I think one of the things that needs to be looked at in gang wars, particularly in losing scenarios which inhibit the loser, is risk vs reward. No matter what changes are made to the way combat takes place, if there is no significant reward (and i mean more than just a GCB) then the gang wars seem to be more or less "mindless violence".
The changes mentioned by zen at first, I think, were more than acceptable on the condition that we are fighting for something. (Remember the old district holding idea? something like that) Give me some ground to defend or give me an objective other than just beating the snot out of people for points. I will be the first to admit I was all about a return to gang deletion and slot deletion was more than acceptable as well, but after reading Err's post, I like his idea the best. Loss of functionality, however, for his idea to work, gangs need to become more fucntional. Other than the gang bank and GCB there arent alot of features to gangs that I would care to lose. Allow us to claim a district for a percentage of the crimes/npc purchases that take place there, or something to that effect.
I also like what ush said and I couldn't put it better myself, teamwork should be they key to winning gang wars. Yes, numbers should tip the scales, and so should level, however with two relatively even matched gangs the one with the best tactics, strategy and teamwork should be the clear victor. |