saint Wrote:no more safety nets, it's all part of being in a gang
Eh. Makes it a little hard to get a gang off the ground when you get pulverized before you can really form one just because you are an easy target (which is usually the case in terms of an active 9 member gang taking down an active 3 or 4 member gang, even if they are similar levels).
But I guess you are saying dont form a gang if your aren't strong enough, right? I dont know how I feel about that.
In any case, I think there are some good ideas here, would definitely change the face of wars...again. Which gives me mixed feelings because it took a slight adjustment time to figure out how to really use the new war code (after the other less new war code after the old code). But then again, doesnt mean it wouldnt make warring better.
Personally I would say that the point bank isnt a bad idea.
The boobie traps could make things extremely interesting/annoying...
Not sure how I feel about the hideout weapons, although I guess the aren't that different from the boobie traps (would these weapons be upgradeable?).
I think some gangs would appreciate the time limit, would it be decided by the attacker or an agreement between attacker and defender--many gangs count on the element of surprise in wars. I kind of view 12 hours as a very, very long gang war.
I believe the gang turf idea has come up multiple times (with other variations on it) and I thnk it makes sense. Having to think where to place your hideout could add another level of strategy (would certain gang point levels allow for a chain of hideouts...and if so would those all have to be defeated or would defeating different hideouts possibly give different points depending on district and/or strength?).
So that's my 2 cents...although looking back...kind of looking like at least 50 cents.