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The state of things. | Started by: EvilClown on May 09, '11 14:34 |
A lot of people have been commenting on the ratio of NPMs to Actual players.
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wow. thats... complicated. so we onyl have 6per crew. thats little lol |
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Reply by: The_Punching_Bag at May 09, '11 14:36 | |
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You are off by a magnitude of about 3 :) |
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Reply by: Squishy at May 09, '11 14:58 | |
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I guess you know better than me :p
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Reply by: EvilClown at May 09, '11 15:15 | |
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You could take out Godfather crews and their members from your fuzzy math calculation as well (plus, afaik, one retiring CL?). They like to lowball numbers with their pesky HQ limit.
Also, ~10 members a crew isn't like its a horrible thing anyway. In 50 person HQs, there is usually sub-crews or some form of structure that groups people into similar numbers. Using in-place game mechanics with additional benefits to the positions is only natural. </devilsAdvocate> |
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Reply by: Ridiculous at May 09, '11 16:18 | |
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EvilClown my opinion on this...
If Im a new player there are so many crews it is confusing. Ive only just started playing again after being away for many years (they keep pulling me back in etc etc)... & what im seeing is what I used to see on other RPG sites - lots of leaders. With out counting I bet 75% of the posts on pg 1 of the streets are new crew announcements.
Maybe Im glamourising the 'old' days but what made the game so good back then was 'great' leaders speechs which then usually was followed by lots of debate etc. Again, this is my personal point of view... |
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Reply by: Equilibrium at May 09, '11 18:58 | |
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Whilst Im at it...
Perhaps part of the reason everything seems so much slower is that fact there are so many families. Why go rogue when being authd is so much easier (statistically compared to how it previously was, less crews so less chance vs more crews so more chance...)?
However, cant knock the current crop of leaders for this! They have made there situation very strong which is surely what any leader would try and do? |
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Reply by: Equilibrium at May 09, '11 19:02 | |
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An Excellent point Equilibrium. |
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Reply by: EvilClown at May 10, '11 11:23 | |
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Its pretty apparent that NPM's have gotten out of hand |
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Reply by: JesseJames at May 10, '11 15:10 | |
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I'm a fan of multiple smaller crews actually. Here's the thing, from any mob lore I've read there were very few huge syndicates per city. There were maybe 2-3 (5 in the case of some massive place like NY) and then a smattering of smaller gangs who pushed for bigger pieces of the pie, sometimes succeeding sometimes not. In my own city, I've toyed with authing way more crews, it's something I did with the ThomasRourke character many moons ago. Here's the thing, the conglomeration of crews that was suggested would lead to far fewer opportunities for people, and I'm much more a fan of giving people chances that have earned them even if their crew might not grow for a month or two.
I mean Drexler couldn't buy a member when he first started, but persistence led him to become a Godfather. The parity in the game is actually producing some of our best leaders, because you NEED to be active and on the ball to grow. Those that don't have it in them might lead smaller crew, but may never break through the ceiling. I can say this truthfully, I've never seen any leader NOT succeed that didn't throw themselves fully into the role. It might not be an overnight success, but who cares? I guarantee you that working hard for it and developing more personal relationships with people as they came in one by one made leaders like Drexler, Cherokee, Marcus, and Prem (the most recent city auths I can think of) stronger and more capable.
I've seen what happens when someone gets too many people all at once, it happened to me! When the great Colin and Evangeline fell, I inherited a LOT of people that I had no knowledge or background of, and it took me months to catch up and become personable with different people. So, in my opinion, this is definitely a case of beware what you wish for. NPMs might inhabit a lot of crews now, but eventually they will be actual players, and the journey to become a top dog will have been worth it. |
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Reply by: Roman at May 12, '11 18:04 | |
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I dont like the idea of them at all, I prefer when there are real players, but i have been away for a wile and am sure there is a good reason for having them, i just cant see any. |
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Reply by: monkey at May 19, '11 18:05 | |
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I actually agree with Roman. I too was around at one point, many moons ago (during the time of ThomasRourke). |
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Reply by: Alesia at May 19, '11 23:11 | |
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I don't consider the number of NPM's an issue.
The real issue is the structure of the game itself. This game does not include the real enemy that most 30's era mobsters fought against, that is law enforcement and the state. More should be done to address this issue, because the inter-city wars that occur are not in the interests of any Godfather or Crew Leader. There should be a Godfather initiated "strike" against all wars until this issue is addressed. Why should the only fighting going on be against other mobsters? The real enemies that all mobsters identified in the 30's were law enforcement and other State forces.
This is just a suggestion:
- All the Godfathers agree not to go to war until a larger element of fighting law enforcement is added to the game. |
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Reply by: Ozzymandias at May 30, '11 13:03 | |
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Some sort of government/FBI crew has been suggested in the past. I believe it was rejected on the basis that, even if it could be implemented, such a change would be unappealing due to the fact that there are many other games with the cops/robbers model. |
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Reply by: Crawford at May 30, '11 13:12 | |
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all i know is if it wasnt for npm's i would rarely get an oc completed, and the game would make a lot less attractive to a new user due to lack of players. I do not see them as a replacement for new players, but is pretty much to a degree what they do in visability. |
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Reply by: BeachBum at May 30, '11 21:48 | |
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