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[MIRROR] Gangs Rework - Less Greytide Stationwide, More Territory Control #1316

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Original PR: BeeStation/BeeStation-Hornet#3951

About The Pull Request

The ideas of the gang rework:

  • Removed dominators, instead the objective of the gang is to control most territories by the end of the shift
  • Reworked brainwashing/gang implants; instead of removing mindshields, they will be used for reviving your own or converting enemy gangmembers to your alignment
  • A problem with gangs was that they were really hard to tell apart from regulars; now there's more incentive for them to wear their gangwear/costumes; gangsters will not be able to generate income, take over territories or use gangtools unless costumed
  • Another problem with gangs was how easy it was for them to obtain powerful gear. The equipment they gain will be more utility and less combat

Why It's Good For The Game

Gang was an interesting game mode, but gangs were too powerful and it was really easy for them to overwhelm command and descend into total chaos.

Everyone likes GTA:SA's gang domination, but gangs is really improperly done.

Dominator and implant removal? Really?

Tbd

  • Gang Outfits
  • Revenue Revise
  • Remove Domm
  • Implant Rework
  • Economy Revise
  • Victory Conditions
  • Flavor Text
  • Testing

Changelog

🆑
add: Gangs Rework
/:cl:

eeSPee and others added 2 commits May 25, 2021 08:46
* init

* items + econ + tag alerts

* Update implant_gang.dm

* gangster stuff

* balancing + tag

* fix compile errors

* Update gang_items.dm

* Update gang_items.dm

* flavor text

* small fixes

* fixed some gang datums and outfits

* fix

* cost rebalance + swag

* fixes

* Update code/game/gamemodes/gangs/gang_items.dm

Co-authored-by: TheFakeElon <[email protected]>

* fix

Co-authored-by: TheFakeElon <[email protected]>
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2 participants