2007.Jul.15, 09:31 PM
Over the last week we've seen what our rough draft of the new gang wars code can do. There have been numerous alterations and tweaks of the system since it was first unveiled just like I mentioned there would be.
But like many have said, there is something missing -- penalties to losing wars. I would like to avoid permanent deletion since it has only lead to players quitting in frustration. Penalties are somewhat needed, but eradicating a gang on a whim just isn't fun (except for those who are doing the deleting).
Hospitalizations
Losing gang members not already in the hospital/jail will immediately be sent to the hospital for 2x the final blow's damage total in minutes. For example, if badmanbren's sledgehammer finishes Pestilence's hideout with a 23 point hit, everyone in the gang not in the hospital/jail will be sent to the hospital for 46 minutes.
Loss of gang points
Loss of gang points would have to be equal to the number gained by the victor to avoid exploitation of "dummy" gangs. Gangs with 0 gang points would continue to lose points (go to negative) and need to be 0 or above to perform OCs or increase gang member capacity.
Random chance of losing a gang member slot
Gangs constantly being beaten down on could lose membership slots. Each loss gives a random chance that the loser will lose a slot permanently, and it's newest member is kicked. No gang can lose more than 1 slot in an X-day period, and cannot drop below 5 members (meaning gangs with less members are somewhat safe). Lost gang member slots can be purchased back at a portion of the original purchase price.
Let's hear your ideas / comments. Please don't make this a "bring the old system back" topic because it's not going to happen.
P.S. Gang points will have more of an importance as we move forward. OCs, turf, etc will be dependent on this.
But like many have said, there is something missing -- penalties to losing wars. I would like to avoid permanent deletion since it has only lead to players quitting in frustration. Penalties are somewhat needed, but eradicating a gang on a whim just isn't fun (except for those who are doing the deleting).
Hospitalizations
Losing gang members not already in the hospital/jail will immediately be sent to the hospital for 2x the final blow's damage total in minutes. For example, if badmanbren's sledgehammer finishes Pestilence's hideout with a 23 point hit, everyone in the gang not in the hospital/jail will be sent to the hospital for 46 minutes.
Loss of gang points
Loss of gang points would have to be equal to the number gained by the victor to avoid exploitation of "dummy" gangs. Gangs with 0 gang points would continue to lose points (go to negative) and need to be 0 or above to perform OCs or increase gang member capacity.
Random chance of losing a gang member slot
Gangs constantly being beaten down on could lose membership slots. Each loss gives a random chance that the loser will lose a slot permanently, and it's newest member is kicked. No gang can lose more than 1 slot in an X-day period, and cannot drop below 5 members (meaning gangs with less members are somewhat safe). Lost gang member slots can be purchased back at a portion of the original purchase price.
Let's hear your ideas / comments. Please don't make this a "bring the old system back" topic because it's not going to happen.
P.S. Gang points will have more of an importance as we move forward. OCs, turf, etc will be dependent on this.