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Originally Posted by KrimsonSky
Wait... weren't you manager before ? ;]
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Yeah, a gang system was one of the things I was doing when I actually bothered to log on. I have a few pages outlining the gang system I wanted to make somewhere (as well as a few thousand lines of code) if the current staff team wants to take a look.
Quote:
Originally Posted by Supaman771
Player Owned Gangs, Outlined:
$200,000 should be a charge to form a gang. A gang management GUI will appear allowing you to choose a Gang name/nickname AP/Leader Rank/Rank style (name *rank* or rank, name), etc. Also to form a gang you must list 4 associates (that are online), each will be asked if they are willing to support you and donate $1,000 to show their loyalty (so you can't just get 4 random trials that you don't even know).
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Hell no at paying 200k. It should be cheap so that anyone with a few supporters will be able to start a gang. You don't want to make someone who might run an active gang jump through hoops (like earning 200k).
Quote:
Originally Posted by Supaman771
Once all of that is complete those 5 players will get tags to that gang, the main guy being whatever Head rank he entered in the creation and the other 4 being ranked 'Associate', whom cannot leave the gang for a 7 day period. Also, the gang will be assigned a small base somewhere on the Gmap (with 2 default gang levels, main/healroom). The beginning member limit would be 15 (including the main 5).
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Bases wouldn't work with an unlimited gang system, and wouldn't really serve a purpose. Instead, it should work like party bases where gangs fight to control them (throw in perks).
Maybe have bases that a gang can earn once it has established itself (through earning points or "rep" as you suggested)
Quote:
Originally Posted by Supaman771
stuff
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I agree that leaders should be able to expand their gang in some way, shape, or form.