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| Realistic Amount of Districts | Started by: Jones on Mar 21, '18 07:21 |
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There is something that has tingled my mind for quite some time now but which I've refrained from suggesting after realizing just how much work it would require from the Dev's for something I believe they probably won't find important. Regardless, I'll add it here as a proposition for thought. The idea of districts within a city is a great concept that adds a lot of physicality to the game. But the way it is now, having a predefined set amount of districts for every city cuts away a bit of the reality of the 1930s USA. I believe bigger cities should have more districts. I do not know if there is a gameplay balancing reason to the current setting, in that certain cities aren't immediately overpowered by having a bigger potential in holding more players, but districts don't have (that I'm aware) a limitation for the amount crews, so cities are still allowed to grow for as much as they desire. I think that historical districts should be present in the game, and not be cut out for the sake of standardization across the board. This was the population of our cities in the US of the 1930's: NY: 6,930,446 (3 Districts) CH: 3,376,438 (3 Districts) PH: 1,950,961 (2 "") DT: 1,568,662 (2 ") LA: 1,238,048 (2 ") SEA: 365,583 (1 ") LV: 5,165 (1 ") From: https://www.biggestuscities.com/1930 If every city below 1M people has only one district, and those above 3M have 3 Districts, leaving the ones in-between with 2, we'll still end up with 14, which is the amount we're at right now. |
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The more crews in a district or city, the more the HQ costs. When it starts to get crowded, it gets drastically more expensive. This is done to prevent the lead up to a single person running a lot of crews, which traditionally just leads to basically pushing a large population of the game to have a very homogenized lackluster experience. CLs traditionally maintain power over their subordinates while they are in the same location, this reduces independence and prevents crews from 'being their own man'. This in turn, causes members to become just anonymous sources of income whose very survival is based on a the whims of someone who doesn't know them, doesn't work with them, and is too many tiers above them. When crews get authed into a different area, they tend to slowly get out from under the thumb of their original leader and slowly convert the corporate crew mentality into their own family. The CLs in different areas now can start to provide a tailored experience for their particular family rather than the homogenized structure of 1 person with half the game under them. When one person controls too much of the game, often it leads to very undesirable consequences for those who are not under them, and equally as undesirable as those who are. As time goes on, this becomes less and less fun to be under as a player. I think the best course of action is to maintain the right balance between the population of players and the number of places that can genuinely offer a different experience playing. If there are empty areas for too long because of lack of ability or the need to auth, close areas. If there are empty areas for too long because of deep rooted control issues at the top, shrink HQs. If 1 persons needs are suffocating a large chunk of the user base, we open up areas to encourage alternatives. If the population goes up and we are cramped for space, we open up areas to encourage more crews. I think pushing some cities to be bigger than others would cause a negative impact in both a players happiness and a players sense of future growth. Bigger cities generally gravitate towards a 'Mean Girls' pack mentality that results in smaller cities just constantly being removed or pushed around. I am OK with giving different areas a different neat attribute, but I don't think restricting small cities is a good answer. |
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| Reply by: Squishy at Mar 21, '18 11:36 | |
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