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Street Boss
Sorry I'm late on this topic, I'm just getting back in the mix.
The whole gang system is flawed.
"Time" isn't a good measure on how good a gang is. It creates a tactless basing operation with the goal of walking in and mindlessly B-Lining the chest to melee it. What's more, the entire base blows up and kills everybody within when some blockhead melees the chest. This is absolutely unnecessary and tests no ability conducive to Era whatsoever. In fact, it heavily discourages PKing, because if you focus on PKing you'll be blown up for no reason while you're in the midst of fighting.
Another huge flaw this "timed takeover" creates is that gangs are constantly gaining points. They can never lose points; which leads to frivolous losses, and frivolously adding members that won't carry their weight. They don't care about deaths, because there's no reflection against the gang's score. Adding that extra sandbagger with a BAR/PBP just throws more bullets into the fight in their favor. It doesn't matter if he can stand his ground, because when he dies he'll be back within 15 seconds with his Windex bottle to spray the field some more. There's no penalty for having him on the payroll.
I recommend having a points system in place of the 'hours' system. Gangs gain 1 point per kill for killing opposing gang members, and lose 1 point per death for getting killed by opposing gang members. This shifts the focus towards PKing, which is what this server is based on, and by which gang proficiency should really be measured.
Additionally, there's currently not much incentive for a gang to do well. Gangs should receive more than just a spot on a leader board for good performance. The top five gangs should be rewarded a permanent base to defend as long as they hold their position in the top five. They could use gang points towards upgrades to the gang, such as additions to their base(turrets, spar room, healing room), gang hats/bodies, care packages, maybe even gang guns. Purchases by gang points should be made by the gang leader or a select few in the hierarchy of the gang, appointed by the gang leader. This would promote loyalty towards a gang, as well as encourage gang leaders to lead.
We could create smaller bases that could be taken over, but not by simply meleeing the chest. I would recommend a system where players have to stand within a certain radius of the chest for 60 seconds or so to capture it. If there is an opposing gang within the 'capture area', then the timer stops until the opposition is eliminated from the capture radius. Once the opposition is out, the timer continues.
Example: GangA has control over a base.
- GangB is sitting within the radius of a capture point, and they've been there for 20 seconds.
- GangA infiltrates the radius to protect their base. The timer freezes at 20 seconds.
Here, one of three things can happen: - GangA kills GangB, or forces them outside of the radius. The timer goes down from 20 seconds.
- GangB kills GangA, or forces them outside of the radius. The timer continues to go up from 20 seconds.
- Gang C can join the party, kill/remove both GangA and GangB from the radius. The timer goes up from 20 seconds.
Let's say GangB(Ranked#2) gets the timer to 60 seconds. They've successfully captured the base. GangB(Ranked #2) gains 2 points. At the same time, GangA(Ranked#1) loses 2 points for losing the base. The base doesn't blow up, and nobody is killed as a result of the capture. Instead, points may be rewarded based on certain terms.
In order to make sure this capture system isn't abused or boosted, the perquisite of contest should be met. Meaning that gangs must be within 10 ranks of each other in order to gain or lose points by capture. i.e.: GangA(ranked #1) can't gain or lose points from capturing or losing a base to GangF(ranked #12). Of course, they'll still gain points for kills and lose points for deaths. This way smaller gangs can move up in the ranks to a higher level.
Basing isn't too hard, it's just tactless right now, and not very rewarding.
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