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  #16  
Old 02-01-2011, 08:54 AM
LordSquirt LordSquirt is offline
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  #17  
Old 02-01-2011, 12:33 PM
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Putting a price on gangs is a bad idea, in my opinion. What makes Era fun for a lot of new players is that they can form parties and raid Era Mafia against other noob parties.

Unless you're planning on keeping the party system, everyone should be able to create gangs. The noobs creating their own gangs won't be subtracting quality members from the good gangs, anyway.
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  #18  
Old 02-01-2011, 12:44 PM
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  #19  
Old 02-01-2011, 12:44 PM
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Quote:
Originally Posted by cbk1994 View Post
Putting a price on gangs is a bad idea, in my opinion. What makes Era fun for a lot of new players is that they can form parties and raid Era Mafia against other noob parties.

Unless you're planning on keeping the party system, everyone should be able to create gangs. The noobs creating their own gangs won't be subtracting quality members from the good gangs, anyway.
I'm inclined to agree with Chris on every point here. A focus should be moving party and gang bases less "far and wide" and more like EM: Closer to the central locations of Unstick and hospital. I don't attribute their survival to such factors, but there is heavy weight in BB and BH's locations being the reason they have lasted the longest (regardless of "on and off" activity), keeping them "raidable" constantly and giving that feeling like the PKing could go on and on, while other gangs created tend to be off in obscure locations like the beach (Morano Family), for example. Nobody wants to travel that far knowing that once they get there, those who survived a wave of attack will have healed and positioned themselves with time to spare.

TL;DR: Bringing the bases closer to centralised locations = more competition to have those bases, with EM being the perfect example of parties fighting over that one base, or BB and BH raiding each other due to being near Unstick and the Hospital.
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  #20  
Old 02-01-2011, 04:42 PM
bloodykiller bloodykiller is offline
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nychris was a noob when i quit in 2007, i mustve missed something
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  #21  
Old 02-01-2011, 07:31 PM
Supaman771 Supaman771 is offline
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Quote:
Originally Posted by salesman View Post
OP, your ideas.
My Ideas:
  • Player has to be classic/gold (cuts a few off the top).
  • $5,000 creation fee.
  • If a gang produces under 100 points two weeks in a row (inactivity?) it would be removed.
  • 10 member limit + 1k/extra slot (max 25 slots)... thats 20k total for a full gang list (+5k creation), not too much but you still need the funds.
  • Leader needs 4 co-signers to accept for the gang to be created. (no 1 man gangs unless those 4 end up leaving or whatever.... will make it a bit harder to get access to a gang by yourself).
  • Players can't leave a gang for 7 days after joining. (No gang hopping, or prevent a certain group from mass creating gangs if joined with the above idea).

Ya that's all I can think of right now.
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  #22  
Old 02-01-2011, 08:39 PM
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Quote:
Originally Posted by Supaman771 View Post
  • Player has to be classic/gold (cuts a few off the top).
  • $5,000 creation fee.
  • If a gang produces under 100 points two weeks in a row (inactivity?) it would be removed.
  • 10 member limit + 1k/extra slot (max 25 slots)... thats 20k total for a full gang list (+5k creation), not too much but you still need the funds.
  • Leader needs 4 co-signers to accept for the gang to be created. (no 1 man gangs unless those 4 end up leaving or whatever.... will make it a bit harder to get access to a gang by yourself).
  • Players can't leave a gang for 7 days after joining. (No gang hopping, or prevent a certain group from mass creating gangs if joined with the above idea).
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  #23  
Old 02-01-2011, 08:44 PM
deathbarrier99 deathbarrier99 is offline
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I think not allowing players to leave a gang for 7 days is a bad idea. Allowing players to leave a gang creates a natural ebb and flow in the gang system that keeps things fresh. In some cases, 1 player is able to make a huge difference in gang battles.
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  #24  
Old 02-01-2011, 08:47 PM
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Quote:
Originally Posted by Supaman771 View Post
My Ideas:
  • Player has to be classic/gold (cuts a few off the top).
  • $5,000 creation fee.
  • If a gang produces under 100 points two weeks in a row (inactivity?) it would be removed.
  • 10 member limit + 1k/extra slot (max 25 slots)... thats 20k total for a full gang list (+5k creation), not too much but you still need the funds.
  • Leader needs 4 co-signers to accept for the gang to be created. (no 1 man gangs unless those 4 end up leaving or whatever.... will make it a bit harder to get access to a gang by yourself).
  • Players can't leave a gang for 7 days after joining. (No gang hopping, or prevent a certain group from mass creating gangs if joined with the above idea).

Ya that's all I can think of right now.

i like everything in it, especially the last point, but shouldnt the price of the gang go up? If it's that low, I don't think there would be very many quality gangs created. It should cost them more so they know that if they fail, then everything they invested into it will be lost. Not just 5k they can **** out whenever they want to.
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  #25  
Old 02-01-2011, 09:04 PM
Demisis_P2P Demisis_P2P is offline
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Just modify parties.
Remove the word Party from them.
Then make it so parties have levels, and each level you gain allows you to add another member to your party. Parties get exp for killing other players, holding capture bases and for winning events.
When a party gets to level 10 (15 members) they can buy a base for X amount of money.
Over time gangs will emerge on their own and buy up the bases.

Then you just need some way for gangs to lose control of their bases if a better party comes along and wants it (captured for 24 hours straight?).
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  #26  
Old 02-01-2011, 09:21 PM
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I love it

Ahh- turning it like iphone? I think it's a good idea. You have to work on pc version- iphone is all fun really

work for me @ salesss xoxoxox
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  #27  
Old 02-01-2011, 10:28 PM
papajchris papajchris is offline
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Salesman please take a serious look at my thread that talked about automatic gang events and such. I talk about parties a bit too, but the ideas will work for either gangs or parties..

http://forums.graalonline.com/forums...66&postcount=1 The idea was pretty popular, just need someone to take it the next step...

With tons of gangs, gang missions/events would be a great way to kick it off.
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  #28  
Old 02-01-2011, 10:38 PM
Supaman771 Supaman771 is offline
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Quote:
Originally Posted by Dnegel View Post
Green = Yes
Brown = Yes/No
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100 points is extremely easy to obtain.... I'm not even that good and I can manage to get 100 points in a single long raid. (Mind you gang points arn't kills-deaths, just kills) It's just to prevent inactivity and keep new gangs rotating in. And it's two weeks in a row... you can take a break and still come back the following week and save it.

Quote:
Originally Posted by deathbarrier99 View Post
I think not allowing players to leave a gang for 7 days is a bad idea. Allowing players to leave a gang creates a natural ebb and flow in the gang system that keeps things fresh. In some cases, 1 player is able to make a huge difference in gang battles.
If that was the case a group of 10 people can then create 10 gangs at once, whereas if they had to stay for 7 days they could only create 2 per week. Basically it's to prevent too many gangs (which was one of sale's points) and to prevent 1 man gangs (another one of his points). Also prevents gang hopping, which when not 'that bad' can result in such things as a player leaving to feed their own gang then rejoining to claim the prize on the week.

7 days isn't a long time... you have to make some sort of commitment, and it prevents most of the things sale's mentioned so I think it was one of my better ideas.

Quote:
Originally Posted by Lucsian View Post
i like everything in it, especially the last point, but shouldnt the price of the gang go up? If it's that low, I don't think there would be very many quality gangs created. It should cost them more so they know that if they fail, then everything they invested into it will be lost. Not just 5k they can **** out whenever they want to.
It keeps the availability of leading a gang to a wider range of players. You won't have too many random noobs because they still need 4 other people to co-sign with them. And with the member slots it would add up to 20k for a maximum gang... not to mention all the other options that can be added (buying gangguns, bases, bonuses, whatever else sales has in mind).
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  #29  
Old 02-01-2011, 11:29 PM
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  #30  
Old 02-02-2011, 01:32 AM
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