Re: SD.Net mafia game?
Posted: 2008-11-06 01:10pm
Well, with Sirnoth, you'd see a lot of families like the Corleones, who have legitimate activities as well as illicit ones. There aren't too many straight up criminals.
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Interesting. Maybe we assign a number of points to players based on a similar post total/seniority system used in SD.Net world? Maybe that's how we assign revenue for resources. Basically, players collect points for deeds they conduct throughout the course of the game, and they can cash them in for money during a payout period. Maybe we establish one payout a month, or something like that. Players can then turn around and use that to buy resources to conduct their organizational activities, or they can chose to stockpile points and build up their reserves instead.Raj Ahten wrote:Preferably I'd like to avoid going as far as giving each mobster a level. Shadowrun had a decent system for figuring a syndicates power if I remeber corectly. Baically it broke down crime into different categories such as smuggling, prostitution and so on, each with a rating of 1-10 on how good each syndicates operations were. Then each syndicate had a rating to indicate what their enforcement, cash flow, inteligence/counterinteligence, management and reputation was like. Something similiar might be of use here.
Some sort of a crude system will probably be helpful, but since most of the people expressing interest seem to have limited time, we might just have to wing it and balance the factions in a very loose sense. For example, I may have a faction consisting of ex-commandos from a third world nation, but I don't have but a couple dozen of them and few connections to the local scene. Meanwhile someone else might have a large Brazilian style street gang with lots of members and connections, but little capital or training. Meanwhile a third person might have a money laundering outfit with almost no muscle but connections inside government. Besides suggesting rating the organizations based on their numbers, quality of talent, street connections, official connections, and type of crime they do, working that into a balanced system is more than I can do at the moment. Anyone else have any suggestions?irishmick79 wrote:Interesting. Maybe we assign a number of points to players based on a similar post total/seniority system used in SD.Net world? Maybe that's how we assign revenue for resources. Basically, players collect points for deeds they conduct throughout the course of the game, and they can cash them in for money during a payout period. Maybe we establish one payout a month, or something like that. Players can then turn around and use that to buy resources to conduct their organizational activities, or they can chose to stockpile points and build up their reserves instead.Raj Ahten wrote:Preferably I'd like to avoid going as far as giving each mobster a level. Shadowrun had a decent system for figuring a syndicates power if I remeber corectly. Baically it broke down crime into different categories such as smuggling, prostitution and so on, each with a rating of 1-10 on how good each syndicates operations were. Then each syndicate had a rating to indicate what their enforcement, cash flow, inteligence/counterinteligence, management and reputation was like. Something similiar might be of use here.
Basically, it looks like we will need to draw up a crude outline of a finance system to really make this interesting.
Ok, so let's see if we can come up with some basic categories. We can break this down on a scale of 1-10, and players have 25-30 or so points to spend on the categories.Raj Ahten wrote:Some sort of a crude system will probably be helpful, but since most of the people expressing interest seem to have limited time, we might just have to wing it and balance the factions in a very loose sense. For example, I may have a faction consisting of ex-commandos from a third world nation, but I don't have but a couple dozen of them and few connections to the local scene. Meanwhile someone else might have a large Brazilian style street gang with lots of members and connections, but little capital or training. Meanwhile a third person might have a money laundering outfit with almost no muscle but connections inside government. Besides suggesting rating the organizations based on their numbers, quality of talent, street connections, official connections, and type of crime they do, working that into a balanced system is more than I can do at the moment. Anyone else have any suggestions?irishmick79 wrote:Interesting. Maybe we assign a number of points to players based on a similar post total/seniority system used in SD.Net world? Maybe that's how we assign revenue for resources. Basically, players collect points for deeds they conduct throughout the course of the game, and they can cash them in for money during a payout period. Maybe we establish one payout a month, or something like that. Players can then turn around and use that to buy resources to conduct their organizational activities, or they can chose to stockpile points and build up their reserves instead.Raj Ahten wrote:Preferably I'd like to avoid going as far as giving each mobster a level. Shadowrun had a decent system for figuring a syndicates power if I remeber corectly. Baically it broke down crime into different categories such as smuggling, prostitution and so on, each with a rating of 1-10 on how good each syndicates operations were. Then each syndicate had a rating to indicate what their enforcement, cash flow, inteligence/counterinteligence, management and reputation was like. Something similiar might be of use here.
Basically, it looks like we will need to draw up a crude outline of a finance system to really make this interesting.
It might work to try and implement some sort of point system like I described earlier. The points would function roughly like experience points. Over the course of the game, you earn points for your actions, and every month or two you have a payout where you can trade those points in for cold hard cash, drugs or other illicit merchandise (if you're a smuggling organization), or use them to improve your ranking in one of the categories or develop an organizational specialty. If you want, you could just stockpile points and go on a spending binge later. I would also say that your skill in a particular area impacts how many points you gain for actions relating to that area. Mechanically I'm not sure of the best way to do that, but if you're a Drug Trafficking Organization you should get more points for doing your drug dealing business well.The Romulan Republic wrote:How would we handle income?
Certain illicite bussinesses should be more profitable than others, shouldn't they? So maybe your wealth is determined by what crimes your group speciallizes in? Of course that might have a negative effect by encouraging everyone to do the same thing.
I'd suggest competition would be a good way to balance that - the lucrative trades might end up with too many groups vying for control of them, reducing the profit said parties make. It's all about your market share.The Romulan Republic wrote:How would we handle income?
Certain illicite bussinesses should be more profitable than others, shouldn't they? So maybe your wealth is determined by what crimes your group speciallizes in? Of course that might have a negative effect by encouraging everyone to do the same thing.