Sadly gangs aren't getting removed. Next best thing is...

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InsaneHyena
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Sadly gangs aren't getting removed. Next best thing is...

Post by InsaneHyena » #205839

You know what sucks? Conversion modes. Not all of them - rev is fun to let off steam, cult is objectively the best game mode, but here we come to the subject of gangs. A long time ago it was everyone's favourite game mode, now... Not so much. It really quickly devolves into "security vs station", and it's not really that great. So, here's my idea how to fix gang.

1) Limit conversion. Instead of being able to convert an unlimited number of crew members, gang head can only pen a limited number of crew members that scales with the population. This gives the round a more "nuke ops" feel, where instead of relying on grey tide, the gang relies on a small team of capable individuals.
2) Deconversion is not a thing. Loyalty implants do not work on gangsters and do not give the failure message either - the only way to spot the gangster is to find the antag items on him, and the only deconversion he will find is death.
3) Every gang member, when penned, gains a secret PDA code just like traitors do, and they can buy some of the traitor equipment - or maybe custom equipment. The point is, the original gangster is not a nanny giving out equipment anymore, and each gangster should be more powerful and formiddable foe to the security on his own.
4) I've always thought that dropping some kind of box on the station to vaguely take control of the station (what does it even mean?) is kind of stupid, so we need a different endgame. Why not use the things already on the station? Say, the nuclear disk and the vault? Let's say, there are two gangs wrestling for control over station - and the way they accomplish it is, they steal the nuclear disk, insert it into the self-destruct terminal and bully the station into obeying them. Or else. This seems a bit too easy, however, and there's still the matter of the code. Maybe the gangsters must hack the communication console first with their antag items to fake the blob scenario, then use the codes given them by Centcomm. That will, of course, take some time and display loud messages into the chat, so security and crew will have time to react.

Basically, I can sum it up as "competing on-station nuke ops". It's pretty stupid, but I'd say it's much better than shit we currently have. Opinions?
Bring back papercult.

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Super Aggro Crag
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Re: Sadly gangs aren't getting removed. Next best thing is..

Post by Super Aggro Crag » #205841

I hate gang not because its "sec vs station" instead of the fabled "gang vs gang" I hate it cuz people get pricked and then immediately start running around murdering anyone without a balloon above their head. Atlesst in rev if you're not a red shirt or head they might not immediately beat you to death and space you.
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TheNightingale
Joined: Fri Mar 20, 2015 5:07 pm
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Re: Sadly gangs aren't getting removed. Next best thing is..

Post by TheNightingale » #205845

Turn gangs into mafia. Make it happen.
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Davidchan
Joined: Wed Aug 12, 2015 4:48 pm
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Re: Sadly gangs aren't getting removed. Next best thing is..

Post by Davidchan » #205870

Gang mode would be a lot better if non-leader/lt roles could convert in groups. Beat someone into submission and have a verb or item that allows you to convert them voluntarily, such as forcing a bandana on their head with your gang's colors or something. If someone refuses convert then they are a valid kill (they were given a chance after all).

As it's been suggested before, gangs need a way to do actual gang things like sling drugs and contraband or extort departments. Some kind of endgame aside from the dominator would be good too, as would a anti-gang taskforce ERT that automatically shows up after 90 minutes or of gameplay to deal with the gangs, if all gang leads and lts are dead the round should end like Wizard.
Law 0: Secborg din do nuffin.
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InsaneHyena
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Re: Sadly gangs aren't getting removed. Next best thing is..

Post by InsaneHyena » #205953

But it will only strengthen the "security vs crew" problem, as now there will be even more gangsters.
Bring back papercult.

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Davidchan
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Re: Sadly gangs aren't getting removed. Next best thing is..

Post by Davidchan » #205954

The 'security vs crew' problem isn't going to be solved by gutting or removing functional gamemodes that add variance to the game. It's going to be solved by shitty security behavior being punished and sec not given a long leash in terms of ruining another person's round. If I had to choose between removing game modes and removing security, I'd vote to remove security every time.
Law 0: Secborg din do nuffin.
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InsaneHyena
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Re: Sadly gangs aren't getting removed. Next best thing is..

Post by InsaneHyena » #205959

> Let's make security even more miserable to play as
> Gangs is a functional gamemode
You're such a memester.
Bring back papercult.

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Reece
Joined: Tue Dec 08, 2015 7:02 pm
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Re: Sadly gangs aren't getting removed. Next best thing is..

Post by Reece » #205960

Let gangs make deals ala devil. They can deal with security, science, cargo, botany, and medical.
Security lets gangs spawn in heavy weapons like rifles or shotguns, but each time they do security gets an item as well, so sec needs the gang alive, deals can be negotiated on levels and done with multiple gangs so security doesn't just pick one and help roll the others.

Medical make dealsfor advanced medicine,medical gear and rare chems,in return gangs can spawn in drugs, medical gear and various "wunderchems".

Cargo gets a money laundering machine, this can then sell drugs, chems, money and contraband to trade for influence.

Science gets "R&D" notes that let them print off a certain number of unique or high R&D items, every item they print adds influence or adds a credit to the gang menu that lets them spawn a copy.

Botany gets DNA disks that have weird properties like Xbawks huge yields that only work 2-3 times.

Maybe have deals level up for more gear and influence. For example with a lvl1 medbay deal and a lvl1 cargo deal you have to inject the meth into a restocking unit to sell it through cargl. But with a lvl 3 cargo deal it can be sold in bottlefulls.

Make gang a whole station issue,no one is safe because even the "Law" can be in with a gang without being directly converted. All conversion does is add an influence trickle and maybe increase the size or weapon strength of the STAG team?
Jacough
Joined: Fri Apr 18, 2014 2:24 pm
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Re: Sadly gangs aren't getting removed. Next best thing is..

Post by Jacough » #205965

The biggest issue I have with gang mode is that in the end, only two of the gangs even matter. In almost every gang round I've played, you've got two gangs that manage to recruit a decent number of people while the third gets maybe 3-5 members before getting thoroughly fucked. Why even have a third gang if it pretty much always boils down to one gang vs another while the third gets wiped out early on?
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Bluespace
Joined: Fri Apr 18, 2014 1:04 pm
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Location: UK

Re: Sadly gangs aren't getting removed. Next best thing is..

Post by Bluespace » #205969

The whole lt system is retarded.
Every gang member should get a gang tool, but only the leaders should spawn a dominator.
If the leader dies someone else is randomly promoted.
I play Boris Pepper.
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Anonmare
Joined: Sun Mar 15, 2015 8:59 pm
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Re: Sadly gangs aren't getting removed. Next best thing is..

Post by Anonmare » #205996

I had some ideas but my cheif one would: Change Gang from conversion-mode to a Mafia-style team-mode.

Teams are split up into a hierarchy with 1 Don, 2 capos and 6 mafioso' at the very least and respect population scaling.
Spoiler:
  • Dons
  • No test exists to reveal them, you have to prove their affiliation the hard way.
  • Can tell who their capos and other gangs' Dons and their Capos are.
  • Starts with a stetchkin and a boss gangtool.
  • If they die, everyone's gangtool loses 90% of their points.
Spoiler:
  • Capo
  • Almost the same as the Don, cannot be detected by mindshield implants.
  • Cannot identify rival gangsters by sight alone. Can identify their Don and their subordinates, but not other capos or mafioso' under the command of other lieutenants.
  • Starts with a lieutenant gangtool, syndie soap and stetchkin.
  • Have 2-3 direct subordinate mafioso' who answer to them.
  • Every gangtool loses 25% of their points on their death.
  • In the event of the Don's death, a random lieutenant is dubbed Consigliere and is made able to use the boss' tool.
Spoiler:
  • Mafioso
  • Can be detected with with mindshield implants.
  • If they are beaten into crit or killed while minshield implanted, will be made to force shout who their commanding Capo is.
  • Can identify their commanding Capo and Don but not each other or other Capos and their subordinates.
  • Start with a spraycan, switchblade and basic gangtool.
  • No downsides to their death besides losing a member.
  • One will be made randomly the Consigliere if the Don and all his lieutenants are dead.
The gangtools are divided into three and may only be used by their respective faction/allegiance. All can be used to buy gang equipment.
Basic gangtool - Generates 5 points every 5 minutes. May only receive gang messages but not send them.
Lieutenant gangtool - Generates 10 every 5 minutes. May send/recieve messages. Can send points directly to their subordinates.
Boss gangtool - Generates 20 points every 5 minutes. May send/recieve messages to other bosses and their own gang. Can send points to their lieutenants.
Influence mechanics remain in and tagging the station/wearing gang colours increases your point generation. Adds the "Italian" uniform (Classic mobster) as a new gang colour.

Rival gangs may choose to work together or betray one another at their own discretion, however, they are quite likely to have an objective to kill the other's leadership. Gangs ought to get 4-5 objectives with "Ensure your Don escapes alive/survives to the end" as guaranteed. There is always two gangs at the beginning of a round.
New gang objectives:-
Spoiler:
  • Prevent all non-gang members of [Department Name] from escaping alive.
  • Have [X amount] of points at the end of the round.
  • Ensure station integrity is below [X]% at the end of the round.
  • Do not allow [Rival Gang]'s Don escape alive or out of custody.
  • Ensure your Don escapes alive and out of custody.
  • Assassinate [Non-Gang member Head of Staff].
  • Make an example (Kill) of [Rival Gang]'s Capo/Don: [Capo's/Don's name here].
  • Humiliate Nanotrasen by escaping alive with the Nuclear Authentication Disk in one of your gang's possession.
  • Take over the station with a Dominator.
  • Hijack the Emergency Shuttle, ensuring no rival gang member or Loyal personnel escapes alive or out of custody.
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Anonmare
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Re: Sadly gangs aren't getting removed. Next best thing is..

Post by Anonmare » #205997

What the fuck happened to the forum formatting?
Spoiler:
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InsaneHyena
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Re: Sadly gangs aren't getting removed. Next best thing is..

Post by InsaneHyena » #205998

I have the same question.
Bring back papercult.

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Luke Cox
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Re: Sadly gangs aren't getting removed. Next best thing is..

Post by Luke Cox » #206017

TheNightingale wrote:Turn gangs into mafia. Make it happen.
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DemonFiren
Joined: Sat Dec 13, 2014 9:15 pm
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Re: Sadly gangs aren't getting removed. Next best thing is..

Post by DemonFiren » #206027

Ey fuck you, I just showed why it fucked up.
Last edited by DemonFiren on Thu Aug 25, 2016 9:50 am, edited 1 time in total.
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non-lizard things:
Spoiler:
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Pybro
Joined: Fri Apr 25, 2014 8:27 pm
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Re: Sadly gangs aren't getting removed. Next best thing is..

Post by Pybro » #206109

1) Make it so gangsters can see EVERYONE who is a gangster, not just their gang. That way we get gang on gang violence. If you're autistic we can just say you recognize the tune they're snapping or whatever.

2) All gangsters can convert a non-gangster whose been knocked down. Give gangsters an innate power called hazing or some shit, but gang leaders still get their goody pens and the lot and only gang heads can place the dominator.

Bam.
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MrStonedOne
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Re: Sadly gangs aren't getting removed. Next best thing is..

Post by MrStonedOne » #206115

Anonmare wrote:What the fuck happened to the forum formatting?
Reminder that you must keep the order of your open and close tags proper.

Code: Select all

Its:
[tag1][tag2][tag3] [/tag3][/tag2][/tag1]
not
[tag1][tag2][tag3] [/tag1][/tag2][/tag3]
Forum/Wiki Administrator, Server host, Database King, Master Coder
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DemonFiren
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Re: Sadly gangs aren't getting removed. Next best thing is..

Post by DemonFiren » #206163

0/10 literally what I said but he had to censor me so he could take credit REEEEEEEEEEEEEEEEEEEEEEE
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non-lizard things:
Spoiler:
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