Ooohweeh! At last I am pleased to say that the core features are all done and dusted. Well, for the first gang that is. But getting the same stuff implemented for the three remaining gangs is not a big deal, I just need to finish up on some of the other systems before I can start working on that.
So, since you haven't heard from me in some time doesn't mean I haven't been working my ass off. I just wanted to make the final Gang Leader skill to be a special and intricate experience, so I have been working on that for the better part of well.. a couple of weeks.
But anyways, over to the Loyalty System which is what I am working on right now, and a quick rundown on how that will work.
Core Loyalty System
All your gang members earn or get deducted points on an internal Loyalty System. Whenever it reaches a certain level you unlock new missions to send them on. The missions will differ from regular gang members and enforcers. Once they reach the maximum value you can promote your gang members, which will unlock a final mission option for them and make them a lot less likely to come back from a mission unsuccessful.
How Points are Added or Deducted
Whenever a gang member returns from a mission they have a chance of it being successful or a failure. If the mission was successful they will get Loyalty points added. If it was a failure they will be deducted.
The higher up on the Loyalty ladder they are, the higher the chance of their next mission being a successful one.
If they return from a failed mission, you will get the option to discipline your gang members which has a percentage chance of giving back the lost Loyalty points.
Discipline Gang Members
There are three different options for disciplining your gang members after a failed mission, and the more brutal you want to be in terms of your discipline, the higher the chance of gaining back those Loyalty points, but it will also come with an increased relationship loss between you and your disciplined gang member. So it is not something you should do lightly.
Reprimand
Yell At
Give a Beating
Terrible Gang Members
If you have a gang member that constantly comes back from missions unsuccessful and they happen to get to the minimum value of Loyalty points you will get the option to send one of your enforcers to take them for a ride to the deserts outside of Strangerville and come back to your gang headquarters alone.
This will also give you the option to recruit a new gang member for the one that went "missing".
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That should be the gist of how the Loyalty System works, and I think this will make for a lot of fun in terms of micromanaging your gang, without it feeling like too repetitive.
Note: I am not taking any suggestions on Basemental Gangs at this time as there is too much stuff to implement already, and I don’t want to overcomplicate things at this stage.
Betty Flambert
2019-04-12 20:32:11 +0000 UTCLindsey (Shedevil22)
2019-03-29 09:57:22 +0000 UTCErica Lea
2019-03-28 04:36:00 +0000 UTCItsug
2019-03-27 20:28:47 +0000 UTCSero
2019-03-27 18:40:10 +0000 UTCMortiferus
2019-03-27 14:20:22 +0000 UTCBasemental
2019-03-26 09:19:24 +0000 UTCAthena Apollos
2019-03-26 04:43:43 +0000 UTCMike Triola
2019-03-26 04:24:44 +0000 UTCWarriorPrincess
2019-03-26 00:58:23 +0000 UTCBasemental
2019-03-25 23:18:35 +0000 UTCDatmanv
2019-03-25 23:14:57 +0000 UTCReinBlack
2019-03-25 23:12:49 +0000 UTCKeekee53
2019-03-25 23:03:26 +0000 UTC