of the unlocks and easily meets its quota every week with a huge surplus but doesn't have a base. Would there be any way for Gang Z to somehow kick Gang A out of the base and take it over, given that they are a superior gang and there is no way for them to actually prevent Gang A from gaining points?
I honestly haven't given personalized gang bases much thought. I can't really see any other way than first-come-first-serve working out, though. As I said, we will just have controllable bases at first. Gang bases of this sort could be released later on as an upgrade, but it just seems like too big of a project to worry about right now. I want to get something easy and fun released as soon as possible.

Quote:
Originally Posted by Demisis_P2P View Post
Another scenario, if Gang A has 17 members and needs 4,000 points for its quota each week but is stuggling to get them, can Gang A remove members and drop member slots to drop its quota to something more achievable?
Yes. I think certain unlocks will be permanent, but some (such as member slots) could easily be dropped. However, your point quota won't go down until the following week so you can't just remove unlocks to save yourself from missing the quota.

Quote:
Originally Posted by Demisis_P2P View Post
If a gang gets deleted what happens to that gang gun? Are they purchased or from a rack? Can more than 1 rack be unlocked to expand the number of available gang guns?
Gang guns will use a gun rack system. I think it would be neat to allow gangs to choose from a few skins (maybe even submit their own graphics/ganis) and then have x 'stat points' that that can be applied to damage, rate-of-fire, etc.

Quote:
Originally Posted by Demisis_P2P View Post
Some of the problems are easily solved with a few caveats:
1. You need a gang base to have over 20 members.
2. You need a gang base to unlock gang gun (makes sense if you're using racks).
3. If another gang has captured your gang base your gang stops earning points until you reclaim it.
4. If your gang captures the base of another gang their points earned are awarded to your gang instead (maybe at 20% normal rate) as long as you hold it.
All great ideas.

If you guys have any ideas for unlocks, please share. Some that I have in mind:
  • Member slots
  • Custom tag formatting (such as "Leader, Bob of" or "Bob, Leader of" or "Bob (Gang)")
  • Outfit system
  • HP boost to top 5 members at end of week
  • Gang Guns
  • Blacklist
I could make simple things like being able to have ranks at all be unlocks, but meh, I'm not really fond of that idea.
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