
11-03-2008, 10:07 PM
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Registered User
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Join Date: Jun 2006
Location: Orlando, FL
Posts: 120
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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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