Gang Options
2007.Jan.06, 01:57 PM
Gang Options
Post: #1
Just thinking out loud here for additional gang options during (and only during) war. These would take some time to implement, so don't expect to see them immediately. They are merely in the ideas stage at the moment.

In an effort to give gang wars a little more flavor, I was thinking of implementing a gang option that would temporarily beef-up members in the gang at war at the cost of gang-bank cash. These options would not be available outside of war, and would only apply to the gang you target. Some of the options would include:
  • Mercenary Hiring - Invoking this option would give a gang a 6-hour period of attack bonuses. If everyone in the gang is hospitalized at the same time, the mercenaries disband.
  • Fortify Position - This option would increase the defenses of a gang in one particular district. Gang members entering another district while the fortification is up would lose this bonus, and slightly decrease the bonus for those still fortified until they return. This bonus would last 6 hours. If everyone in the gang is sent to the hospital (and/or jail) at the same time, the fortified area is eliminated.
  • Call for Back-up - This short duration boost will increase the overall effectiveness of a gang in combat, but will only last until the first member of the gang falls in combat.
  • Bum-Rush - This tactic would last until the next refresh (every 5 minutes), but everyone in the gang gets vastly improved attack ratings with a defense decrease.
  • Gang Hero - This option sets one player up as a hero until the next refresh (every 5 minutes). This player's attack abilities are greatly increased, but only last a short period. All members must refrain from attacking while the hero is activated or else the hero bonuses disappear.
  • Guerilla Tactics - This option keeps attackers on their toes. When a player gets attacked, any gang members in the same area are randomly sent to other areas of the city. This will require the attackers to hunt the players down for the next attack. This option would only move players to areas they can access however, so anyone in a gang must be at least level 3 to benefit. Lasts 6 hours.
  • Medic - This option heals all gang members to 100% hit points.
  • Doc - This option gets everyone in the gang out of the hospital and heals them to full hit points.
  • Protection Racket - This option would protect another player from being attacked by surrounding them with bodyguards. This lasts up to 10 refreshes minus the amount of times they are attacked in that timespan by the warring gang. Only one gang member at a time can have this enabled, and they are not able to attack (or else the protection is eliminated). Attackers gain some experience from attacking and eliminated one of the protectors. This bonus has the ability to last an entire war (ends when one surrenders) or last a few minutes (as the other gang uses energy to eliminate all bodyguards).

All these options will cost gang cash to invoke, and most likely will need to be costly. Some might even cost respect points. The declaring gang most likely will see a slight increase in cost since they are the aggressor.

Again, these are just ideas, and not all of them would be implemented. Any ideas to add, or to criticize what is listed, are welcome.

Zenith [2]
Game Creator and Admin


Messages In This Thread
Gang Options - zenith - 2007.Jan.06 01:57 PM
[] - Thor - 2007.Jan.06, 02:12 PM
Re: Gang Options - Chris Mangano - 2007.Jan.06, 02:27 PM
Re: Gang Options - zenith - 2007.Jan.06, 03:03 PM
[] - oddjob - 2007.Jan.06, 03:32 PM
[] - Druchii - 2007.Jan.06, 03:35 PM
[] - matt5250 - 2007.Jan.06, 05:18 PM