A summary of the changes that you wantMake an advanced gang system, that will finally force gangs to:
- fight for turfs
- manage their gang well in the long run (having only as much turf, as they can defend, cause more will be unprofittable)
- take care of their turfs, instead of just messing around
- kill other gangs on their territory, no more big LW's alliance,
- stop hunting single players (gang wars will be profittable)
- make really big money, bigger than single players can make
- avoid using lame ways of killing (means that helikills, db and stuff will not be forbidden, but there will be no profit for the gang of it)
- make strong gangs fight strong gangs, weak gangs fight weak gangs etc.
However, messing alone on your own will still be possible. This suggestion was created just to make gangs mean something more than a group with a private chat...
Ok, now you know what I wanted to get by this suggestion. If you except something else from LW's, then you will probably not like this.
DETAILS:
The main idea of those are Gang Points. This will give a lot of opportunities, just read it carefully. This scheme shows the whole system.
Progress: Player plays on the server, he is a newbie, kills other newbies, finds friend. And of course his point is to get money. Pirate ship, props - normal stuff. Then he and his friends make a gang. No turfs, only a few gang privileges. And a very small limit of members (3-5). They start to work together. Their main thing is to get a turf. One small turf, cause they are a little gang and it will not be profitable to have more turfs. They take care about the turf, kill players there, make rides for other gangs turfs. By doing it they gain gang points (check the scheme - "gained by killing other gang members"). The more points they have, the more members they can recruit. With more members, they can easily defend their turf, so they can start thinking about getting another turf (if they fail to defend the turf, they loose points, so it's unprofitable). They gain $ automaticly from the turf once a while, and get bonus $ for every property/paynspray/other shit on their turf.
Motivation:Ok, so they gain points, grow stronger, they have that many turfs that getting more has no sense, they won't be able to control it and they will loose GP (gang points). They have met the requierments of some "functions" (check the scheme) so they can get a new source of money. Once a while (a week? two weeks?) they compete with other gang who has enough GP for the functions they want to get, for example they want to gain profit from madiation in bounties. It will be a kind of a clan war, winning gang gets the function (another advantage: during this Clan Wars the playercount will increase, cause gangs will motivate their members to be there at time). They keep the function till the next "clan war" or till they loose the requiered GPs. This way they will still have to take care about their turfs.
They loose GPs for things in the scheme: if a gang is on a really high lvl, with 10+ members etc., they shouldn't attack newbies, that fight alone. Also they shouldn't let other gangs roll on their territory. And they shouldn't let other gangs kill members of their gang.
Gps are mainly required for functions, but they can also be spent for other things: gang houses, skins, some special vehicles etc. etc., mainly gang improvements. In my system, gangs are just a great machine, which managed well produces shitloads of money. They also propel the action on the server and are the dream of newbies, who might stay on the server to become gansters. They will have a real goal, which will be much more difficult to achieve than fulling the bank - the dream of becoming a clan member. A regular.
By functions, gangs will really control the city.
And one more thing I've noticed: the gang points cannot "just spawn". For example when gang A gains GPs for killing a member of gang B, the gang B looses the same ammount of points. It's neccessary to prevent abusing. Same goes with money. The less money the gamemode spawns, the better it is (of course it has to spawn money, but it has to be controled, the money should also be "respawned" from unused accs, maybe taxes? As Alvar or Scott said about the balance. Like in the real world.
The ammount of turfs should be small, espacially in the start of this sytem. 3-4 turfs to make big gangs fight for them, then add more when those are already captured. To prevent gangs from getting empty turfs from other places in the city - make it competitive.
This is my idea. I don't know, if the scripters have already planned a good gang system, but in my opinion this is what will make LW's something special. Not what it was a long time ago, but something even better. It surely demands a lot of work to script, but wouldn't it be worth the effort?
The advantages of this change happening- LW clans will finally fight each other
- end of teaming up on every single nab at nam
- hopefully some clans from other server will find the gameplay unique and will join us, to check if they can do real teamwork, not only in CWs
The disadvantages of this change happening- less freelancers I guess
Any script snippets which provide the feature that you wantIt surely needs some improvements, so say what you think. Tell me if you think it might work. Maybe there are abuses possible? Maybe it might harm the server at all? But maybe it's the gameplay you are looking for.