Thread: gang activity
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Old 01-28-2012, 09:55 PM
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The original plan:
  1. Points measure a gang's activity, and gangs are required to stay active
    • Each gang has its own weekly point quota. If a gang fails to meet the quota at the end of a week, it receives a strike.
    • 3 strikes and a gang is deleted
    • Strikes can be removed if a gang meets its quota two weeks in a row (we just don't want gangs to be inactive for long periods of time--it's okay to have a slow week every now and then)
  2. Total points are used to unlock gang perks
    • Gangs don't "spend" points. They are just given the option to unlock things as they earn more points. For example, if a gang reaches 50k overall points, they are able to unlock gang guns.
      • Spending points might be cool for temporary rewards (such as being able to buy a 24-hr speed bonus for the top people in your gang), but this was not the original plan.
    • If a gang chooses to unlock a perk, its weekly quota increases. The idea is that a larger gang with more perks is going to have to work harder to maintain itself.
    • Leaders are given the choice whether or not to expand. We don't care if they're as small as a party as long as they're staying active.
  3. A set number of bases are positioned around the map (4 or so) and gangs compete to control them.
    • Only one base is active at a time.
    • Each base offers a unique bonus to the controlling gang. For example, an ammunition factory rewards unlimited ammo to whichever gang controls it.
    • I had an idea that at the end of the week, the gang that controlled each base for the longest time gets the perk (or a similar, less overpowered) perk for the entire next week. This might be hard/unfair to do, so you'd have to play around with the idea.
    • Bases have mini-objectives (such as killing the power, or blowing up a wall to create a new entrance) which award gang points.
    • Points for killing are doubled in bases.

Obviously this is a lot of work, and it would take time to play with the everything to find numbers that are balanced and effective.

I had also planned to eventually extend the EventBot to automatically host/manage gang events, so that gangs could challenge one another to things like CTF and TDM. Without going into too much detail, it would basically work like this:
  1. Gang A and Gang B have a lot of people online
  2. Gang A challenges Gang B to a 5v5 TDM match
  3. Gang B accepts, the leaders pick their 5
  4. The EventBot takes over and hosts the match
  5. The winning gang is given a reward (ideally the reward would be gang points)
  6. A leaderboard could be maintained

These are just my ideas...things I was working on when I was staff. I have no intention of ever returning to finish these plans. Maybe they can help the current team come up with their own ideas.
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