8 Jul 2021, 7:57:16 pm
Post: 25/49
Here are a few ideas that a few of us have put together regarding gang wars. This is the draft.

1. Team Work vs the Lone Wolf
We would propose introducing a clocking-in mechanism that would count toward kill count or something like that during a gang war. That way gangs wouldn’t clear out before a war. For example, if a gang had 20 members they’d gain kill credits from the clock-ins based on their activity level, and it would be more of a team effort. However, having so many members would also mean having many more targets... so there would be a strategic element to war versus clearing everyone out except for the big guns. The way it currently is, the gang who recruits the strongest accounts will always win as long as they are somewhat active.

2. Friendly Fire
Theoretically, if gang A were to challenge gang B for their territory, gang A could hire an outside gang to ward themselves so that gang B can’t get register any kills. Gang A will be dying a lot more but will inevitably win the war due to this loophole. The only resolution I can think of is that no outside gangs are allowed to attack gang members who are engaged in war, and no one engaged in war is allowed to fight members of a gang other than the one they are at war with. This would prevent gangs from achieving territories with the help of other gangs, which ultimately defeats the whole purpose of a gang war.

3. Battle for Los Angeles
Designate a city for warring? If someone leaves the city they can still die, but it won’t be counted toward the war tally (unless gang allies stepping in is perceived as a good thing)... this way people can still do missions/ops and have access to resources during a war. Inbounds would be inside the city, and out of bounds would be anywhere else. There would be a timer counting down and the player would have a set amount of time to return to the city of war, and if the timer runs out it would count as a kill tally for other side and the player would have to pay a fee to enter back into the city... otherwise, without a timer, a gang could just clear out of the city once they have a comfortable lead. Maybe even have a minimum amount of players per side that is required to stay in the city at any given time.

Just a few ideas to spice up gang wars here because right now they are won primarily by who can abuse the lose loopholes versus gangs working together to win. Correct me if I’m wrong about anything. Cheers! 👍

Replies

0 1
9 Jul 2021, 1:26:46 pm
Post: 66/142
This sounds cool. I’d like to add a suggestion..

Your points in a particular city would not be counted if you are in the hospital.
* get killed, kicked then just go right back to the city

Also, would these be “unique” cities or just the regular cities from the game. Thinking about level requirements here.
9 Jul 2021, 1:31:57 pm
Post: 43/148
he make it so you cant travel if you are in hospital 😝
9 Jul 2021, 1:41:24 pm
Post: 73/235
[LOTehRaterDowner  prestige wrote
he make it so you cant travel if you are in hospital 😝


👆

level requirements/traveling cost don't exist for that war
9 Jul 2021, 7:07:28 pm
Post: 28/48
I still really like the idea of oth and otd counting as points in the war would require dedication and teamwork for the gangs and especially if there are warring cities a lower level a chance to do something against a player they couldn’t kill (like mug the piss out of them) think this would be cool to have to eventually do a color war too 😜
10 Jul 2021, 2:07:09 pm
Post: 28/49
[CWHaxXXxaH  prestige wrote
Let me preface this with, nothing will be done before the war that's happening next update. It's unfair to change the rules at this point.


Moving on...


Another option if people want, I have it coded on another game:

Domination war (Think COD domination), It's more based on activity with kills being important but not a scoring factor.

3 Cities are set as home, neutral, away. The gang that's at home has a stat advantage for attacks. These cities change at the end of every hour.

Scoring is based on activity:
For every member in your gang that is in any of the 3 cities, you get 1 point.
For every city that your gang is in you multiply the member score by # of cities.
If both gangs are in the same city, both gangs receive 0 for that city.
Score pays out every minute.

Few Examples:
1. Gang 1 has 3 members in home city = 3 points/minute (3 members * 1 city)
2. Gang 1 has 2 members in home and 1 in away = 6 points/minute (3 members * 2 cities)
3. Gang 1 has 1 member in home, away and neutral = 9 points/minute (3 members * 3 cities)

4. Gang 1 and 2 has 1 member in neutral and each gang has 1 in their home cities = each gang gets 1 point (neutral city doesn't count for anything since both gangs reside in it)

This is a counter war to those gangs that kick their members, as the more members you have the more points you can get. (A 20 member gang can at most get 60 points/minute, a 5 member gang can at most get 15 points/minute)

Couple of things to mention:
> Anytime someone dies in one of the active cities, they will be kicked back to sydney (which will never be a war city)
> You have to be active within the last 15 minutes for you to count in the war.
> No one outside the gang war can attack someone in the gang war, conversely they cannot attack someone who is online.



_____________________________________________________________________




Aside from that I've also implemented a weighted system at one point, that could also be an option.

Gang 1 has 20 members:
Gang 2 has 5 members:

Anytime Gang 1 gets a kill = +20 points
Anytime Gang 2 gets a kill = +5 points


I like this. It’s a better balance. 👍
10 Jul 2021, 9:12:06 pm
Post: 18/449
would there be low or no level cities added for domination wars??

I would think there would have to be as the current city structure would make that style war tough to pull off effectively

11 Jul 2021, 7:21:30 am
Post: 75/235
no, there's no cost to travel or level restrictions during a war