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War ! Started by: AttonRand on Oct 02, '09 11:16

Hello all i have a suggestion about having a war because sometimes in this life war is all that governs.

And sometimes wars are too short but alas i have an idea.

How about a feature that a CL can only be killed if all his made men and above are dead.

That way wars are better and theres no need for the cheesy pro-wack

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Paradoxically, I am going to describe this suggestion as unworthy of a response. But I can do that. [Queue the usual exclamation of my awesomeness].

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It will just make it unrealistic alot if you done that.

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Often people want to remove the leader, but not harm is crew.  Doing this means that the entire upper part of the crew must be taken out to remove the leader - which is not always the desired result.

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Must agree with Stinchy. Unrealistic

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Although, on second thoughts, a family don is probably going to be walled up in his fort with all his (awake and local) members blocking the way from any intruder. In realistic terms, the members [i]would[/i] be able to block possible attackers (whether temporarily or permanently).

Food for thought.

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Its as simple as this:

If you want a leader dead, you go after the leader.

Sometimes to make him scared, you'll kill his upper echelon as a way to say "We're coming" or to weaken his defenses.

But essentially, requiring the rest of his made and above membership to be dead first is silly, in my opinion.

When Lee Harvey Oswald wanted to shoot the President, he didn't assassinate all of Congress first.

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Well as a posted to sqishy response made men and above are meant to stay in the family till death remember they take an oath

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But still, Ginger Ale, if someone were to try to attack the President in the White House, they're going to need to get through security as well. Perhaps a crewleader's members can be additional bodyguard-types, depending on whether or not they are active, in the same city (in the home city), etc.

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Awesome puts a very good point across. How unlikely is it if your going for the Don CL and the target family 9 times out of 10 are going to be expecting it, are going to have majority of their made members and even associates guarding him or her. While the others are attacking.

In the same or similar way to a president, when the president is where ever he is be it in the White house or out doing speeches and visits he is going to have security protecting his person. So whoever tries to get to close is going to have to deal with the bodyguards/ security. Due to someone out there is going to want to attack the president so they are prepared.

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And a crewleader has bodyguards. Separate from his made men and above. His bodyguards AREN'T his made men members and above, so if a killer gets through all those bodyguards to shoot the CL, then that's enough. He doesn't need to take out all members MM and above AND their bodyguards in order to kill the CL.

"Realistically" since that's what's being used here, why should Player X trying to kill Crewleader X in Chicago have to take out Made Man Crewmember B in St. Louis?

Its silly.

Like I said before with the President analogy. You don't go kill all of Congress. You go shoot the President. Yeah, you'll have to get past Secret Service, but that's what bodyguards are for.

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To put it in more of a game play situation, those 'made' and above ARE stopping it happening as the game stands. As the ranked members will be shooting at the attackers (if they have trained a gun), pro'ing the high rankers being attacked (if they don't have a good gun), shooting bodyguards of the attackers etc etc etc.

In game situations and in rl situations people have betrayed their families and switched sides, joining either a random family or even the family doing the attacking. It is up to the leader/family in question to make sure that their members, whether associates or full members, remain loyal. Allowing this to be a free choice and not hard coded means that free will can allow them to choose otherwise, so it's down to the leaders leadership to ensure it doesn't happen... not some random code that says "made man alive, leader can't die". Personally, I prefer to see good leadership rewarded and poor leadership get the results it deserves... so I'm not keen to see a hard coding of 'loyalty' come into the game.

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Agree with tinchy that's not very realistic

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I don't know if somebody suggested this but I think that the CL or RHM or any person who can sponsor will have the sponsored assosciates as his bodyguards if they are in the same city as the sponsor and active.

For example, I am in LA and my assosciate is in NY therefore he is not protecting me.

I am in LA and my assosciate is also in LA and active so he can protect me.

or I am in LA and my assosciate is in LA but he is offline and therefore not protecting me.

The cons of this is that assosciates are more likely to be shot.

Another point I would like to mention is that during a war, Made Men and above would have some sort of extra protection (you are in a war, it's likely you will be a target). Obviously the higher the rank, the higher the extra protection. Only people in the families in the war have this extra protection.

So what do you think?

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When I said extra protection and protection from assosciates I am excluding the BGs that the character already has.

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Don_Wijn, as Deimne so eloquently put it, and I'll not be able to properly repeat, but what you're suggesting is a hardcoded sense of loyalty. You are taking the 'choice' away from the user. So if my associate decides to betray me, he can't. He's basically become an NPC with no choice. He's there, and whether he wants to or not, he's got to protect me.

Loyalty is a choice, and many of these changes are taking away the choice of the individual. If you live by the code, then yes, your choice should be to protect your leader and your family, but if the game mechanics take away that choice for you, what is the point in playing?

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What about the extra protection? A family member will surely hire extra BG's in times of war. I'm suggesting it would be automatic that a mafioso who is part of a family in war will be more protected for the time being than someone who is not fighting a war

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They might be more cautious during a war, but why would they automatically be more protected?

If a family member wants to be more protected during a war, they can hire more bodyguards, or if people CHOOSE to protect them, other members can go out and shoot the opposing faction.

Nothing should be automatic. It should be as player driven as possible.

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