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kris giggs

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Everything posted by kris giggs

  1. The core issue is that you don't believe what you say, you've no backing of it and emotions oftenly cloud your opinon, I am quite surprised by the amount of people getting heated over what I said, but to get back to the discussion can you please explain why you question the new robbing rule yet use them benefit firsthand, and then again speak about OOC barriers and restrictions, hypocrisy.
  2. It's a repeated pattern, it's not really hard to see, how many gangs have gotten the chance to become official over the last year or so and had fallen to mega alliance of then 2 and other smaller groups trying to make names for themselves by helping the council, now 3 gangs. Well, since I already see the 'it's an IC alliance through IC interactions' argument coming in I doubt there's any other argument to why criminal RP is so stale. You speak so highly of nurturing roleplay and allowing small gangs to flourish just to end them once they get ends to meet. Realistically, I see so many gangs leaders that give these in-depth roleplay situations and outcomes but they do not fall under them. A lot of paradoxes are also present, you eliminate every gang due to 'IC reasons' and remove your only source of roleplay and then go to the forums and ask for updates and more criminal activities, the rules have limit gang roleplay to be exclusively gang roleplay and not the council robbing people at clothing stores since they've nothing better to do. I understand, you want to stay on the throne for as long as you can, I am completely fine with that, but with that also come realistic issues that are going to effect your gang, you imply the only roleplay that comes out of this server is either robbing, chopping cars or making drugs, ridiculous. I've tried corner selling drugs before and it was the most fun I've ever had on the server, with a new player as well. Make an actual drug chain, not the one you use for a thread to look nice for FM but an actual, functioning chain, traffic people, steal cars and ask for ransom, interact with the admin cartel more oftenly, you create your own roleplay. Imagine a world where two gangs allow another startup to grow so much where they are strong but can still be swept just to leech off the months of work they put in because you let them, take their members, grow even more and keep repeating that. I heard someone say if you can't beat them, join them, that's the stupidest shit ever, where is the fun in that, or should I say, where is the roleplay in that? Bottom line, if you want 'ruined state of criminal rp' to turn into 'nerf criminals they've way too much roleplay' actually roleplay, I just now understand how bad the Rooks and Wanted go it, everyone turning against them, but it'll keep repeating if you don't want to change it, the devs can't help with that. All of these restrictions being imposed are to improve roleplay, not to ruin your experience, it's a ying yang thing, but at the end of the day you get the worse side of it since some people just don't like using /me's and /do's.
  3. I see Faction Management is trying to make wars more strategic and with that, improve the amount and quality of roleplay. Very true, but some things like wars in this case may not have a clear end or stoppage point. What truly makes a renown war winner? Is it winning every/most gunfight with the least losses? Is it who stays in the fight for longer with the most numbers? All of these things to me have to do with player involvement and not necessarily roleplay, at what cost do you fight day in and day out, losing assets, people, dignity and so on. No, I am not saying that Faction Management should select the outcome of the war because that is impossible, they do not see what we see, the people that fight, but yet again, will I really say 'okay, I give up, they won, they killed 4/20/100 people more than we did'? Faction Management created a plausible option to be selected if wars go for months on end with no good roleplay, everyone likes getting the heavy out and having a blast but is that really considered 'good roleplay' and how does that present the gang scene to newcomers? To sum it up, your question can be answered with the kidnapping and WK system, or I guess that is what FM is going for since fighting a war that reaches scales up to a 100 people in one fight 10 times every day seems pretty unrealistic, when have you really seen 2, 3, 4 or even 5 gangs in a city fight till death, never, gangs are and should be much bigger than that, clashes of number are a must here and there but money enterprises and drug empires fight different, strategic wars, the exact one FM has allowed us to fight via kidnapping high ranking members and WK's. Good point, there are hardships on both sides and I myself don't agree with the most points the WK system has presented us, some leniency must be added or removal of entire rules must be considered. I'd throw a rough estimate but I am pretty sure that more than 1/3 of the server is involved in roleplay with an official criminal faction or a group that is aiming to become one. Picking people off, generating unrealistic demands and then kicking them out the war seems pretty harsh to me. Monetary demands seems realistic but up to what sum, a low ranking member does not value the same as the head of the gang, but you won't be kidnapping a low ranking member now will you? Faction Management has made it really hard for known high ranking gang members to wander around in a war, and that is totally fine, but ending an entire war or banishing a player because they got caught out seems pretty stupid. Known drug cartels and organizations (in real life) have had their leaders kills, forcefully removed or even in this case, kidnapped, but it never ceased operation because a gang is bigger than one person, there is always someone else to take place, unless you take everyone capable of leading out the war? I have a feeling these rules were rushed, they were thought through but not thoroughly enough to have a possible outcome for most possible scenarios. There are a lot of points to be made and discussed, this is just my little input and reply on the current thoughts :^)
  4. 27th of December, 2019 23rd of April, 2020
  5. seems interesting, good luck
  6. kudos for the nice graphics, good luck ;^)
  7. interesting and refreshing, good luck!
  8. There is only one gang in Grove Street, the rest are nuances.
  9. Last line of defense Presence is a must, passing by Grove St. should give you that feeling in your stomach you don't like, the feeling when you know you're in trouble. Threats or harassment won't be taken lightly, nor any provocation by badges shall pass unpunished. The streets will be flared with green and the curbs will be stained red from the blood of the opposition, as a lesson. Dominance is assured, risks have been taken yet growth is still exponential. Lines have been drawn, borders are set, who dares, wins?
  10. Running laps There is a new crew around whose future isn't bright two days in the making. Consisting of rejected and departed members of the WCA they seem to have already been weakened by an amphibious assault that was executed not too long ago, they are suffering badly. With no clear vision and one goal in sight the crew is brought to it's knees awaiting execution. Alma mater Old street school teaches if you hear or see sirens you better get going, the next store hit was nothing but routine. Upon arriving to the Wanted Refresh two men dressed in purple were found robbing the store and were dropped to their knees as they await to see what faith has in store for them, it was nothing pretty. Letting your guard down is never a good idea, it wasn't this time around at least. Upon entering the store the shop keeper managed to notify authorities about their store being robbed, the response was imminent, soldiers in green and white could hear the sirens coming from miles away. Gathering the leftovers in a rush a cruiser drives in the lot to check the scene out, it was nothing pretty... The arriving officer was forcefully moved to the storage room of the store as Kris plotted his escape plan waiting for his fellow members to clear off. He gives them the signal and waives them off as he locks the officer in the storage room in hope to get extra time for his escape. The plan was a success, for Kris at least. Leaving the Refresh heading north he was met with no challenge as his colleagues heading south towards the city would come across a military like convoy intercepting them, managing to intercept a good friend of Kris, Ray. Turnout They lay low as they plan their next store hit which was projected to be a huge success, the owner hasn't moved his funds for weeks and it was luckily in a very remote location away from the city. The menaces in green crack down the plan as they split up and head towards the store, scouting the area before moving in. They sweep the streets clean before heading in, greeting the shopkeeper with .50 caliber barrels and demands, he had no chance. The cashier is swept gradually meanwhile SD makes their approach to the store after noticing and abrupt amount of green vehicles nearby, it is a massive turnaround. LSSD is heard from outside the store shouting as they unrack their weapons and reload their pistols expecting a fight, they were well prepared. Kris would manage to land the shots he has fired, hitting the deputies kevlar he would eventually incapacitate him as he would realize he is injured himself after the adrenaline kicked off. Trying to run out of the store he collapses after running into a ditch, heavily losing blood, he goes unconscious after setting out a call to the medics.
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