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Reworks the Gang gamemode and adds it to the dynamic pool

Open Penwin0 opened this issue 10 months ago • 9 comments

About The Pull Request

Seeks to make Gangs more RP-friendly and allowant than what they used to be, and add them into our current gamemodes, the new workings of gangs is described below:

Currencies:

The currencies of the gamemode are the following:

Influence:

Used by Gang Bosses to purchase items and equipment, acquired from territorial control, drug distribution or from wealth in Credits when compared to other gangs.

Credits:

The combined credits from the accounts of all gang members, can be artificially inflated using gang vaults, having more credits than other gangs nets you more Influence and increases Reputation (only starts counting after a grace period of 10 Minutes to allow roles that start with less credits to catch up).

Reputation:

Victory Score essentially, the Gang with the most of it wins. gained from territorial control, Credits or drugs, lost from losing territory.

Gang Bosses:

Two or more Gang Bosses spawn on the station and with some Syndicate backing seek to make themselves the bosses of a criminal gang, their success in this endeavour is quantified in their Reputation, which measures victory in the gamemode.

Conversion:

Gang Bosses may ask someone to join their gang, this involves the Boss saying something and the invitee accepting the request (Security and Command can't mechanically join gangs) the current member cap is of 4 members including the boss, preventing an infinite snowball and the round descending into a TDM. Conversion is permanent, there is no going back.

Deconversion:

Deconversion for Gangsters is impossible, they must be dealt with using Standard Space Law, Security will somehow be buffed against them or Gangsters nerfed against Security if they prove too difficult to handle.

Promotion:

Bosses may promote one Regular member into a Lieutenant, capable of extending invitations and using the Gangtool.

Clothing:

Every gang has a designated outfit purchaseable by Gang Bosses, the more pieces of it members are wearing the more Influence is gained, members that aren't wearing any cause a loss instead.

Gang Bosses start with a Gangtool device, which accesses an uplink-like Market to help them in their operations (Choice in items is a bit limited right now and I'd hope to fill it out further before a final merge)

Special Equipment:

A category of Gangtool equipment are used as the intended routes for attaining Reputation and winning the game:

Territorial Spray Can:

Tags an area as a Gangs territory, periodically granting Influence and Reputation if a tag is lost however, Reputation is reduced, making this method riskier, it's also more openly obvious and may attract the wrath of Security or other Gangs, intended to be the higher risk and more combative option (Gangs should not be able to completely overwhelm Security)

Credit Safe:

Credits stored in this Gang-locked safe count for double in the comparison with other Gangs, intended for attempting to win by amassing wealth.

Illicit Chemical Dispenser:

Generates a variety of drugs that can be peddled off to the crew for Credits also contains, however, formaltenamine a highly addictive narcotic which the Syndicate wants to spread in Nanotrasen space, gangs able to distribute it will be rewarded with Influence and Reputation as non gangsters metabolize it, intended to be a more gimmicky route of taking things and a bit experimental, but explores a way of playing not very often seen in game.

Final Thoughts and Edits:

I learnt a lot from working on Hiveminds about antagonists and wanted to try and give making (or reworking) one another go, I think the theme of Gangs has a lot of potential and can be made into a good gamemode. I started off with much loftier ambitions than what we have today but decided to cut down in an effort to actually get something done and seeing if the basic concept even works, I'd love to expand on it if it gets off the ground.

I'm going to be making a thread on the Discord so conversation not well suited for Github can take place, otherwise you are free to leave a comment here if you have any thoughts. Thanks for Reading.

Why It's Good For The Game

The bigger pop gamemodes are all pretty much round-ending antagonists and aren't very RP focused, gangs seek to fill this. There's a bit of a vacuum for a low-tech team antagonist with the removal of revs, gangs seek to fill this niche. I've learnt a lot from my previous failed experiment with Hiveminds, I think with a bit of elbow grease I can make a good enjoyable gamemode to add to the rather bland mix of traitors and round ending antagonists we have now.

Testing Photographs and Procedure

Screenshots&Videos

Screenshot_2343

I forgot to take more pictures, remind me to add more if this message is still here in a week.

Changelog

:cl: add: Adds Gangs to the dynamic gamemode pool tweak: Gangs conversion is now voluntary and has a member limit tweak: Gangs no longer win by activating the Station Dominator instead they must acrew more "Reputation" than other gangs through either distribution of drugs, claiming territory or amassing credits. balance: Increased cost of the more lethal gang weaponry /:cl:

Penwin0 avatar Apr 03 '24 19:04 Penwin0

tgui is a creation of the Devil

Penwin0 avatar Apr 03 '24 19:04 Penwin0

Add Needs Wiki Changes tag please.

#6927 never made wiki changes and it was very difficult for players and mentors. I would prefer not to see a repeat of that

Tsar-Salat avatar Apr 03 '24 19:04 Tsar-Salat

Add Needs Wiki Changes tag please.

#6927 never made wiki changes and it was very difficult for players and mentors. I would prefer not to see a repeat of that

True, do hound me on this

Penwin0 avatar Apr 03 '24 19:04 Penwin0

Having people be asked if they want to join a gang sounds like its going to have the old devils issue, especially with current player base mentality towards antagging

PowerfulBacon avatar Apr 04 '24 09:04 PowerfulBacon

Having people be asked if they want to join a gang sounds like its going to have the old devils issue, especially with current player base mentality towards antagging

Maybe, could change to involuntary if problematic, but I wanted to give it a try

Penwin0 avatar Apr 04 '24 13:04 Penwin0

Having people be asked if they want to join a gang sounds like its going to have the old devils issue, especially with current player base mentality towards antagging

From what I saw in the TM it resulted in interesting interactions, where people declining might have a scuffle with the gangsters

JixS4v avatar Apr 06 '24 13:04 JixS4v

chemical seems questionable, but I don't have a clear mind to figure it out for now.

EvilDragonfiend avatar Apr 15 '24 10:04 EvilDragonfiend

actually pick() seems fine. I didn't know it can handle non-list args

EvilDragonfiend avatar Apr 30 '24 07:04 EvilDragonfiend

This pull request has conflicts, please resolve those before we can evaluate the pull request.

github-actions[bot] avatar May 03 '24 05:05 github-actions[bot]