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Gang Wars : Defeat Penalties - Printable Version +- AwakenedLands Forums (http://forums.awakenedlands.com) +-- Forum: Awakened Lands - General (/forum-1.html) +--- Forum: General Discussion (/forum-10.html) +--- Thread: Gang Wars : Defeat Penalties (/thread-1831.html) |
- badmanbren - 2007.Jul.16 01:21 AM I say Hospitalise them, the description was by far the best. ![]() P.S. Zenny: Next time you mention my name on a forum try not to give away my personal info. ![]() - zenith - 2007.Jul.16 01:34 AM badmanbren Wrote:P.S. Zenny: Next time you mention my name on a forum try not to give away my personal info. Haha ok. - Moriarty - 2007.Jul.16 02:52 AM Personally I like the hospitalization idea, kinda like failing an OC and echoes of the old system. For what its worth our gang would hate the new system of lose a random gang spot, our last upgrade was 770,000, thats far too much to lose for an attack. If you do implement this i would ask that gang spots can be bought with points so that the cost of this could be balanced. Oh and id let the hospital time have the ability to stim out, but i would have whole gangs going to hospital, i think that would add just an element of meaness to satisfy some peoples needs. - abysmalpoptart - 2007.Jul.16 03:13 AM i think that for the losers you lose gang points the gang points you lose are equal to the points earned by the victor, divided by the amount of gang members participating in the winner's side, multiplied by the amount of people NOT participating in the winner's side soo for example gang with 5 members (4 online and fighting) defeats a gang with 3 members (1 online and fighting) to earn 20 points 20 / 4(victors's fighters) X 2 (loser inactives) = 10 lost points i think that would be fair - badmanbren - 2007.Jul.16 03:36 AM What if the war lasts for days? How would the activit be worked out then? - abysmalpoptart - 2007.Jul.16 03:41 AM well in the case of all members participating, how about all members whose damages are under 25% of the average in place of the # for nonparticipating not average damage per hit, but average damage total - just add up all total damages and divide by the # of members the more active your gang is in the war, the closer they will be to 50%. say hello to weeding out inactive members? :O - Dormagonn - 2007.Jul.16 03:57 AM I support the GP loss idea, but I see the current majority is leaning towards the hospitalization idea, so I'll just give my 2 on it: Hospitalize ONLY those members of the losing gang that were online and fighting and/or repairing during that particular war. Otherwise it would be fairly unfair IMO. :wink: - Thor - 2007.Jul.16 05:15 AM I like the ideas of hospital time + happiness loss and the idea of doing it like a failed gang crime; some get jailed, some get hosp'd. Online or offline, a gang is a gang, you stick together or you get the .... out, IMO. - abysmalpoptart - 2007.Jul.16 05:37 AM i think if losses are associated with inactives on the losing and actives on the winning then gangs will more likely become more active. i dunno, was just an idea - Dragon - 2007.Jul.16 08:00 AM hydro9226 Wrote:I like the ideas of hospital time + happiness loss and the idea of doing it like a failed gang crime; some get jailed, some get hosp'd. Online or offline, a gang is a gang, you stick together or you get the .... out, IMO. I am not sure that you would go to jail because some gang pwnt your gang's hideout. May be it is the other way round. |