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Save the gang scene, unpopular how to.

John Gabbana

Los Santos Police
Los Santos Police
Solicitor
Location
Uk
First thing first, let me open the umbrella for all the comments that will come, please remind this is my personal opinion and that this is my OOC opinion.

For me, who's been here since late 2020-early 2021, I've seen a masive fall from the gang scene and the gang roleplay, and for me, that's mainly because of lack of consequences, and lack of objectives to achive. In order to fix that, I will propose a series of changes that I would implement.


A) First point, consequences. Life is infinite, respawn has 0 consequences, let's go frag. People has 0 value for their life, and a quick way to fix that is to put a "cap" in how many times you can respawn in a month. You push 3 times a day for a 2 week period of time, and your character died a total of 42 times in a single month? Well, your character is gone for ever, "dead". Introduce a maximum ammount of times you can respawn withing a month, obviously with enough warnings and counters so noone "by mistake" end up deleting their character, but make it so people fear to die. And this apply for the whole server, both gangs and cops.
This link to my second point, people is not afraid to fight cos the injuries have 0 consequences. Lay in pillbox, respawn, get treated by a doctor... introduce a system of injuries that will affect your character for "X" ammount of time. You been shot in the arm? Maybe "X" minutes of shaky hands... Been shot in the leg? Maybe "X" minutes of unable to fully run....
Make it so people are still able to "fight" but think twice about the consequences.

B) Gang scene is dying and we gang members are the ones killing it. It doesn't make any sense for whitelisted gangs to fight eachother because "Y" breathed to "Z" in the wrong way, so now it is 22M compensation or war. Every and only whitelisted gangs should be holding something "unique", a item that is needed by the whole city, but that they hold the monopolio of it. Examples of it:
There is only 3 gangs in the server, 1,2,3. 1 holds coke, 2 holds powdered milk and 3 holds plastic bags. 1, 2 and 3 will be carefull with each other, because if they start an active conflict in between, they will struggle to obtain the components they need for a daily. This example don't need to be relating holding matters of the same thing (drugs, guns) but something that put a firewall to inmediate declare war over nothing; or just go on a robbing spree blacked out because, again; there is 0 consequences even if i get caught.
Non whitelisted gangs will not have this privilege, and will have to grind for it.

C) Gun access in the server is pretty much fucked up. Everyone can get their hands into anything straight away. That really needs to change. Doesn't make any sense a "baldie" who just turned up and did a 24h run on binz can jump straight away on holding a revolver.
Normal civilian = Only able to hold meles or small pistols such as SNS.
Non whitelisted gangs = Only able to hold untill mid-tier guns, not being able to hold high tier guns such as service carabine / revolver, etc.
Whitelisted gangs = Able to hold every gun on the server.
Reward with a privilege to a whitelisted gang, and hold and motivate non whitelisted gangs to improve.

D) Reward system for whitelisted AND non whitelisted gangs.
Create a system of small side quests or small task to complete for gangs in order to achive extra stuff. For example and this is infinite examples that could happen:
- You manage to hit GUS and collect sucesfully 10 packs this month? The next pack will have a x6 multiply on the reward
- You manage to sell on your turf "X" ammount of drugs? The weekend from 18h to 20h locals will pay x3 times the drug sales (feel free to tax people, ROLEPLAY)
- You manage to rob "X" ammount of banks/bobcat ? The next one will have a x3 on the pay out, better plan it good.

Non whitelisted gangs.
- You managed to sell "X" ammount of drugs, and mine and smelt "X" ammount of materials? Your gang f6 is increased by 1 spot
- You have been watched by staff and they do consider your RP standarts and character development is good? You can get up to "X" members on your f6, and unlock up to "X" gun you can use.

Staff has been monitoring "X" gang and consider their roleplay standarts have been good for "X" ammount of time? Maybe just roleplay as an Albanian cartel that will reward them with "X" loot.
REWARD ROLEPLAY.

Long are gone the days of gangs scalate and use war as a last resource; only thing now people prioritice is who can frag more and get the best clips for the frag montage. It is the duty of whitelisted gangs to make RP enjoyable for every member of the server, and it's the duty of new born gangs to start earning privileges, even if the members that constutite it have been here since day 1, privilege must be earned; so instead of rolling blacked out causing nuisance will prioritice RP and RP storylines.
 
As someone who started playing in 2021 from what I heard from older players was what was ruining the server for them was the amount of consequences gangs/crims faced and police just gaining more and more power.

And guns are not easier to come by. You could mine and smelt all the materials you needed and the price was much cheaper. No to mention police could just given them to you.
 
There's a massive problem with how bleeding out / dying works atm.
As police, I see colleagues take more than letal shots (rev to head, 10+ smg to body) and get healed by nhs after some rp. Why? Probably because they can't be fucked driving back south and get all the items in their inventory again.

Crims tend to bleed out all the time when in police custody, roleplaying a shot to the leg as a headshot with "/me brain matter leaking, no pulse". Why? Because they lose their gun/ammo either way. Why do a prison sentence on top?

If you get shot in the arm with a high caliber gun, make it so you can only hold low caliber pistols for example for a week (not just crims, police too!). Or other debuffs. Maybe a week is a tad long but scenarios should have consequences. Don't want to do that so you just bleed out to avoid being handicapped? Tough luck, that will now be added to the aforementioned death counter.

Being a part of a non-whitelisted and a whitelisted group I do not agree with the gun tier sentiment however. My character has worked hard to get to where he is now, fighting people and burning bridges. With any weapon now to his availability it would be a shame if that disappears simply because we are not whitelisted. Unless, and this ties in with a different post, acquiring whitelisted becomes less tedious.

Having staff reward gangs that roleplay well getting some goodies from a friendly Dagestani crime family? Fuck yeah! More RP and it SHOWS that staff prefer RP over anything. There are gangs that primarily focus on RP but staff doesn't really show that it's to their liking atm. But also the flipside. Are you just fighting other gangs/police every day of every week? (I don't mean like Ballas or Occult, I mean full blown fragging like Alliance did for example before the blanket ban) Expect 20 fully geared SAS storming your compound/turf/base/hangout for example. Obv let RP go RP ways first but staff intervention isn't always that bad.
 
Right now is really a difficult time to point out exactly what the problem is... Because in my opinion it has absolutely nothing to do with the lack of consequences, if anything it's the exact opposite.

At this current moment in time police are (in my opinion) EXTREMELY overpowered after the new fleet has been added. Cars that can go well over 200 mph without much effort, armoured Hellions, you name it. I doubt there are any gangs who in their right mind think that taking up fights with the police is a good idea. It is a guaranteed lose situation unless the police-force come seriously unprepared, which you almost never see.
B) Gang scene is dying and we gang members are the ones killing it. It doesn't make any sense for whitelisted gangs to fight eachother because "Y" breathed to "Z" in the wrong way, so now it is 22M compensation or war. Every and only whitelisted gangs should be holding something "unique", a item that is needed by the whole city, but that they hold the monopolio of it. Examples of it:
There is only 3 gangs in the server, 1,2,3. 1 holds coke, 2 holds powdered milk and 3 holds plastic bags. 1, 2 and 3 will be carefull with each other, because if they start an active conflict in between, they will struggle to obtain the components they need for a daily. This example don't need to be relating holding matters of the same thing (drugs, guns) but something that put a firewall to inmediate declare war over nothing; or just go on a robbing spree blacked out because, again; there is 0 consequences even if i get caught.
Non whitelisted gangs will not have this privilege, and will have to grind for it.

I actually quite like this idea but i think it needs to be a lot more nuanced than just splitting up individual items to different gangs, albeit i don't doubt you didn't mean it directly like that with obviously legal and easily obtainable items becoming one-gang exclusive.
 
I think its more likley a result of crims not having a clear ''objective'' when they join the server, crim players have always been expected to be the source, and create interesting RP where as factions (police, NHS, Lost etc) essentially exsist to respond. If crims had something to work towards other than being the strongest and badest i can imagine that the rest of the issues you've brought up would resolve themselves. I do think that groups should have the chanse of being in controll of something that people want/need but for the sake of longevity i dont think it should be something locked to a particular F6.

Lets face it, if something where to be implemented there is always going to be one thing that is more profitable/desirable than the other and this is where we find RP. It makes sense for groups to compete over this controll, be it through fighting or politics, it should be something dynamic that can change as a consequence of action. Something that can be lost, traded or ruined.

As for police, i do think that alot of players from this faction has taken a turn towards a more agressive playstyle. To me its obvious that this is a call and respond result of crim vs police RP up untill this point, if you think they're bad you should look at what you're doing yourself, are you doing anything different yourself? we are all just doing the same thing to eachother. As for the police getting these new ''OP'' vehicles, What we should all understand is that Crim players will always be of a higher skill level in general, they play at a higher risk with worse equipment and the most to loose wich means that they need to be better drivers, shooters and team-players to even stand a chance. As they get better or learn new tactics the police should adapt but instead they get better gear or faster cars, i can appriciate that the police as a faction is alot different compared to a crim-group but at some point, surley, its to much?

I will say that hearing @Conrad Jones (hopefully the right @) speak during the leads meeting did give me some hope towards things becoming better, i do genuinely hope he achives what ever his goals are.
 
Cars that can go well over 200 mph without much effort

I know this isn’t really the place to discuss this and we’re going off topic here; but our new fleet on a whole is much slower than the imports. There is one car which does go far quicker than it should and we have made devs aware of this 🤙
 
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