Future of hideout warring
2008.Jul.27, 04:52 PM
 
Post: #11
Non.A new skill would need to be implemented to allow you to use the weapons.
2008.Jul.27, 05:31 PM
 
Post: #12
Didn't even think of that, good idea bif.
2008.Jul.27, 05:44 PM
 
Post: #13
as i see it there is def room for improvement, but changing costs or effectiveness is not the answer


new gang related hideout weapons or defenses bought with gang points is a great idea...not with just cash though...maybe only from oc points....now thats an idea...hehe

doh
2008.Jul.28, 12:04 AM
 
Post: #14
My main idea behind this idea is to to create a profession out of the skills, like engineer.

I was thinking more of a gang shop or scrap yard in AL. Where gangs could buy items for their gang engineer to build with, depending on the size of the project, it could take from 2 days to 1week.

And the final result could be something as easy as barbed wire around the HQ, that had a 30% to trip attackers and damage them from 20-30 with a critical strike on 60damage. Attacks would go through as normal, even when your damaged, unless you get a critical strike on you and lose balance.

And the effort the gang has to make to help the engineer is to buy gang point upgrades in the hideout. Like this:

Rank 1: Prepare hideout for expansion. Cost 1000 Gang points

Something like that.

Key to success: "Dress everyday like you're gonna get murdered in those clothes.
2008.Jul.28, 03:44 AM
 
Post: #15
Frankly, looking for anything to be upgraded, love that idea too.

If stupidity bothers you, click here for a solution.
2008.Jul.28, 05:37 AM
 
Post: #16
Yes the defense systems needs to be improved. Perhaps a option where those with rang weapons shoot the attackers outside the hideout windows you just take and place yourself at the [Image: 2003_12_222001920Christmas20Tree.jpg] window and when a attacker comes you shoot them. Depending on your skills and stats would very in damage dealt. Also while your at the window you wouldn't be able to be involved in a gang battle. Maybe if you kill a attacker then you would receive gang points likewise maybe a attacker could have a range weapon and attack you. thus making a gang war much more involved.

But their is one that they fear. In their tongue it is nova-king, DRAGONBORN!
2008.Jul.28, 05:58 AM
 
Post: #17
One solution is to base a passive defense from the average level in the gang, with a variable boost from the amount of members in the gang.

Yes I am aware that this will have it in its form to create a Super gang with the most powerful people in the game, who in turn would be unbeatable due to amazing defense.

If gang war point distribution were then based on difficulty of warring the enemy gang, such a super gang would have major issues of gaining points in the same speed minor gangs could. We are already seing that issue with high powered members fighting other weak gangs, they are basically useless in gang battles during grinding wars, since they cannot gain points from opposing members. Whereas the liabilities in the major hosp wars, the minor players in the gangs, are actually the major pulling force during the regular grind wars, since they can get points from a lot more people.

Putting this short. Base the passive increasing amount of defense resting on avg level and amount of members, would mean that a passive defense, working like hardening rate, would increase togheter with the defense.

How does something like this sound, or does everyone just want an active defense that you would need to put either CP/AP/EP in to use?

Key to success: "Dress everyday like you're gonna get murdered in those clothes.