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Food For Thought | Started by: Squishy on Nov 22, '09 18:16 |
We have often toyed around with the idea of "crew promo points". Basically, the more "work" a crew does, the more promo points they have, and those very same promo points can be used to promote people (it costs points to promote someone) Sooo if we were going to try to generate promo points for the crews work, what all do we factor in? Total amount of crimes done? Total number of experience points? Total number of votes? Toss out your ideas of what we can factor in when deciding how many promo points a crew earns. |
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I would count all the above and add in a few things like street/bar experience points those families that add good things to the streets and bars should get a little more. Those that have members who do nothing but click,click,click. Should get no bonus points towards promotions. |
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Reply by: Rich_Uncle_Pennybags at Nov 22, '09 18:20 | |
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Crew Promo points ? Care to fill me in ? Im kinda lost. What do you mean by crew promo points ? or is there a link that I can read up on it ? |
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Reply by: Bobblegob at Nov 22, '09 18:24 | |
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I think it should just be a blanket thing on all experience points - whether they're gained from crimes, votes or posting. On an individual basis - there is already point and monetary incentive for all three so I don't feel it's particularly necessary to promote that on a crewide level. Personally, I think there should just be a virtual 'points bank' of sorts and every point earning activity that a member commits should be more points in the bank (without taking any actual points away from the user). The auto promos should not cost any points, and everything above made should have a standard cost depending on effiency of a crewmember. Example1 : To promote a wise guy to made man costs 100 points. Wise Guy A has 200% efficiency and has therefore worked twice as hard as the average Wise Guy, his promotion will only cost 50 points. Example 2: To promote a Boss to Consigliere costs 400 points. Boss B only has 50% efficiency and has therefore worked half as hard as the average boss, his promotion will cost 800 points. Under a scenario like this, it would prevent Leaders from simply using points to promo their besties, leaving nothing left in the bank to promote hard working members who are perhaps not in the inner clique. However, on that basis I'd say CL, RH and LH promos should not be points related and should simply be, as currently, a clicky button sort of affair. A scenario like this would help promote diversity among families in addition - as there would be a new tactical option. I have 400 points in the bank, 4 wise guys are up for their made promos - but 2 mades are due to be promoted to capos. Who do I spend the points on? Such a system would promote a sense of realism where the books are only 'opened' when there is actual space, which would discourage the presently massive top heavy structure of families - whether this is a good or bad thing is up for debate! |
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Reply by: Noah-Levenstein at Nov 22, '09 18:29 | |
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You just want me to never get Consig Noah...... |
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Reply by: SirBarnabieHuckles at Nov 22, '09 18:33 | |
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That can be easily arranged without a coded overhaul. |
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Reply by: Noah-Levenstein at Nov 22, '09 18:38 | |
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Cow worries about families with lots of new players in... |
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Reply by: GiovanniBovine at Nov 22, '09 18:46 | |
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The proposed idea is unique and I think it would allow for an interesting dynamic of which we are not used to. With that said however, I believe there is still a fundamental flaw in the rank system and "pecking order." I believe the problem is that ranks are not family-based. The initial purpose of ranks like "Capo" and "Boss (Underboss)" were originally designed as family positions of leadership and structure. While in terms of roleplay, we can certainly establish our very own family structures how we like, what sense does it make for a thug to be an underboss to a Don? If our primary objective is accuracy and attention to detail, then I believe we must afford ourselves the time to think of a greater solution to an underlying problem - not just fix a symptom of it. So Squishy to put it plainly, how would you feel about a leveling and ranking system going hand in hand; ones that are established by points? Allow me to elaborate: Imagine there are up to 50 levels achievable in the game. Getting to level 20 might only take 20 days minimum leveling time. However, getting to level 30 might require another 20 days minimum time instead of only 10. As the levels go up, so does the minimum amount of time required to achieve that. With this in mind, you can also imagine the implementation of a true ranking system that would incorporate the current Mafia ranks. For instance, we all start out in families as "enforcers" and then by level 5 we become "associates." At level 10 we then automatically become "gangsters" and from there we have the potential for achieving the rank of goomba and earner by levels 15 and 20 respectively. (These levels can be adjusted obviously). However, the titles/ranks of "goomba" and "earner" would be made as a promotion button rather than an automatic thing by the leader. I believe that the "Made Man" promotion should require a level of around 20-25 (depending on what the final system becomes). However, even if a gangster achieves the level of 25, does not mean they would automatically become a Made Man or vice versa, could not continue leveling until they are so. I believe that with each level, your "abilities" should grow and that you attain each level by criming and doing all the normal stuff we have now. However, lets say that you need to be a level 40 to be a Don, but you can also be a level 45 gangster. The longer someone is around and the more points they have achieved, the better their abilities should be. In this for-instance, A level 40 Don could potentially be gunned down by a level 45 gangster who has attained a far more powerful level of ability. It makes no sense historically for two Don's to be button mashing each other in a war when it was far more typical to have your best assassin/gangster go out and do the hit. I believe the incorporation of a leveling system with the ranking system could provide exactly what we have all been waiting for. But Squishy, your "points" system for promotions I believe would work perfect with this new level and rank system I have thought up. Everyone gets pissed off in the game when their leader fails to promote them past Wise Guy - so they suicide? What the hell is the point of playing if your only way up the chain is by rank? Rank is both title and responsibility and it should not be the equivelant of ability all-around. The leveling system would allow people stuck at gangster to achieve high level and reputation as a gangster-assassin (for example) or a gold-pocketed Earner without worry about promotion. I have more details and ideas for this system, but I would like to talk more about it in chat at a later time. I believe a serious discussion away from the slow pace of the forums is in order. |
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Reply by: EzioMedici at Nov 22, '09 18:55 | |
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*Additional Note* I just wanted to say that I have thought up a lot of potential barriers to implementation of my idea - including coding issues and gameplay. I honestly could not come up with anything of note that would hinder such a system from being established one day. I also wanted to note that if people are given the chance to "level" their characters without the requirement of a leader to "hit a button," I wondered if it would not be better to make both the levels and ranks of mobsters something that requires stealth - and a lot of it. Imagine a leader not even knowing the full potential of a level 45 gangster he did not know had attained that high of a level - and simply overlooking the person for a hit during a war only to have it come back and end him permanently. You want dynamic? I think this would be it |
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Reply by: EzioMedici at Nov 22, '09 19:04 | |
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I won't lie. I'm kind of sick of all these new features that hinder younger accounts and members. I understand that Deimne, Lucretia, Marietta, Aurora, and so many have worked extremely hard but this would only make it even harder for people to rank up to pose a threat. To train a gun has gotten more complicated yet easy that it's kind of sickening. You can't just follow ID's you have to have the vision so automatically older accounts have the benefit so therefor they can have more kills, yes we can have 15 a month but in case anyone didn't know 15 is hardly crap unless you live for a year then you'll finally be able to drop a consigliere if you're at least a Boss that is and on Wack answers. I would be in favor of this if a reset followed. But I know that won't happen so I give this two thumbs down and if I could give it more I would but I can't because well I only have two thumbs. |
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Reply by: Warsteiner at Nov 22, '09 20:14 | |
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No mention for Iota? Sad face. |
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Reply by: Noah-Levenstein at Nov 22, '09 20:25 | |
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Kates breasts also feel left out, tbh. |
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Reply by: Kates at Nov 22, '09 20:30 | |
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Warsteiner brings up a good point. Perhaps if rank wasn't so prominent in wack skill, or users could rank freely without their leader's approval, it would be more even for the lower-rankers. |
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Reply by: Mux at Nov 22, '09 21:30 | |
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Warsteiner
I agree with both Mux and Warsteiner emphatically. Part of the purpose for the level/rank system I thought up was to remove the fact that as like it is now, Rank = Ability. There is absolutely no reason why a gangster who has done as many crimes and has trained their gun as much as a Don, should not be able to take one down at a better percentage than the current system. People deserve to have their hard work and good faith rewarded. I also agree fervently that the current wack system is a joke. No offense to Izzy, because it was a practical way of getting rid of inactives while also allowing people to train their gun without warring... but isn't that the purpose of the game? Why should super guns be allowed in war? If people are so desperate to train their guns, that they need to fulfill a blood-lust - perhaps the problem isn't the game? We have to learn as a society (in general) that not every problem has a practical policy solution. It is in my opinion that the inactive system be thrown out entirely. If people so wish to train their guns, there should be other avenues for doing so that do not include killing. A leveling system that rewards people for time alive and work done over the days and weeks and months of their characters life is all that is required. To be honest, the wack system incorporated with the IA timing in itself, is still a favorable condition for anyone closer to the server and/or a better system to click the button fast. But the issue here is a points system for leveling. Again Squishy, I hope you take my idea into serious consideration for the future |
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Reply by: EzioMedici at Nov 22, '09 21:45 | |
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Reply by: Marietta at Nov 22, '09 21:54 | |
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Ahem, *Pennybags. Lemme alone, I've been staring at the TV screen all day. :( |
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Reply by: Marietta at Nov 22, '09 21:55 | |
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Ezio has raised a few excellent points, however, some appear (at first glance at least) to be at odds with each other.
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Reply by: Deimne at Nov 22, '09 23:16 | |
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Jesus, Deimne. |
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Reply by: GingerAle at Nov 23, '09 00:22 | |
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I just gained 50lbs on Deimne food :*( |
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Reply by: ForRent at Nov 23, '09 01:33 | |
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Also I think that it should count only for Made Man proms. |
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Reply by: LegoMob at Nov 23, '09 06:19 | |
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