Safe House Assaults & Wars/Defenses

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Aresmar

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Currently with the way safe houses work it entirely trivializes wars. There is no need to play wisely or with tactics when walking up to a safehouse, attacking it, and killing the boss instantly gives you all his assets.

Solution::

-Each faction gets one regional safe house per zone. This safehouse can not be attacked until a the faction falls below a certain threshold of zone ownership.

-Example: Faction A owns 6 rackets in Zone A. The largest racket in said zone doubles as a safe house. This safe house can not be attacked until Faction A has 3 or less assets in the zone. After lowering ownership to 3 assets you may attack and winning allows you to take the safehouse and the other two rackets.

-At game start each faction gets an initial safe house that serves as their permanent headquarters. This headquarters can not be attacked until all other safehouses have been destroyed. At this point you may attack the headquarters directly if the faction has 3 or less rackets in their last remaining zone. Boss fighter occurs as normal.

With wars you end up doing battle after battle after battle. Make it so that if the attack happens in a region you are currently in you have the opportunity to come to your defenders aid with the current party. If the attack is in another region (and you have a lieutenant in said region) he is allowed to come to the defenders aid. To simulate them arriving after the initial attack, they do not arrive until the battle is taking place inside the racket, not outside.
 
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Archonsod

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With wars you end up doing battle after battle after battle. Make it so that if the attack happens in a region you are currently in you have the opportunity to come to your defenders aid with the current party. If the attack is in another region (and you have a lieutenant in said region) he is allowed to come to the defenders aid. To simulate them arriving after the initial attack, they do not arrive until the battle is taking place inside the racket, not outside.
Being able to tailor to some extent your own security goons would probably help there. Or even just making security upgrades more worthwhile - as far as I can tell at present all it does is increase quantity, not so much quality.
 
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Aresmar

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Being able to tailor to some extent your own security goons would probably help there. Or even just making security upgrades more worthwhile - as far as I can tell at present all it does is increase quantity, not so much quality.

From what I have seen security increases quality and quantity. After reaching levels 2 & 3 with some of my rackets I was defending with gang members that had long barrel rifles, beefier shotguns, better smgs, and even abilities and grenades. Random but definitely gave them better loot and abilities pools. I am not really on board with microing all my goons and their equipment.
 
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Zhuljin

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From what I have seen security increases quality and quantity. After reaching levels 2 & 3 with some of my rackets I was defending with gang members that had long barrel rifles, beefier shotguns, better smgs, and even abilities and grenades. Random but definitely gave them better loot and abilities pools. I am not really on board with microing all my goons and their equipment.
i would be if there would be less rackets so that the ones u do have u actually care about
and the fights to keep them would also really impact u
now with in no time u have 20 + rackets
 

NoPJag

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Lower district amount?
This thread is funny to me for the reason I assumed that, like the player, opponents could have more than one safehouse and therefore I would not necessarily be seeing the boss in there.
Another suggestion I could make is what Gangsters the original did: I think you had to FIND the boss by means of infiltration or information IIRC before you could do anything.
 
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Zhuljin

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Lower district amount?
i would like it if there were less rackets per district yes
after so many i just stop caring i don't know which ones are which
rather that it feels like an accomplishment to take one over or defend one then a grind
and maybe this can be enhanced by microing where the guards are stationed and what their gear is
and maybe in a casino its good to have a guard near the tables to get more income because he can keep an eye on things but then he is vunreble to attack
or you build a expensive safe room in the establishment where guards chill behind a steel door so they can never be ambushed

This thread is funny to me for the reason I assumed that, like the player, opponents could have more than one safehouse and therefore I would not necessarily be seeing the boss in there.
Another suggestion I could make is what Gangsters the original did: I think you had to FIND the boss by means of infiltration or information IIRC before you could do anything.
this sounds like a good plan as well in combination with Aresmar s plan
and would make putting money and people in getting information (from cops as well) or becoming moles a whole lot more interesting and anti safe house rush
or there is a chance the boss would escape
soai and player would be encouraged to buy multiple safe houses
 
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Aresmar

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Lowering district count in options get around the too many rackets deal. But they may rebalance later. Right now my biggest gripe is in regards to my post itself. Straight rushes bosses to win is zero fun. I refuse to do it. But there should be actual in game rules against it.