Trying to think of some way to make a 'gang territory' system.
I came up with the basis of it a while ago:
That a level would remember the tags of the last 100 people who gained kills in that level. Whichever tag has the most kills gets that level as their territory. If the majority of players had no tag (gangless) then the level becomes neutral.
But then I need some way to make it meaningful.
Obviously there needs to be some kind of bonus or perk to encourage people to have turf wars.
First thought: pick flowers faster in those levels.
But then that creates an imbalance for all the other jobs that territories wouldn't have an effect on.
It's probably better to avoid economic incentives anyway.
So I started to think of some way to display the territory ownership.
Probably the simplest way would be to make a graffiti tag npc in the level that changes to the name of the gang that currently owns the territory, and to nothing (is cleaned up) if it's neutral.
Still don't have any incentives though.
Maybe it could just become a gang event that lasts for one week each month and whichever gang has the most territory at the end of the week gets a trophy to display in their base for a month and their grafitti tags stay there for that month.
I have a few other ideas for gang events as well, because I want to push for more server-wide events that take place on the main world instead of warping players into inaccessible levels for events. So maybe gang event is the way to go.