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Extra gangers?
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Iron Wraith said:
Id rather see the gangers I have skill up a bit faster.  Nothing excessive, maybe a point in driver every time you go out a point of gunner/L gunner every time you fire a weapon.  Maybe an extra point if you hit the current criteria.

I am still not sure why new players need more gang members?  I managed fine with the 15 non-sub group (and most of my oldies had died off in the hiatus so it's not like I had 15 super killers (I didn't have a Gunner or L Gunner skill over 25 and most were 20 or less.

I did have a few good scouts, but that is because I did nothing but run mail between GW and SS for years.

The minute I subbed I got to add nearly 20 extras.  Unlike my previous policy I did chuck back the no hopers skill under 20 and courage 30 or less.

I now have more than I can train and I have people in 4 towns (now my firelight contingent has died off). 

If it was that broke, I wouldn't be playing.



I'm with Wraith here.
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Posted Sep 21, 2020, 9:48 pm
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I also would like to see the m skill up a bit faster. I cool with the size..

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Posted Sep 21, 2020, 11:35 pm
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They skill up plenty fast when you take them ALL out every scout.
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Posted Sep 21, 2020, 11:49 pm
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I'd say skill gain and having more gangers are two seperate issues here with very different advocates. It's probably better to seperate the two and talk on their merits instead of trying to compare them for an either/or thing.

I'd be cool with larger gang sizes but I'd also be pretty cool with better skill training in town events and the wilderness. But these are for very different reasons.

Driver is the worst example to me, you'd think completing racing events would be some of the best possible driver training, but it's pretty bad as far as I can recall. They take longer than your average scout but you'd be lucky to get a point out of it!

Wouldn't mind something to bump up skill gains down south either. Getting just 1-2* points per scout down south feels pretty bad when you can easilly get 1 point per scout in SS in a quarter of the time and 1/8th the danger. This is especially so from the perspective of someone that was trying to train up gangers for PvP, the sheer grind to get them to base competence felt pretty bad to be honest.

*Sub 100 skill gangers here

But back on point, still yes to a higher ganger limit. If you want to rp it put in a button to buy expanded housing in towns or something... please not for chrome tho, even if that'd be one of the hottest microtransactions to ever grace darkwind  :rolleyes:

/1am ramblings
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Posted Sep 22, 2020, 12:14 am Last edited Sep 22, 2020, 12:58 am by FireFly
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I see how it could benefit, and I don't see how it could hurt.


I do like the idea of 20% experience increase and 20% gang size increase, and 20% squad increase. 20% increase in wages. If you got too many guys you can fire some to save some cash

New and Improved Dark Wind... now with 20% more
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Posted Sep 22, 2020, 2:15 am Last edited Sep 22, 2020, 2:17 am by Grimm Sykes
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Kinda see this discussion as going in the direction of let’s make Dark-wind easier and more winnable like many other game out there that’s been around for a a while. The difference is that Dark-winds toughness and difficulty has been keeping people come back for 14 years, something that even the best of games can’t claim. I’d really caution on making it easier here. While we are at at, let’s just give everyone an extra million chrome too....
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Posted Sep 22, 2020, 3:12 am
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1 millio chromio nobody said that longo but you. The skill increase is a little bit silly i can do up to 30 to 40 scouts a day...

you want them 30 to 40 scouts getting a 20% skill boost? no,no you dont..
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Posted Sep 22, 2020, 6:17 am
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Gee, I hope my humor wasn't too dry for you guys in the UK...

:D
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Posted Sep 22, 2020, 8:00 am
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Grimm Sykes said:

New and Improved Dark Wind... now with 20% more


But remember this offer is time limited, sign up today for you extra 20%!!!

Grimm Sykes said:
Gee, I hope my humor wasn't too dry for you guys in the UK...


Nope  :p

Gang Limits - I'm thinking that a extra 5 starting/non-sub gang limit, with a rethink on the leadership limits is probably the best way forward. That you can have a bigger gang but you have to work at it by improving your leader which probably balances it out some.

Improved training - different topic and should be split off as it's a whole different kettle of fish - sorry for the UK expression there ;)
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Posted Sep 22, 2020, 9:09 am
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all I was thinking is if we get 20% more then we can spend 20% less time (not exactly, but this is a vague statement)

If we spend less time for the same enjoyment, and feel like our time is better spent, then a few dynamics change.

people would be overall happier. People would feel less stress from having to meet deadlines or figure out how to move crews around to scout multiple towns, etc. more sense of success and less stress means less griping about bugs, less begging sam to fix minor things which may cause major problems, and less chance of people rage quitting. It also means less grinding at the game, which also increases overall enjoyment and presents a variety. This leaves the player more time to live life, and think about the next time they log in.

I have many uses for extra gangers, but unless it's part of a larger upgrade package, I don't see the point behind it. And thats coming from me, someone who will make use of every ganger i can get my hands on.

Right now I have 18 taxi clients just so i have enough crew to move apaches, and still I'll be offering money to other players to rent out their gangers to accomplish what i am doing. Plus paying them for use of squads because of the 16 squad limit.

now even though it is off topic, it was already brought up, so i will explain the reason i think training should be boosted. I have had quite a few gangers with caps over 300 and 1 of 452. I have never been able to max any of them out on skills before they die of old age. a boost to overall training would make this finally possible for me
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Posted Sep 22, 2020, 3:15 pm Last edited Sep 22, 2020, 3:18 pm by Grimm Sykes
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No to boosting. Yes to more gangers. Make it so nobody caps under 150. It's moronic. It's literally wasting months of time. It's saying to your players: ####. you. hahahahaha! You just wasted a month and a half playing this game and #### you! hahhhahahaha!
So if you really need a ganger but it's day 4 and you might get a 'better' ganger and you wait and then a month and a half later it caps at under 90...#### you! haaahahahaha!
Number one complaint? Low caps and dead before good skill levels. Attempts to fix it? #### you! hahhahahaha!
When you're dropping a couple hundred bucks every three months to 'enhance' your game, isn't that, Longo, "...making it easier?"
More gangers doesn't make the game easier. It makes it less frustrating.
If you're not PvGriefing, it doesn't matter, anyways. Even if you are, it doesn't matter. Having more gangers doesn't make it easier.
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Posted Sep 22, 2020, 10:46 pm
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it does make it easier to take more lot back to town
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Posted Sep 23, 2020, 12:21 am
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Fealty Lost said:
No to boosting. Yes to more gangers. Make it so nobody caps under 150. It's moronic. It's literally wasting months of time. It's saying to your players: ####. you. hahahahaha! You just wasted a month and a half playing this game and #### you! hahhhahahaha!
So if you really  need a ganger but it's day 4 and you might get a 'better' ganger and you wait and then a month and a half later it caps at under 90...#### you! haaahahahaha!
Number one complaint? Low caps and dead before good skill levels. Attempts to fix it? #### you! hahhahahaha!
When you're dropping a couple hundred bucks every three months to 'enhance' your game, isn't that, Longo, "...making it easier?"
More gangers doesn't make the game easier. It makes it less frustrating.
If you're not PvGriefing, it doesn't matter, anyways. Even if you are, it doesn't matter. Having more gangers doesn't make it easier.


I don’t get your comment when your  dropping a couple hundred bucks every few months isn’t it making it easier? Other than Joe, I don’t see many doing this. If they do, then food for the creator, aka Sam. DW is one of the cheapest games out there to play.

As for removing low capped gangers... I think around 100 is supposed to be the average... why raise this to 150? I have numerous sub 109 capped gangers that are very effective
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Posted Sep 23, 2020, 3:31 am
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I love my low cappers. they are great for SCL and fine for SS. I have people cap in their 70s and be productive members of my gang for years.

and here is a thing... so far Longo has been completely right all the way down this thread. I will make a scav of him yet! :cyclops:

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Posted Sep 23, 2020, 3:28 pm
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having the low cappers makes it that much more satisfying when you find a high capper.

Although training is sometimes frustratingly slow, I am not for boosting training. I am sorry if its extremely hard to train a 420 capper in 9 different skills to max within a gangers lifetime, but to be honest, it absolutely should be.

Now, getting on topic, I really dont think that a boost is needed. Most new gangs cannot afford a large number of gangers anyway and the older more developed gangs are running 50-80 gangers.

Of course I could "use" more gangers, any of us really can. The challenge is in making things work with what is already in place.

If the end purpose of adding extra gangers is to make starting out easier, I would argue that they would be better served by making Somerset a very easy place to scout, something like 50-65% of the squad CR oh. This will serve 2 purposes:

1. New gangs will be able to go scouting from SS and not face overwhelming odds, this will reduce the risk of losing members and gear in SS.

2. Incentive to move away from SS to find a more challenging and profitable place to scout once gangers have some training, Somerset is honestly too profitable currently.
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Posted Sep 23, 2020, 5:23 pm
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Don't do events.

Don't want a camp.

I scout in the wilds. Period.

Wasting a recruit on a 'free' guy who caps under 80...wasting my time. It's happened 3 times in the last few months. A literal waste of time.

For a 'free' guy I even took "Best Available," with a Recruiter, and got a Blue Lions cast off who was in his 40's...capped at 74...then I killed. A literal waste of time and effort and a free guy.

So, extra gangers at lower "Leadership" would be great. I'd love 4-5 more crews, get that CR up to 5000 with regular vehicles and weapons. 50 vehicles throwing lead at each other...glorious fights!

Once again: gang size shouldn't be based on Leadership. Number of bad guys slaughtered every week...number of bountied bad guys offed every week...rolling out 17 vehicles/49 in the crew and fighting 24+ baddies...that's glorious...that's what pulls people to your banner.

Extra gangers won't make it easier for newbies. It'll just give them more to get killed or ride along to the South and give veterans someone to scout with to soak up bullets.

.02



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Posted Sep 23, 2020, 6:09 pm
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Fealty Lost said:

Once again: gang size shouldn't be based on Leadership. Number of bad guys slaughtered every week...number of bountied bad guys offed every week...rolling out 17 vehicles/49 in the crew and fighting 24+ baddies...that's glorious...that's what pulls people to your banner.


Afraid I disagree with this, leadership is to do with running and organizing the gang, keeping it supplied etc etc so the better leadership the more gangers you can look after and keep happy.

I believe that what you're talking about is more to do with fame and that should help with recruitment, so the more famous you are the more likely you are to recruit a super high cap ganger.

Fealty Lost said:

For a 'free' guy I even took "Best Available," with a Recruiter, and got a Blue Lions cast off who was in his 40's...capped at 74...then I killed. A literal waste of time and effort and a free guy.


I think the problem here was that you went for best available, they were probably the best available in terms of the skills they had, and didn't take in account age etc etc

In fact I think that one needs an entry in the The Immortal Mister Kinlaw and the Dirty Liars Club discussion
B)
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Posted Sep 23, 2020, 6:32 pm Last edited Sep 23, 2020, 6:35 pm by JuJu Crow
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Fealty Lost said:


Wasting a recruit on a 'free' guy who caps under 80...wasting my time. It's happened 3 times in the last few months. A literal waste of time.


I'm not clear how this wastes your time. It is literally the game .. if the game is a waste if your time then why are you playing it?

Quote:
a 'free' guy I even took "Best Available," with a Recruiter, and got a Blue Lions cast off who was in his 40's...capped at 74...then I killed. A literal waste of time and effort and a free guy.


Ditto


Quote:
again: gang size shouldn't be based on Leadership. Number of bad guys slaughtered every week...number of bountied bad guys offed every week...rolling out 17 vehicles/49 in the crew and fighting 24+ baddies...that's glorious...that's what pulls people to your banner.


That builds leadership and lets you recruit more people. Again... That is the game. It's basically the while point of leadership as a stat.
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Posted Sep 24, 2020, 3:45 pm
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Any fool can get men to follow him, even easier if you're paying wages.

Leadership is how well you do under pressure, no pressure in paying some local to come work for you.
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Posted Sep 24, 2020, 4:03 pm
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So whats the verdict on this?...

I cant see anyone quiting the game because we get more gang members lol =)

Also whats going off with these new maps?...no rush like..just wounding
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Posted Sep 25, 2020, 12:20 am
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