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Gang zones - your ideas!
#11
Hello,

Well, gang system has to aggressive which enforces the player "Wants to stay inside the server" to defend & attack the turf.
As Diablo stated the LW's gang is one substandard and bygone kind of system, which is what i agree with.

I will explain a few ideas which may bring good motive.

There should be three main gang bases & turfs LV, SF & LS which covers the whole city. 
  • The Gang who wants to own the whole city, they will need to capture each turf of that desired city. (Turfs Must be above 50)
  • The Gang who owns the city will be called as (City Mayor, City Dean or City Custodian) (RP shit -_-).
Attacking/Defending criteria.
  • /Gang Attack - To start a gang war (Which first checks as if at-least 3 attackers and defenders are online at the same time.), where the gang members will get a sticky textdraw notification that "Help your gang to take the turf 'Bla bla bla' "
  • Defenders will be notified by sticky textdraw as "Your turf 'Turf name' is under attack Defend your turf".
  • The Gang zone is blinking for 2-3 minutes countdown. and every person who just joined the server if he is gang member gets notified for it.
  • Attackers and defenders Are counted every second and shown in Textdraw.
  • If some one leaves the turf, "'Player Bla' has left your turf you get -1 point for that".
  • If there is no Attacker in turf, the turf war should be cancelled by message (You have lost the turf. Reason: no attackers in turf) .
  • During Gang attack every kill is counted and at the end of the countdown the one with most kills wins.
  • Turf war should be done inside the turf!!! During defensive stance, the defenders gets shot down before they enters the turf, for which a hindrance message should be shown saying "You cannt shoot outside the turf".
  • No Attacker/Defender gets interrupted by other players, by freezing non-gang related players for seconds and shown a warning "You cannt shoot the players while they are in turf war".
  • If Attacker wins. "LV City Turf  was successfully captured" you have 1 of 50 turfs left before you become the "City Dean". Every player will be given a specific fat amount of cash and scores with some runnies spawn weapons and full HP AP. same for defender
Gang Bases
  • Every area has a little gang base, But first it requires at-least 5 turfs captured.
  • Every gang base has everything for player to be entertained with, such as armour health infinite weapons
  • While attacking a gang base require a timer of 5 to 10 minutes with 5 attacker and 5 defender online and attacking/defending. otherwise base capture fails ( here will come /q abuse) (:


Perks that needs to be removed during turf war
  • Notorious Head-shot
  • Infamous /TP /CTP 
forgot to add (out of ideas)
  • /turfwar info - Shows current stats of on going war as if losing or wining with points and player's count.
  • A textdraw of gang war progress is must, as i have not seen much of textdraws in this server because of that i am emphasizing on that
out of ideas
  • War losers will get cash and score subtracted even if they are defending or not.

I think i have covered the Time and player's rage. which is what dm'ers crave.
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#12
Oh, and turfs should give rewards, that could help the gang system grow.
For example, if we take a turf that has a casino in it, the gang will have a money bonus. Each gang could have like a money balance, and they'll be able to do many things with it (I had a planin which gang members would be able to buy drugs, and all that kind of stuff, but i suppose I'm just going too far :p )
I talked about casinos, wait for a thread soon ^^
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