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Sadly gangs aren't getting removed. Next best thing is...
Posted: Tue Aug 23, 2016 11:25 pm
by InsaneHyena
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?
Re: Sadly gangs aren't getting removed. Next best thing is..
Posted: Tue Aug 23, 2016 11:44 pm
by Super Aggro Crag
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.
Re: Sadly gangs aren't getting removed. Next best thing is..
Posted: Wed Aug 24, 2016 12:02 am
by TheNightingale
Turn gangs into mafia. Make it happen.
Re: Sadly gangs aren't getting removed. Next best thing is..
Posted: Wed Aug 24, 2016 12:45 am
by Davidchan
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.
Re: Sadly gangs aren't getting removed. Next best thing is..
Posted: Wed Aug 24, 2016 1:38 pm
by InsaneHyena
But it will only strengthen the "security vs crew" problem, as now there will be even more gangsters.
Re: Sadly gangs aren't getting removed. Next best thing is..
Posted: Wed Aug 24, 2016 1:57 pm
by Davidchan
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.
Re: Sadly gangs aren't getting removed. Next best thing is..
Posted: Wed Aug 24, 2016 2:05 pm
by InsaneHyena
> Let's make security even more miserable to play as
> Gangs is a functional gamemode
You're such a memester.
Re: Sadly gangs aren't getting removed. Next best thing is..
Posted: Wed Aug 24, 2016 2:09 pm
by Reece
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?
Re: Sadly gangs aren't getting removed. Next best thing is..
Posted: Wed Aug 24, 2016 3:31 pm
by Jacough
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?
Re: Sadly gangs aren't getting removed. Next best thing is..
Posted: Wed Aug 24, 2016 4:39 pm
by Bluespace
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.
Re: Sadly gangs aren't getting removed. Next best thing is..
Posted: Wed Aug 24, 2016 6:47 pm
by Anonmare
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.
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:-
Re: Sadly gangs aren't getting removed. Next best thing is..
Posted: Wed Aug 24, 2016 6:50 pm
by Anonmare
What the fuck happened to the forum formatting?
Re: Sadly gangs aren't getting removed. Next best thing is..
Posted: Wed Aug 24, 2016 6:59 pm
by InsaneHyena
I have the same question.
Re: Sadly gangs aren't getting removed. Next best thing is..
Posted: Wed Aug 24, 2016 9:11 pm
by Luke Cox
TheNightingale wrote:Turn gangs into mafia. Make it happen.
Re: Sadly gangs aren't getting removed. Next best thing is..
Posted: Wed Aug 24, 2016 9:46 pm
by DemonFiren
Ey fuck you, I just showed why it fucked up.
Re: Sadly gangs aren't getting removed. Next best thing is..
Posted: Thu Aug 25, 2016 2:11 am
by Pybro
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.
Re: Sadly gangs aren't getting removed. Next best thing is..
Posted: Thu Aug 25, 2016 2:31 am
by MrStonedOne
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]
Re: Sadly gangs aren't getting removed. Next best thing is..
Posted: Thu Aug 25, 2016 9:51 am
by DemonFiren
0/10 literally what I said but he had to censor me so he could take credit REEEEEEEEEEEEEEEEEEEEEEE