Bottom post of the previous page:
The game mode is inherently incompatible with the /tg/ station player base. Expecting security players not to valid let alone just not detain people who are obviously antagonists just doesn't work here. Letting security players join the gangs turns it into opt-out TDM, and not letting sec join the gangs would lead to the same problem as old gangs. It's just gangs with the ability to opt-out (it's not really opt-in when it's the only interesting thing happening in the round and it's completely self contained).As a random example, let's say that one gang is trying to steal something from any random place. While you might think people would try to keep them out and call security and have a nice organic conflict of that sort, what actually happens is that either the people inside the place are on the people trying to steal's team, and they get the item for free, or they're on someone else's team, and they get murdered and spaced. There isn't really an obligation not to join, as I see it.
Another big issue is that it's really not obvious who is on who's team, which leads to a lot of misery and admin problems in a variety of situations.
Anyway, that's basically the impression I got after observing ~2.5 rounds of it. I doubt you'll consider that "feedback" because I'm basically saying the idea is hopeless, so here's some other feedback:
The gangs need admin combo HUD icons. You could make the icon a number, 1,2, and 3 for each gang respectively.
The ending of the round is anti-climactic and boring. The game mode in general lacks clear goals so the round doesn't really progress.
I really don't see how this is a roleplay game mode when there is no penalty for joining a gang and anyone on a different gang is valid.