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Official Ttt "gang" Suggestion/discussion Thread


Seraph
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If "gangs" were to be added to the TTT server, what should they be like?

 

Add any suggestions you have such as: perks, how to start gangs, how to level them up, what they should be called, currency system for gangs, and general discussion about gangs.

 

When suggesting perks, remember that perks should geared towards all roles. For example, speed boost for just innocents wouldn't work as it would be obvious that they're innocent. Likewise, having a taser would only be a good option if the traitor got a fake taser.

 

Discuss!

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If you choose to do damage/speed/health you might as well only do those. That's the only one people will pick.why pick one to spawn with a one shot knife when I can just do x percent more damage overall. -Jericho

 

In totally for the idea of gangs on TTT but the perks health/speed/damage shouldn't be added. Up to you guys what do input, just giving my thoughts

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Increased Traitor probability

Increased Detective probability

Increased Taser functionally (For Innos)

Increased Damage resistance

 

Currency could be points that you get when you kill players.

Inno killing a T (+2 gangpoints)

T killing an Inno (+1 gangpoint)

Detective killing a T (+3 gangpoints)

T killing a Detective (+3 gangpoints)

Killing non Ts will add no points.

 

They should be small increments and not dramatic.

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Increased Traitor probability

Increased Detective probability

Increased Taser functionally (For Innos)

Increased Damage resistance

 

Currency could be points that you get when you kill players.

Inno killing a T (+2 gangpoints)

T killing an Inno (+1 gangpoint)

Detective killing a T (+3 gangpoints)

T killing a Detective (+3 gangpoints)

Killing non Ts will add no points. tbh this should be - points

 

They should be small increments and not dramatic.

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Increased Traitor probability

Increased Detective probability

Increased Taser functionally (For Innos)

Increased Damage resistance

 

Currency could be points that you get when you kill players.

Inno killing a T (+2 gangpoints)

T killing an Inno (+1 gangpoint)

Detective killing a T (+3 gangpoints)

T killing a Detective (+3 gangpoints)

Killing non Ts will add no points.

 

They should be small increments and not dramatic.

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Increased Traitor probability

Increased Detective probability

Increased Taser functionally (For Innos)

Increased Damage resistance

Currency could be points that you get when you kill players.

Inno killing a T (+2 gangpoints)

T killing an Inno (+1 gangpoint)

Detective killing a T (+3 gangpoints)

T killing a Detective (+3 gangpoints)

Killing non Ts will add no points.

They should be small increments and not dramatic.

 

Being on before map changes could be like +5

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Increased Traitor probability Increased Detective probability Increased Taser functionally (For Innos) Increased Damage resistance Currency could be points that you get when you kill players. Inno killing a T (+2 gangpoints) T killing an Inno (+1 gangpoint) Detective killing a T (+3 gangpoints) T killing a Detective (+3 gangpoints) Killing non Ts will add no points. They should be small increments and not dramatic.
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If you choose to do damage/speed/health you might as well only do those. That's the only one people will pick.why pick one to spawn with a one shot knife when I can just do x percent more damage overall. -Jericho

 

Okay so I'll start this by saying I am definitely interested in the idea of gangs in TTT. While the idea interested me and I'm definetly in support of gang identity (Bald Men Conversing/ gAyQ gAyQ) I'm not chill with some of the perks that were brought up. If we were to implement perks to go along with these gangs they would 1. Have to not ruin the gameplay of TTT, 2. Not be op compared to a brand new player connecting to the server, and 3. Offer a variety of options rather than having one perk that every gang uses *cough* speed in jailbreak.

 

The idea that was brought up by others that we should include health, speed and damage as gang perks for TTT. While these perks got a lot of approval by others I'll explain why these perks are a terrible idea for TTT perks.

 

Health: This idea isn't that bad compared to the others being that the argument is that it only takes one more shot to kill someone with the bonus health. While it's an option I feel like we could just remove armor buys from inno and then give gangs a perk that gives you scaling armor based on gang level.

 

Damage:Please no. Huge advantage and would be abused hard.

 

Speed: While this perk is nice as a T in JB when it comes to a knife vs. gun fight and rebeling I don't feel like it is needed in TTT. It offers a pretty large advantage to the gangs and would just end up being the only used perk like it is in jailbreak.

 

I'll offer some alternatives ideas for perks. Spawning with usp-s or maybe other guns that are rare on maps. As a T spawning with a one shot knife or like mango said some perks that increase your chance to get T. We need small things rather than big perks that could break how the game mode is played.

Edited by Jericho
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Damage/Speed/Health/Armor Boosts are the only things mentioned since they seem to be the most popular. (We should come up more ideas) That is the only thing recommended right now and main concerning. I am for those types of additions and believe they will not "break" TTT. As far as the concern about this affecting population i do not see it ass doing such, yes it may be a little different for new people to join but it makes people want to join a gang they get perks, these additions should be modified to a point where it it isn't OP. But in general these additions are not "game breaking" or "population ruining". They are new additions to TTT that people will enjoy and old members can get a new taste and feel for the game mode, As for new players it will shoot for them to play more and achieve these perks, and if they don't the additions should be subtle or a random chance each round, making it not putting them to a disadvantage.

 

-Additions/Perks-

Health: Health additions wouldn't be a hard impact on the game itself, we already have options in the game right now to add more health to your character (Health Station). Even while getting shot at it still heals you, i don't see an addition of 25 more health would affect anything, it is one more AK shot, It is more scout shots rather than a one-hit kill. As for it maybe being "OP" having more health than another and being able to buy a healthshot, it is not that effective, you have to buy a health shot and it shouldn't affect play. Armor Idea is still a great addition, it is a reasonably conservative idea so you cannot regain the armor but it doesn't add much to the game, you have armor but it doesn't protect much. Armor would in my opinion should be a lesser addition to the main perks.

 

Damage:Damage is a concerning topic, people are afraid of this. saying it would be too OP. Gang member vs a Non-Gang member would make it OP but the %Dmg should be a very minimal to affect play on this. This topic is very practical way of dealing with the other perk of Health. Like a Rock v. Scissors v. Paper, Where Damage beats Health, Health Beats Speed and Speed being a varying factor in between them, could see interesting play between all the different gangs that is my personal interest. Damage on the Non Gang member would be enough to not make it unfair but fair enough to pair with the other perks.

 

Speed: I see no affect in play for this one, it would make running away from shots easier and running from tasers easier, it is all around a good ADDITION to TTT, the speed effect will not be like a 30% increase or something ridiculous as that. It would be at a reasonable percent, that way it would not be OP when against a Non-Gang member. Speed would make TTT more interesting, all in all these ideas are to make TTT better and more playability and speed is a fan favorite for it. The concern of it being too popular where in the case if every gang just choosing this option is noted and it would end up like JB, but the thing is this is not JB it is TTT where people are essentially playing a deathmatch with rules, so effects of Damage or Health boosts would be more effective than a minor speed boost in the long run.

 

I am all for more additions for these or even changes to them, worked out but these could be starting perks. I do like the idea of smaller perks of better guns or armor or shop items on spawn these things would be amazing to implement but items like a single usp-s wouldn't make a high enough impact for it to be worthy of a gang addition.

 

-Gangs in General-

-Gangs could be started from the point system i will explain later, having it be set a a high rate while letting you be able to have more slots to open later if so. by spending more points

-Gangs could be called, Terrorist Groups as previously stated, And anything else i cannot think of right now.

-Gangs rules for points i would use Vel' Roz's idea of

 

Inno killing a T (+2 gangpoints)

T killing an Inno (+1 gangpoint)

Detective killing a T (+3 gangpoints)

T killing a Detective (+3 gangpoints)

Killing non Ts will add no points.

 

With this system of points you could have points piled up and buy more perks and add more slots or whatever. This would promote less RDMing and more of working to a central goal of working for something or worth in the server, TTT doesn't have anything while other servers of our have it. So i believe the addition of gangs would do such. I at first was for having negative points for RDMing but in lots of cases RDM was accidental and cannot be proven it was an accident by console and only by moderators or people. So we don't want to punish people for an accident or for just doing the right thing in an RDM train or what not.

 

In the end TTT gangs should be a separate form of gangs other than JB gangs, as stated by Skys. They have different ways of how it is played and many of its perks can be played differently in TTT. Making completely new gangs would be great rather than see another addition of Bald Men or Lost Cosmonauts. It would be good to see the different kinds of creativity for a gang.

Edited by Bolbisaur
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-Additions/Perks- Health: Health additions wouldn't be a hard impact on the game itself, we already have options in the game right now to add more health to your character (Health Station). Even while getting shot at it still heals you, i don't see an addition of 25 more health would affect anything, it is one more AK shot, It is more scout shots rather than a one-hit kill. As for it maybe being "OP" having more health than another and being able to buy a healthshot, it is not that effective, you have to buy a health shot and it shouldn't affect play. Armor Idea is still a great addition, it is a reasonably conservative idea so you cannot regain the armor but it doesn't add much to the game, you have armor but it doesn't protect much. Armor would in my opinion should be a lesser addition to the main perks. Damage:Damage is a concerning topic, people are afraid of this. saying it would be too OP. Gang member vs a Non-Gang member would make it OP but the %Dmg should be a very minimal to affect play on this. This topic is very practical way of dealing with the other perk of Health. Like a Rock v. Scissors v. Paper, Where Damage beats Health, Health Beats Speed and Speed being a varying factor in between them, could see interesting play between all the different gangs that is my personal interest. Damage on the Non Gang member would be enough to not make it unfair but fair enough to pair with the other perks. Speed: I see no affect in play for this one, it would make running away from shots easier and running from tasers easier, it is all around a good ADDITION to TTT, the speed effect will not be like a 30% increase or something ridiculous as that. It would be at a reasonable percent, that way it would not be OP when against a Non-Gang member. Speed would make TTT more interesting, all in all these ideas are to make TTT better and more playability and speed is a fan favorite for it. The concern of it being too popular where in the case if every gang just choosing this option is noted and it would end up like JB, but the thing is this is not JB it is TTT where people are essentially playing a deathmatch with rules, so effects of Damage or Health boosts would be more effective than a minor speed boost in the long run.

 

If someone had to choose between 25 extra health, 5% damage and a 10% speed for example which one is going to be picked every time? Speed. Speed will always be trump regardless if you are playing TTT or straight up deathmatch. I don't understand the need to implement brand new things like speed/health/damage to TTT when we have a shop system that we are only beginning to add too. We have plenty of options rather than just resorting to cookie cutter perks that would be with gangs. If this is all for population you don't need super fancy perks to "add" to the game. We are trying to build on to TTT with gangs rather then add things just because they would be cool. You have to look at the long term. While spawning with armor seems pale in comparison if you remove armor as a buy option it becomes a pretty decent perk without having to mess around with health at all. Spawning with guns that aren't commonly found in surplus like usp-s or m4's would be another option. These perks don't need to be game breaking or op just little things to make each gang unique. Build a community with the gangs rather than people just joining for the perks and nothing else.

Edited by Jericho
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  • 2 weeks later...
  • 2 weeks later...

Don't bring gangs into TTT. A hard pass from me. (I say this as the Co-Lead of AQ, which I guess I am the only lead now since the other was banned.) Adding a speed perk alone, in my opinion, would break the game.

 

We already have the points system where you can buy additional items if you kill T's (or innos as a T). JB is an entirely different animal than TTT. You should get to buy items by doing well, not because of the gang you are a part of.

 

I am having trouble coming up with the logistics of how this would work. How do gangs level up? What are good perks to give if this is implemented? Would we add rep to TTT as well?

 

You’re thinking of gangs close-mindedly. Just because jailbreak has gangs doesn’t mean TTT has to have the exact same system.

 

As far as the speed perks go, why would it be game breaking? I’m seeing a lot of people say this, but they’re not giving examples of how it would break the game. All it is saying is that you would be able to run faster. It wouldn’t be like jailbreak where you have a 30% speed boost.

 

The whole point of adding gangs to TTT is to provide more fun to the people who play. As of right now, and I’m speaking from experience since I’ve played about 16 days worth of TTT, TTT is bare. It’s the same thing every round. Although it’s a very fun gamemode, it is lacking add-ons. I firmly believe that adding gangs to TTT will increase the amount of fun people have. Why? They would increase the amount of fun that people have by providing incentive to play the game well (your gang gets points for killing traitors, identifying traitors, killing detectives as traitor etc.), give people variety in how they play (gang perks, potentially solo perks), and make people want to come back and forge friendships among gang members. Like I said, TTT is bare. People bitch and moan about stagnation yet when presented with an idea for change they shoot it down immediately.

 

As for your questions about logistics, that’s what this thread is dedicated to in the first place. I asked people for ideas, anything is welcome. How would gangs level up? Do gangs even need to level up? At what point does a speed boost become too OP? These are all questions I pose for the players of TTT. It’s up to you guys to decide.

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If gangs would to be added would you be able to become a T while another member in your gang could be Inno or a Detective? Or would your whole gang be T at once?

Would be cool if it just gave you a higher percentage chance to be a T with your gang

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Loving the suggestions guys, keep it up! Here are some of the things I was thinking:

First of all, here are some suggestions as to what we could call these "gangs": Mafia, Cells, Bands, Factions, Cartels, Mobs etc.

 

Secondly, here are some suggestions for perks: speed boost, health boost, damage boost, spawning with 1 hit knife (as stated above), credit gain boost, reduced shop costs, free HE/molotov with every purchase in the shop, more fuel for jetpacks, chance to spawn with armor, spawning with free items (free bomb, free health shot, free fake body, etc.), increased accuracy, invisible bombs until timer start, larger blast radius for bombs, increased bomb resistance, “lifesteal†(killing an innocent as a T would heal you for ~15 health, killing traitor as inno/det heals ~20 health), upgraded grenades (greater blast radius on HE grenades, longer molotov burn time etc.), custom name tags…

Thirdly, speed/health/damage boosts COULD be overpowered if we allowed them to be. A 30% speed boost, while not OP in jailbreak, would definitely be OP in TTT. This is why I think the speed boost should be around 5-8%. Something to give a little boost but not game breaking.

 

Lastly, The whole point of adding gangs to TTT is to provide more fun to the people who play. As of right now, and I’m speaking from experience since I’ve played about 16 days worth of TTT, TTT is bare. It’s the same thing every round. Although it’s a very fun gamemode, it is lacking add-ons. I firmly believe that adding gangs to TTT will increase the amount of fun people have. Why? They would increase the amount of fun that people have by providing incentive to play the game well (your gang gets points for killing traitors, identifying traitors, killing detectives as traitor etc.), give people variety in how they play (gang perks, potentially solo perks), and make people want to come back and forge friendships among gang members

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