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  #1  
Old 11-03-2008, 10:07 PM
Understood Understood is offline
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Gang idea - feedback needed

PLEASE READ ENTIRE POST BEFORE JUDGING.

Most people see that gangs can go in two different directions...static (what we have now)...where we constantly change leaders just to keep the name of the gang the same. Or dynamic...survival of the fittest -- if your gang cant take the heat, it will get replaced by another gang. But why not have a little bit of both?

One thing people want to see is themes. So we'll give them themes...but here's what I propose:

The Layout:
  • Layout will be fair, possibly four corners...each gang is located in a themed area (asia town, industrial area, military base, etc).
  • Each area is then filled with a few AWESOME bases, 3 or 4 that fit that theme.
    - Possibly one main base, and then 3 smaller bases.
  • Gangs will control an area, not just a base.

Becoming a gang:
  • In order to become a gang, there will be a competition period where parties (or something similar where you can only have 5 or so people, but we'll call them parties for now) compete to control the different areas.
  • At the end of this period (1 or 2 weeks) the "party" who has the most points in a certain area will be promoted to the "gang" in that area.
    - There will have to be separate scores for each area (for the parties), as well as total scores for all areas combined (for the gangs).
    - For example, if a party recieves points in the industrial area, these points do not go towards their control of the asian area.

Advantages of being a gang:
  • If your party wins control of an area, it becomes the gang of that territory. (Must match the theme, Gang Admin approves names or w/e)
  • If you're in that gang, you have certain advantages: a bigger member limit, gang system with ranks and rights, access to the gang gun rack (see info on gang gun rack below), and possibly cheaper prices at businesses in that area.
The Challenge of Remaining the Controlling Gang:
  • Each week there will be a minimum point mark, if your gang does not reach the mark, it gets one strike.
    - 3 strikes and you're out, and that territory is up for grabs again.
  • If the territory is up for grabs, parties will again compete to gain control.
Other Information:
  • In order to prevent gang hopping, adding members will COST POINTS.
    - This will prevent gang and party leaders from constantly adding people who leave, and they will only add those that they feel will regain the points they lose from getting added.
  • Could possibly add other things to spend your points on...if you have any ideas do share.

Gang gun rack info:
  • I can't remember who proposed this idea, but basically there's a rack in a gang base which holds 5 gang guns.
  • The gang leader can give access to this rack, but only 5 can be used at a time.
  • If a player logs off or leaves the gang, the gun is returned to the run rack.
    - This system takes gang guns out of the economy, and restricts them to their gang ONLY.

Advantages of this gang system:
  • Constant competition
  • Constant reason to play and be on tag
  • You don't have to worry about inactive leaders.
  • The themes and bases stay the same, so making new bases, gang guns, etc is never needed. The only thing that changes is the people who control each area.

PLEASE add any suggestions and/or comments.

I'm not too sure how points should be earned, and I'm not really fond of the idea of being able to lose points when you die or your base is taken over...all that does is promote running and cowardly tactics. So, if you have any ideas on how the points should work, post them.
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  #2  
Old 11-03-2008, 10:15 PM
Freudian_slip Freudian_slip is offline
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Like I told you on player, I like the idea as long as the word "party" is taken out of partys. Basically in this system they'd just be small gangs trying to become a big gang, so theres no reason to have that word in there, expecially when you can visiablly see the difference between the two by all the extra stuff big gangs get such as WAY more membership, gang gun racks and possible gang vehicles or whatever else is planned.
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  #3  
Old 11-03-2008, 10:16 PM
Eclipse Eclipse is offline
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Dont like the gang gun racks, and dont think we have a high enought player count to have 4 gangs controll areas
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  #4  
Old 11-03-2008, 10:20 PM
Freudian_slip Freudian_slip is offline
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I'm kinda iffy about the gang gun racks as well, because like my gangs I make I want everyone having one because it fits my theme and since guns are going to be balanced anyway thanks to me and Meph, I don't really see too much of a need to limit them...

But I think the idea of them is kinda neat and it works for most gang ideas, mine are just "special" because I don't care if my guns good, I just want it to fit the theme perfectly unlike most players.
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  #5  
Old 11-03-2008, 10:24 PM
Crow Crow is offline
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Quote:
Originally Posted by Understood View Post
I can't remember who proposed this idea...
I did
I like the overall thing, would be very nice to have it this way I guess.

Quote:
Originally Posted by Eclipse View Post
Dont like the gang gun racks
Why not? The gangs will have their gang guns avaiable at all times, should there be a raid or something else.
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  #6  
Old 11-03-2008, 10:24 PM
Understood Understood is offline
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Quote:
Originally Posted by Eclipse View Post
Dont like the gang gun racks
Gang gun rack will be necessary, especially if the gang fails under someone's leadership...The guns need to stick with the gang, not will the players who might have been in it once. And to GC's comment: another possibility for spending points could be more guns for the rack? It just depends on the leader's priorities.

Quote:
Originally Posted by Eclipse View Post
and dont think we have a high enought player count to have 4 gangs controll areas
We have 4 gangs right now...it's just instead of only having a base to call their own, they'll have an entire area.
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  #7  
Old 11-04-2008, 12:04 AM
Sinkler Sinkler is offline
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The idea is phenomenal,
but this is us only talking about it.
If an Erian loses their gang, they will cry and complain.

Gang Guns would need to be equal in strength, and perhaps using one costs Gang Points?

Gang Helis/Cars would be interesting, but this was all ready discussed before.

Overall: B,
It's a great idea to talk about, but putting it on Era will be harder than fixing the mall.
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  #8  
Old 11-04-2008, 12:07 AM
MontyPython MontyPython is offline
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Quote:
Originally Posted by Sinkler View Post
The idea is phenomenal,
but this is us only talking about it.
If an Erian loses their gang, they will cry and complain.

Gang Guns would need to be equal in strength, and perhaps using one costs Gang Points?

Gang Helis/Cars would be interesting, but this was all ready discussed before.

Overall: B,
It's a great idea to talk about, but putting it on Era will be harder than fixing the mall.
I think Graal is one of the only games where I've seen devs/staff make decisions based on players crying.

If they lose their gang, it's their own ****ing fault. They can deal with it, or quit. But just because they can break out a gigantic box of kleenexes doesn't mean they should get any kind of special favors.
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  #9  
Old 11-04-2008, 12:10 AM
Understood Understood is offline
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Quote:
Originally Posted by Sinkler View Post
If an Erian loses their gang, they will cry and complain.
Losing your gang with this system wouldn't be like losing your gang with the current system...It's all part of the game...most people would just try to regain control if they're motivated enough.

Quote:
Originally Posted by Sinkler View Post
Gang Guns would need to be equal in strength, and perhaps using one costs Gang Points?
Guns will be better balanced after the reset, and I was thinking it could cost points to buy the rack, and/or add more guns to it.
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  #10  
Old 11-04-2008, 12:12 AM
Freudian_slip Freudian_slip is offline
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Guns will be balanced after the reset...
Gang guns after the reset won't even be close to the ridiculousness they are now so there is no need to really limit them like they should be now considering their godly stats at the moment.

But yeah, the gang rack should cost points possibly to get and for each gun it has on it.
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  #11  
Old 11-04-2008, 12:12 AM
Sinkler Sinkler is offline
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All right thanks,

To respond to Monty:
When players cry, staff get annoyed.
When staff get annoyed they can't work hard.
It took me a while to figure that one out...
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  #12  
Old 11-04-2008, 12:18 AM
Freudian_slip Freudian_slip is offline
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Well i think my idea should be put into effect till the reset though since it'd be a lot easier scripted than this and since the reset isn't coming for a very long.

These gangs we have now are so dated and such **** that they add nothing to Era anymore.
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  #13  
Old 11-04-2008, 12:34 AM
MontyPython MontyPython is offline
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Quote:
Originally Posted by Sinkler View Post
All right thanks,

To respond to Monty:
When players cry, staff get annoyed.
When staff get annoyed they can't work hard.
It took me a while to figure that one out...
When staff learns to ignore pointless crying/*****ing they no longer are annoyed and voila! Problem solved.
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  #14  
Old 11-04-2008, 12:56 AM
Crono Crono is offline
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Parties are currently more "gang" than the gangs Era currently has and the ones you just proposed.
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  #15  
Old 11-04-2008, 09:47 AM
DarkRenji DarkRenji is offline
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We dont need the souls running ever gang
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