A Few Ideas For Gangs

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A Few Ideas For Gangs

Postby Myckaal on Mon, 23 Jan 2012 06:15:40 +0000

There have been a couple posts on gang wars needing an adjustment. Like these:
http://neocw.com/phpbb/viewtopic.php?f=11&t=2785
http://neocw.com/phpbb/viewtopic.php?f=11&t=2638

Here's couple others, with possibly a few elements of those others:
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If we're going to keep the same setup for wars as we have now, then perhaps make only the top ranked members count in gang wars where the numbers are uneven, using the lower of the two numbers. For example, if gang A has 16 members and gang B has 30, then only the top 16 ranked members of gang B count toward the kills for the war.

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Create a different kind of war than the "XXX number of kills in 72 hours" kind.

Perhaps a longer war with the potential to "steal" something from that gang's stronghold. Give it a 168 hour max timer and it can only be declared within the first 24 hours of weekly reset. At the end of the week, the gang with the most kills is said to have penetrated the losing gang's home base and made off with some booty before leaving. The winning gang gets a reward of 1 to 5% of the losing gang's total assets. This "loss" of assets could even be imaginary, in that the winning gang would still get a bonus equal to that amount, but the losing gang wouldn't actually lose those assets. Or maybe they would. Who knows.
This kind of war could require an additional requirement of, say, 10 ECs.

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"Quarter On The Table" ... anyone play pool / billiards? Same concept.
If a gang is already in a gang war, you can still declare that you want to war with them. Have a field that lets you declare how many kills you want (or other type of war), and as soon as that gang is open for war, you have 60 minutes where they can't declare on any gang but your's. This kind of war could also require an additional payment.

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Just tossing it out there as a suggestion I once heard and thought could use some work:
When a war ends, have a one hour period where you can't redeclare on the same gang. This would stop 'farming,' and would also allow for sneak attacks from rivals, creating more activity between the various still active gangs.
Last edited by Myckaal on Mon, 30 Jan 2012 08:52:45 +0000, edited 1 time in total.
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Re: Inactive Gangs

Postby Diseased Violence on Mon, 23 Jan 2012 13:56:50 +0000

Recruit new players to inactive gangs? Sounds like a smack in the face when you sign up and nobody there else inactive low rankers getting their bottom smacked in a gang war against a top gang.

IMO all inactive gangs should be removed, that way strong gangs need to fight other strong gangs, if you want a newbie gang i suggest that when you sign up for the game you're automaticly in a gang, that gang could have some "training missions" like "push hack" "do your capacity scout" "do 5 daily hacks" etc also that gang should be the one and only gang in war with a "inactive" gang..make a gang with marks alts, should be around 2k-2,2k accounts :) this way new players can learn something when starting cos getting thrown in a game like this isn't always so good, learn ppl the game in a interesting way to get em to stay, no new player wanna be in a inactive gang getting pwned by Twidget each 5 min...
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Re: Inactive Gangs

Postby jinius on Tue, 31 Jan 2012 07:02:09 +0000

Dicki Vake wrote: learn ppl the game in a interesting way to get em to stay, no new player wanna be in a inactive gang getting pwned by Twidget each 5 min...


yeah, stoopid Twidget!

:mrgreen:
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Re: A Few Ideas For Gangs

Postby EPCI Inactive Doomy on Tue, 31 Jan 2012 11:27:24 +0000

This is what we are good at, blaming others.
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Re: A Few Ideas For Gangs

Postby [EVO]mymy. on Tue, 31 Jan 2012 11:42:05 +0000

I see there's a few good ideas for gang wars. but how can we make it more tactical & easy for the coder
A Gang War should be about attack & defence, can't we just set up an attack & defend link/option.
Where this Defend link stops a kill against you, building up their defence credits.
Defence only costing one energy because you get no Exp/money.
This would give all/low lvl active members a tactical contribution to a war.
As it is a 20 member gang can lose a 500 war in just over 2 hr.
Maybe opening up the closed gangs to new members
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Re: A Few Ideas For Gangs

Postby jinius on Tue, 31 Jan 2012 13:36:42 +0000

EPCI Imaginary Doomy wrote:This is what we are good at, blaming others.



yeah, blaming others! stoopid people attacking my gang when im not online! why do people who are stronger than me keep attacking me, its NOT FAAAAIIR! IQUITIHATETHISGAME!!!!!

*runs off crying*
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