12-19-2016, 04:39 PM
(This post was last modified: 12-19-2016, 04:47 PM by Diablo Edited 7 times in total.)
I don't believe making turfs based on gang member houses only is a good idea.There isn't much gang action in LVP atm.About harambe's idea,imagine if there's 3-4 enemy gang members and they try to get a turf which is an open area,the gang who owns it won't be able to defend it at all if there's 1 member only.Maybe we should add some requirements to trigger a turf war,while making it more interesting and rewarding.
If you check littlewhitey's turf system,they have turfs spread among map where you gotta drive and wait for 1-2 mins or more if there's any gang members who own the turf online.They generate money for gang (bank account) and the rate increases as the number of turfs you own increases.You needed atleast 2 gang members to capture a zone(less time to capture if there's more members). Now issue with this system is,other than generating some money when you are bankrupt which doesn't usually happen,there was no point in getting turfs at all.It was just a boring activity where you wait all around map with nothing else to do.Nobody even bothered to 'fight for turfs'.If someone tries to take a turf owned by enemy gang,they won't come and defend it(I don't think anyone even notice).I am afraid our system will be also boring if there isn't any incentives and its based on houses only.
I will explain some ideas of mine which may or may not be possible to implement.
If you check littlewhitey's turf system,they have turfs spread among map where you gotta drive and wait for 1-2 mins or more if there's any gang members who own the turf online.They generate money for gang (bank account) and the rate increases as the number of turfs you own increases.You needed atleast 2 gang members to capture a zone(less time to capture if there's more members). Now issue with this system is,other than generating some money when you are bankrupt which doesn't usually happen,there was no point in getting turfs at all.It was just a boring activity where you wait all around map with nothing else to do.Nobody even bothered to 'fight for turfs'.If someone tries to take a turf owned by enemy gang,they won't come and defend it(I don't think anyone even notice).I am afraid our system will be also boring if there isn't any incentives and its based on houses only.
I will explain some ideas of mine which may or may not be possible to implement.
- There should be tiers for turfs.Gangbase and nearby areas can be made to high level turfs which requires great effort to capture(4-5 gang members on each side to start a war.That's because you don't wanna lose this turf without having a chance to defend properly).Then medium level turfs where gang member houses exist/important area like fight club ( requires 2-3 members) and low level turfs which are spread all around the map and can be captured by any gang at anytime (they should be more than med/high level turfs).
- Now lets talk about customisation.Players should feel the need to capture a zone while enjoying the activity.As the name indicates,high level turfs are most important areas for a gang.It can be customised with barrels/watchtowers and other defensive mechanisms.However,we don't wanna make it too overpowered even after upgrading everything.That means it should be possible for an enemy gang to still attack the zone and have a chance to win rather than getting machine gunned in all directions of turf.Capturing a gang base results in whoever captured it owning all of the previous owner's turfs in map (it means the gang who failed to defend the base will lose all of their turfs and will have to start from the beginning.) If that idea isn't acceptable,we can make gangbase and the turf it exists immune to capturing too.These zones also have other features like a bar/club for gang members to relax,a huge parking lot,place to store money ( if the bank limit is reduced) etc.I think a hunter will be fun during this war (doesn't respawn and can be used until it is destroyed only ) but its optional.
Medium and low level turfs doesn't need customisation imo but will be offering incentives which I will explain below.One more thing I would like to mention regarding customisation is there should be a unique destroyable object that represent each gang.For example,BB have red flag as a symbol,when enemy gang captures a turf,they gotta destroy the flag too in order to capture the turf and plant their own symbol.
- Now lets talk about incentives.I am running short on ideas in this matter so inviting ideas from everyone.I am not sure if high level turfs should offer anything other than the customisation I explained before so I am leaving that.Regarding medium zones,we can offer something like free tp/taxi to specific zones ( like fightclub).We don't want low level turfs to be completely useless either so they should generate money suitable to our economy(this money regeneration can be applied to med/high level turfs too),encouraging gangs made by new players who aren't powerful enough to fight for med/high level turfs.I know regenerating money is a controversial idea so I suggest to make it slow or explain your own ideas which encourage people to own turfs.Will be good if there's specific stats too like the gang which owns most turfs is the most powerful gang and such.