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Control of the Business Districts Started by: SydBarrett on Dec 17, '14 23:12

I thought of the following during a long busride yesterday. To understand it, you probably need to read everything, including the second post with some maths lined up. Let me know your thoughts, except that it would be a lot of work to create :)

Idea
The mafia used to put pressure on local business owners and offer them protection, but ofcourse this came at a price. I would like to bring this into the game as an additional way of making money, although it would need proper organisation from the players to be succesfull.

Disclaimer
Although this is about the Business District and those forums could play a factor, the idea should never discourage Business-owners in the forums. Nor is it meant as a call for power against current GF's or CL's. It's just a new profit addition. My suggestion is not to apply any witness statements, so it just boils down to loyalty and Omerta.

In Practice – Taking over a district
Each cities business district can be taken over and kept under control. To take over a district you and your companions should be more tougher then the previous (if any) people running the district.
Maths for this follow in the reply of this thread.

  • Under Profit there would be a new option “Business District”
  • Any MadeMan+ currently not in control of that city's district will be able to take over.
  • “You are not in control of this business district.” – “Take over district (button)”
  • If the MM+ wants to take over, he gets a similar invitation system like OC's (no limits).
  • Only people with open Attack Timers can be invited.
  • Only people in that same city can be invited (Home City doesn't matter)
  • If the MM+ and his accompanions feel they have enough people, they can attempt to take over the district.
  • Attempting sets your attack timer to 2 hours.
  • XP is given, but no wackskill is received.
  • Maths for deciding a success or failure are below, but it's important to understand “Controlling a district first”

In Practice – Controlling a district

  • Under Profit there would an extra option “Business District”
  • Any player previously involved in the take over of a district will have the option “Put some more pressure on this district”.
  • This is only available with an open attack timer.
  • Using it will set your attack timer to 2 hours.
  • Using it will give you XP, but no wackskill.
    It's not possible to fail this once you are in control of a district.

In Practice – The Profit

  • Every week a business district automatically pays out to the people controlling it.
  • Every city's district pays out on a different day.
  • Every payout is default at 10 million.
  • Every payout can get higher because of Business District Forum activity.
  • Every payout is equally divided among the initial take-over party.
  • Every day the controlling party can gather additional money by “Putting down more pressure.”
  • Putting down more pressure has a payout too (100k first, 90k second, 80k third, untill 10k and it keeps at that for all additional pressure on the district).

Game Benefits

  • Families can appoint people in charge of running districts (chances to prove yourself)
  • Pro-wackers and earners suddenly get an extra value (Their wack isn't trained, while they can use their timers to be significant)
  • Pro-wackers and earners gain extra money for their new roles.
  • It doesn't have to be family. In this way any group with proper organisation could really bully families/cities while gaining decent money.
  • Once the info gets out when which city pays out, there will probably be a boost in activity to take-over on that same day.
  • During wars, less attention is probably given to districts and make a good time to take-over.
  • There's no witness statements or any info to be found about who is in charge. Takes Omerta to keep that info save if CL's or GF's decide that the district is theirs and takeovers are illegal.
  • Because of additional income generated by active Business District – more people start interacting there. The same rules do apply and it's to the community to enforce those rules. No spamming for points or income, cause you get punished.
  • Some extra fire in the game. If families want to take over a different city's profit, they probably have to bring quite some players into the target city. 
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The Maths.
Mmm, this is hard and just a proposal. So feel free to add your suggestions and ideas.:

  • If a party attempts to takeover a district not under control, they succeed.
  • When you take over a district, it gets 100 control points for your party.
  • Every 24h a district loses 20 control points.
  • Every additional pressure being applied by the controlling party adds +1 to the district again (no matter what rank).
  • Every attacker in an attempt to take over brings +10 default.
  • Every additional rank of an attacker brings an extra +1 (So Goomba would be +11, Earner +12)
  • When the amount of attackers points is more then the current amount of control points, a take-over succeeds.
  • While controlling control-points can go over 100.
  • While taking over your control points are set at 100, despite the fact that your party carried more to do the actual takeover.
  • District payout, once a week, at 10 million – equally divided among total party.
  • Additional payout per pressure (100k, 90k, 80k per action by the party, untill 10k).
  • Additional payout 5k (on top off weekly payout) per post in the business district under your control
  • Participating in an attempt to take over, or by applying extra pressure results in a attack timer set for 2 hours.
  • Participating in an attempt to take over, or by applying extra pressure results in XP awarded, but never wackskill.

Why this Math?

  • To take over a district you need proper organisation. It's not a one-man show.
  • Highrankers add massively, but can't train there guns during the timeout on the attack timer.
  • It really takes an effort into keeping control of a district. It would take 20 attack timers to keep equal. Which is easily done by a few active players during a day. Stimulates activity and earning your profits.
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I like it.

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Nice, like it too!

•Families can appoint people in charge of running districts (chances to prove yourself)

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Continuing from above...

So those that control it can alter who is in charge at any time? Or is that only if a GF has it set to 'no takeovers' ?

And when people die, they obviously drop off. Can they be replaced if family run? Or if an outside attacking party?

Sorry for double post, pressed enter on quick reply by accident :/

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Good questions Adz. Thanks for responding.

The fact that people can be appointed the role of running a district is merely thought of a CL appoints someone to run it, invite the others, perhaps include the highrankers for a higher success rate, but it would be their responsibility to keep it under control. In a lot of cases highrankers would probably want to train their gun or keep their timer open instead of keeping a district under control.

They can help on the takeover initially, but it would be for prowackers, earners to keep controlling it.t

I didn't think of one being able to alter the controlling party. Perhaps members of the controlling party could invite more members afterwards, but it would have their pro's and con's:
Pro: Their hardwork on controlling a district remains more secure.
Con: Perhaps it would get harder to takeover by other people.

If a crew loses their district because a lack of players alive, they just lose it. Do they want control again, they have to plan another takeover. This would ensure a more lively system I think.
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Cheers for clarifying. I agree on all points as you suggested them, just wanted to make sure I was understanding it correctly. Great idea, I hope it gets the support to be implemented.

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