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Re: Gang Mode Playtest Feedback

Posted: Wed Oct 01, 2014 11:57 pm
by Wizardjenkins66

Bottom post of the previous page:

Maybe we should have a Second in Command who becomes gang boss if the First one dies, Like a Real Mafia.

Re: Gang Mode Playtest Feedback

Posted: Wed Oct 01, 2014 11:58 pm
by ThatSlyFox
Wizardjenkins66 wrote:Maybe we should have a Second in Command who becomes gang boss if the First one dies, Like a Real Mafia.
One person is just to few we need something like this. People die quickly.

Re: Gang Mode Playtest Feedback

Posted: Thu Oct 02, 2014 3:38 am
by mrpain
I want a verb specific to individual gangs that lets me throw up gang signs specific to that gang. Because MUH IMMERSHIONS. And [spoiler]RP[/spoiler]

Re: Gang Mode Playtest Feedback

Posted: Thu Oct 02, 2014 3:46 am
by paprika
Wizardjenkins66 wrote:Maybe we should have a Second in Command who becomes gang boss if the First one dies, Like a Real Mafia.
The second in command will end up undermining the gang boss to take his throne once he dies. I love it.

Re: Gang Mode Playtest Feedback

Posted: Thu Oct 02, 2014 5:57 am
by Lo6a4evskiy
Oldman Robustin wrote:Shuttles have windows too m8.
I know that. "Walling off special shuttle location" includes walling off windows.

Look, any antag shuttle that has fixed location is gonna run into the same problems as nuke ops shuttle, only worse, because that one at least can move into different locations. Nuke op shuttle has some of the most ridiculous policies tied to it to fix that, so yeah.

Re: Gang Mode Playtest Feedback

Posted: Thu Oct 02, 2014 7:04 am
by Ikarrus
The changes will be incremental. I won't be adding too many layers at once. The idea is to playtest the changes often and make decisions based on how the playtests go.

https://github.com/tgstation/-tg-station/pull/5055

Re: Gang Mode Playtest Feedback

Posted: Thu Oct 02, 2014 10:48 am
by kosmos
Ikarrus wrote:- TODO: A way to spawn pistols and colored jumpsuits for your gang
Maybe Bosses could have a special ability of dispensing unlimited jumpsuits of their choice of color from the cloth bins in Medbay & locker room?

Re: Gang Mode Playtest Feedback

Posted: Thu Oct 02, 2014 9:07 pm
by cedarbridge
My issue still remains that the mode was apparently designed without considering what sec would do about all of this. I mean, its a mode that looks and smells like rev and involves station-wide chaos and probably combat, but apparently sec is supposed to just stay out of it?

Is my only option as warden still "baton them until they're unable to move and then MAYBE let them go?"

Re: Gang Mode Playtest Feedback

Posted: Thu Oct 02, 2014 10:16 pm
by Antimattercarp
From what I see, for sec it is basically a situation of "Looks like rev, quacks like rev, not rev". It needs to be very distinct in some way from the "Oh god no" roundtype as sec

Re: Gang Mode Playtest Feedback

Posted: Thu Oct 02, 2014 11:03 pm
by lumipharon
Probably should make it that gang members can't just go murderbonemcgreyshirt on people (without their boss's orders). Then basically say 'these organisations aren't illegal', so unless they're committing crimes (possession of weapons/forced recruiting/whatever) sec should let them be/keep an eye on them.

Basically sec should treat them as like a book club/DnD group/circlejerk, until they have reason to believe they're causing crime. Or something. I unno.

BASICALLY, fucking RP on our RP server, bothe sec and antags.

Edit: Since we've been talking about a reliable deconvert method, I thought to myself that since the deconvert message is something about 'giving up a life of crime' (I could be utterly wrong but whatever), why not make the deconversion beating them with SPACE LAW X number of times? Or like, forced SPACE LAW reading, to deconvert over X period of time?
I never liked 'apply blunt object to head' deconversion not only because it's not consistant, but there is (a slim) chance that during combat you could get deconverted, which is just plain awkward. Now you could totally have lawyers in the brig beating the crime out of people with SPACE LAW.

Re: Gang Mode Playtest Feedback

Posted: Thu Oct 02, 2014 11:29 pm
by Ikarrus
I'm afraid it doesn't meet the goal of having deconversions at least as easy for other gangs to do as it is for security.

Re: Gang Mode Playtest Feedback

Posted: Thu Oct 02, 2014 11:34 pm
by lumipharon
Can't you mass print them from the library or something? Or even just patch people directly over to your gang, with the recaller/boss totem thing.

Re: Gang Mode Playtest Feedback

Posted: Fri Oct 03, 2014 3:00 am
by Reimoo
To be honest I don't think there should be any deconversion period because once you're a thug you're always a thug. Unless you get caught by the fuzz and you rat your homies out in which case you just become a little bitch.

Re: Gang Mode Playtest Feedback

Posted: Fri Oct 03, 2014 3:40 am
by Arete
"Snitches get stitches." That's because in order to deconvert a gang member and turn him into a snitch, you have to perform invasive surgery to remove the implant that the conversion pen inserted.

Re: Gang Mode Playtest Feedback

Posted: Fri Oct 03, 2014 3:45 am
by Saegrimr
Arete wrote:you have to perform invasive surgery to remove the implant that the conversion pen inserted.
And like magic we're right back into "beat them in the head untill they stop being an antag" which in this case now means "dead".

Re: Gang Mode Playtest Feedback

Posted: Tue Oct 14, 2014 10:49 pm
by lumipharon
So what drama yet again stopped development of a new, interesting game mode, and how can we fix it?

Re: Gang Mode Playtest Feedback

Posted: Wed Oct 15, 2014 1:10 am
by Saintish
Alright, so I've got an idea for deconverting, right? So, the 'harder' a gang member is, the tougher it is to deconvert them. If they've executed three people and been shot in the leg a few times, it's extra-tough, for example.

Re: Gang Mode Playtest Feedback

Posted: Wed Oct 15, 2014 2:48 am
by Lo6a4evskiy
lumipharon wrote:So what drama yet again stopped development of a new, interesting game mode, and how can we fix it?
Ikarrus basically quit because Steelpoint added an airlock leading from incinerator down into south west maint, which was a logical place to put it and would make it a lot more convenient, but Ikarrus apparently didn't like anyone touching his special snowflake so much, that he deleted his github account. May be there's something else to it, I dunno. And, well, the only hope is probably that someone else picks it up.
Saintish wrote:Alright, so I've got an idea for deconverting, right? So, the 'harder' a gang member is, the tougher it is to deconvert them. If they've executed three people and been shot in the leg a few times, it's extra-tough, for example.
Damage making them "tougher" would me an interesting mechanic if it wasn't so easy to just beat yourself up and heal afterwards.

Re: Gang Mode Playtest Feedback

Posted: Wed Oct 15, 2014 3:45 am
by Ikarrus
I'm just on break. If someone else wants to pick this up in the mean time they are welcome to.

I apologize to everyone who was looking forward to its development.