Quote:
Originally Posted by Demisis_P2P
One potential solution is to keep the number of gangs low and have no member limit but have an "on-tag limit" that shifts with the current playercount.
e.g. With 4 gangs and 100 players online each gang could have 20 players on tag. But with 40 players online they might only by allowed to have 8. This way there is a pool of players online but not on-tag who could come on tag when other players log off, increasing the odds that each gang will always have close to the maximum number of players on tag.
You could use gang rank to determine the pecking order, so if a recuit is on tag and the co-leader signs on and gets on tag the recruit gets a message saying they've been taken off tag. If both players are the same rank use weekly gang points to break the tie. This also works to ensure that the best players get the highest ranks in gangs, and not just the leader's best friend who lends him guns all the time but can't PK.
If any gang is stacked, hopefully this will be enough to tempt some players to leave for higher ranks in other gangs.
Something like this should help with gang activity a fair bit, then you just need to work on the other systems a bit to keep the members interested and coming back for more.
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I really like this idea and am going to look into potentially using all of it or parts of it towards our current system.