SA-MP roleplay server mainly focused on gangs in San Andreas
 
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 Gang War Rules

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Rhyme
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PostSubject: Re: Gang War Rules   Fri Jul 26, 2013 3:28 am

notorious mobster wrote:
Another idea is adding turf colors on radar and somehow you can start a war there, I don't give a fuck how but still and if you win the war that gang turf is getting a color of the faction that won the war.
Just an idea, since we're not strict RP server, it can be allowed here.

The admin team won't do it. They see it as unnecessary and I frankly have to agree with that statement. Adding turf color means adding boundaries, which is sort of like metagame. Some noob can hop in-game and say... "Oh, that's purple, I'm green, I'm going to go there and kill them." Ultimately, we're trying to become better at RP and not deteriorate it. Why can't the zones just be RP'ed? Why can't somebody make a topic in Server Introduction with a gang map depicting the gang territories? It would all be hard to keep up with anyway.
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тесhnique
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PostSubject: Re: Gang War Rules   Fri Jul 26, 2013 3:44 am

I heard that story about MG many, many, many times, but let me tell you something.
I think everyone knows which gang operates in Ganton and which operates in Idlewood, so same noob can find out the gang location by SP storyline, adding turf colors won't hurt us that much, it will show gang area, but it won't show where gang members are hanging, right?
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Nyne
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PostSubject: Re: Gang War Rules   Fri Jul 26, 2013 4:20 am

Yeah but we did this on sls, gang colors on the map is unrealistic because in real life street gangs can't take over different neighborhoods and street corners by the day. That's where the problem comes, what admin here wants to update the map everyday and every time a gang rply takes over a street corner.
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тесhnique
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PostSubject: Re: Gang War Rules   Fri Jul 26, 2013 4:22 am

What a bout making something like, whole Los Santos and LS county map is colored gray, when somebody takes over a turf, color changes to the winner gang color, only LEADER can take over a neighborhood by starting a war there or something, I don't know yet, and so, for Exmple GSF can take over Santa Maria beach that way, Vagos can take over Docks, like every gang leader can take over the territory that he wants, because whole map will be full of turfs.
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Nyne
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PostSubject: Re: Gang War Rules   Fri Jul 26, 2013 4:26 am

That sounds, like Rhyme said, as if we're going in the wrong direction. We're trying to gain role play and experience amongst our community. I've played on a server where I thought this would be an awesome idea and within weeks role play was out the window and it was about which faction had the best shooters.
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тесhnique
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PostSubject: Re: Gang War Rules   Fri Jul 26, 2013 4:27 am

I said all what I had in my mind, now im out of here.
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Loc
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PostSubject: Re: Gang War Rules   Fri Jul 26, 2013 8:40 am

Rhyme™ wrote:
Thank you everyone who agrees, but Mada' brought up a GREAT point, one which I didn't notice in Rick's post. Rewards should be established, such as gang territory, which is all IC business. If you lose the gang war, you lose some territory which the enemy gang can occupy, like the SP gang wars. However, I stick to my main point... the fear which can be brought. Gangs WILL NEED to re-think attacks and strategies because one faulty death can ruin the whole gang, which is realistic. Gangs won't be hanging out in the open, they will stick to the more inner parts of their hood which are protected, gang leaders will actually act and be treated like gang leaders. They will have men protecting them, they will lay-low, etc. This and the prison system which I experienced a bit of today really is good for fear RP and such.

Thats it.
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[AFK]Lil Dan
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PostSubject: Re: Gang War Rules   Fri Jul 26, 2013 10:56 am

What are we? Crime Life Gang Wars?

People wouldnt focus on the roleplay if we had a script about it, people will see it as something new and the faggots gonna jump the bandwagon and start wars for nothing, just to exprience the awesomeness of the script, whch brings another problem, they are focused more on the colored turf that roleplay.

For example, SBF had history of turf wars, atm we ICly hold the stadium and area around it, we took it from Vagos and we also pushed ourselves into Idlewood while ago. We did everything in great roleplay and it took us a month to take over only one spot.
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OLD_SCHOOL
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PostSubject: Re: Gang War Rules   Fri Jul 26, 2013 1:28 pm

Lil Dan wrote:
What are we? Crime Life Gang Wars?

People wouldnt focus on the roleplay if we had a script about it, people will see it as something new and the faggots gonna jump the bandwagon and start wars for nothing, just to exprience the awesomeness of the script, whch brings another problem, they are focused more on the colored turf that roleplay.

For example, SBF had history of turf wars, atm we ICly hold the stadium and area around it, we took it from Vagos and we also pushed ourselves into Idlewood while ago. We did everything in great roleplay and it took us a month to take over only one spot.

I agree, adding scripts like this are pretty much pointless. Unless you're running a deathmatch server I guess.
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[AFK]Lil Dan
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PostSubject: Re: Gang War Rules   Fri Jul 26, 2013 1:48 pm

OLD_SCHOOL wrote:
Lil Dan wrote:
What are we? Crime Life Gang Wars?

People wouldnt focus on the roleplay if we had a script about it, people will see it as something new and the faggots gonna jump the bandwagon and start wars for nothing, just to exprience the awesomeness of the script, whch brings another problem, they are focused more on the colored turf that roleplay.

For example, SBF had history of turf wars, atm we ICly hold the stadium and area around it, we took it from Vagos and we also pushed ourselves into Idlewood while ago. We did everything in great roleplay and it took us a month to take over only one spot.

I agree, adding scripts like this are pretty much pointless. Unless you're running a deathmatch server I guess.

 
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DaParasite
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PostSubject: Re: Gang War Rules   Fri Jul 26, 2013 2:14 pm

Your idea is to purely rise the fear RP level and I think it should come from leaders. I mean leader ought to teach their members how to attack or fear notice I always attack in a different skin (different clothes and I'm a lower rank member for the attack only) and a helmet so my face could not be seen moreover I use fake plates on my car whenever I attack making myself even harder to be locate by the PD or the rival gang. It's high time leaders add more sophistication to their attacks also I high recommend big attacks will not be daily. For example: gang X attacks gang Y on Tuesday and until Friday they shall not make big attacks again. Add a lot more realism and if the rival gang doesn't know who you are ICly they can't hit you back so it's a factor to count
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тесhnique
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PostSubject: Re: Gang War Rules   Fri Jul 26, 2013 2:55 pm

READ AGAIN WHAT I WROTE^
Only leaders can start turf war.
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stalkur
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PostSubject: Re: Gang War Rules   Fri Jul 26, 2013 7:15 pm

DaParasite wrote:
Your idea is to purely rise the fear RP level and I think it should come from leaders. I mean leader ought to teach their members how to attack or fear notice I always attack in a different skin (different clothes and I'm a lower rank member for the attack only) and a helmet so my face could not be seen moreover I use fake plates on my car whenever I attack making myself even harder to be locate by the PD or the rival gang. It's high time leaders add more sophistication to their attacks also I high recommend big attacks will not be daily. For example: gang X attacks gang Y on Tuesday and until Friday they shall not make big attacks again. Add a lot more realism and if the rival gang doesn't know who you are ICly they can't hit you back so it's a factor to count  

IF everybody would read this, we wouldn't need any scripts.
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