Gamemode Limit/rethink custom criminals
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Title of Suggestion: Limit/rethink custom criminals

Description
Nobody plays Corleone or Rebel anymore outside of new players, and instead they opt to go for custom job name style of being a criminal.

The problem with this is that there's no real limit to how many people can go criminal. It should be that if people want that aggressive RP they should be Corleone, Rebel, or clan job so that there are limited slots for criminals. 

Therefore, when criminals are full then the other option for aggressive RP is police and S.W.A.T. which nobody plays right now outside of a few dictatorships.

Back when custom criminal jobs weren't a thing we had big Corleone teams, Rebel teams and police teams all online and it was fun gameplay. Nowadays everyone just goes citizen and sets a gang name custom job.

The idea is that if criminals are full, then the aggressive rp'ers have government to fall back on instead, which will help with the fact that government is very dead right now. There's 50 people online with dozens of custom job name citizen criminals, no Corleones, no Rebels, and 1 police sergeant only.

Why?
Lack of regulations on criminal gang composition / numbers is killing government jobs. There's a limit on the number of rebels and corleones for a reason, so I think that should be applied to custom criminals too. There's also the balancing issue where 20+ players could coordinate to make a mega criminal gang and completely stomp on police, which makes them unraidable for cops which is totally unbalanced and kills government player count.

I think we need to return to having the number of criminals vs number of cops held by checks and balances, not just an unlimited amount of citizens with custom job names set to 'criminal' and '[name] gang'. I miss the days when there would be a full police faction fighting a full corleone faction, and you could expect this to happen regularly instead of there only being a couple police officers and 1 S.W.A.T. if you're lucky.
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Messages In This Thread
Limit/rethink custom criminals - by Obsidial - 07-04-2022, 07:33 PM
RE: Limit/rethink custom criminals - by Obsidial - 07-04-2022, 07:41 PM
RE: Limit/rethink custom criminals - by Falc - 07-04-2022, 08:44 PM
RE: Limit/rethink custom criminals - by Equinox - 07-05-2022, 06:29 AM
RE: Limit/rethink custom criminals - by Balls - 07-05-2022, 04:33 PM
RE: Limit/rethink custom criminals - by Haarek - 07-11-2022, 04:31 AM
RE: Limit/rethink custom criminals - by Haarek - 07-15-2022, 05:44 AM
RE: Limit/rethink custom criminals - by gin - 07-15-2022, 01:05 PM

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