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Must have gang member for 24 hours
Mad Mike
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I'm calling BS on this

If I hire a ganger and they lie is I'm looking for a mechanical and they are a cyclist,. I should be able to fire them

Otherwise they commit suicide in a race by driving the wrong way and crash head on or jump from a car going 100 mph
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vet wv

Posted Jul 22, 2016, 2:43 am
Super Fluke
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It's a way from keeping us from hiring a "perfect ganger" or some crap.

From what I'm told we don't need pointless ganger deaths either.

Well, this isn't a good way for that to happen now is it.

I agree, this system should be completely thrown out.
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vet wv

Posted Jul 22, 2016, 2:37 pm
Mad Mike
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it doesnt make sense.

there is no union that says we have to keep them on payroll for a specific period of time

it doesnt stop anything but from liking this game. we now have to wait a day before firing a ganger because if they dont have the stats i want im going to fire them anyway

so a new player that doesnt like the stats of the gang member they are given and cant just change them out for a day will simply go away and not come back
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vet wv

Posted Jul 22, 2016, 3:41 pm
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I agree that 24 hours is a bit silly, however it should be a certain length of time- maybe 5 hours is a sensible time we could put forward?
SAM will never reduce it to nothing- cos the reason it was changed in the first place was that players were complaining that they couldn't afford $1000 a pop to hire and fire new gangers over and over again in one sitting- but the rich vets could- giving them the ability to get all the 'super noobs' that come up from time to time. I used to do it myself- hire and fire over and over again, sometimes for an hour or more- but 120k+ was money well spent to eventually bag a 30 skill new ganger.
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Posted Jul 22, 2016, 4:48 pm
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Mad Mike said:
or jump from a car going 100 mph


I've never actually tried this! I will defo try it tonight with my latest 'lame hire' ganger- thanks for the tip- should be funny to watch!
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Posted Jul 22, 2016, 5:02 pm
*The X Man*
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What everyone needs to understand is not every new hire that "lied" or doesn't have the stats you want make them worthless. I hired a 15 hand gunner with below average Str (21) in Morgan. I sucked it up and trained him. He did lose his Dex pretty fast and it dropped to (1) after a few months. Two weeks ago, he finally capped at 302! "Ain't No" Angel Morgan is his name if you guys wish to check.

Str, Spd and Dex are important, but not critical. You may not like those stats either, but they still have the ability to contribute and be effective in any event they are in. ::Points to the above paragraph::

The only time anyone should ever complain is when they cap low (70-80s). But even then, those guys can have a purpose. At least give them the chance to prove they are worthy by fighting in combat. They will either train up into a good ganger or they will at least die with a little dignity and honor.
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Posted Jul 22, 2016, 5:59 pm
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*The X Man* said:
What everyone needs to understand is not every new hire that "lied" or doesn't have the stats you want make them worthless. I hired a 15 hand gunner with below average Str (21) in Morgan. I sucked it up and trained him. He did lose his Dex pretty fast and it dropped to (1) after a few months. Two weeks ago, he finally capped at 302! "Ain't No" Angel Morgan is his name if you guys wish to check.

Str, Spd and Dex are important, but not critical. You may not like those stats either, but they still have the ability to contribute and be effective in any event they are in. ::Points to the above paragraph::

The only time anyone should ever complain is when they cap low (70-80s). But even then, those guys can have a purpose. At least give them the chance to prove they are worthy by fighting in combat. They will either train up into a good ganger or they will at least die with a little dignity and honor.


I could personally care less about what a ganger's starting skill is at, or what it is in. When I hire a ganger, I start training them in what I want them to do. Simple. What I do not like however, is hiring someone's abandoned ganger who's aging and is of no use, gangers who have 30 in all skills or less (THIS HAS HAPPENED NUMEROUS TIMES, I CANNOT USE THESE PEOPLE), and humans.
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vet wv

Posted Jul 23, 2016, 3:29 am
*The X Man*
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Super Fluke said:
*The X Man* said:
What everyone needs to understand is not every new hire that "lied" or doesn't have the stats you want make them worthless. I hired a 15 hand gunner with below average Str (21) in Morgan. I sucked it up and trained him. He did lose his Dex pretty fast and it dropped to (1) after a few months. Two weeks ago, he finally capped at 302! "Ain't No" Angel Morgan is his name if you guys wish to check.

Str, Spd and Dex are important, but not critical. You may not like those stats either, but they still have the ability to contribute and be effective in any event they are in. ::Points to the above paragraph::

The only time anyone should ever complain is when they cap low (70-80s). But even then, those guys can have a purpose. At least give them the chance to prove they are worthy by fighting in combat. They will either train up into a good ganger or they will at least die with a little dignity and honor.


I could personally care less about what a ganger's starting skill is at, or what it is in. When I hire a ganger, I start training them in what I want them to do. Simple. What I do not like however, is hiring someone's abandoned ganger who's aging and is of no use, gangers who have 30 in all skills or less (THIS HAS HAPPENED NUMEROUS TIMES, I CANNOT USE THESE PEOPLE), and humans.


Stop selecting "best available" and you won't end up hiring someone else's riff raff. Hire skill specific and you will get a fresh new recruit to taint at your leisure.
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Posted Jul 23, 2016, 7:51 am Last edited Jul 23, 2016, 7:53 am by *The X Man*
Mad Mike
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speed is probably the most important stat

load speed means firing last and reloading slow

I dont pay attention to the skills, im more interested in the str, dex, speed, etc... skill level can increase over time

i think a ever increasing cost to hire a new ganger would discourage the hire and fire and hire and fire looking for new better stats

1000, 2000, 4000, 8000, 16000 etc.. just double the cost

ill practice killing some new gangers to see the best way :)
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vet wv

Posted Jul 25, 2016, 8:06 pm
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Of course, the most optimal way to discourage speed hiring might be to actually implement the rumor that was going around when I was first starting out in 2011: to make free hires noticeably better than a paid hire (since they only come around every 5 days, and everyone can afford free). I've done extensive tracking over the years, and I have seen no difference in either stats or cap of free hires (I tracked them by adding a "FH" to their tag).

So how about this: any ganger hire that's free gets a +10% to any rolled stat and cap (assuming they didn't roll the maximum allowed). This gives them a better chance to not suck, which might actually help new players more (that's okay, since the new players will just get them killed anyway, heh). Implementation-wise, I'd hope this would be as simple as tweaking the formula that rolls new gangers, so would be something sam might consider worth his time.

Design-wise, this would be much more the carrot-type incentive than the stick.

(A specific point to X's comments: Man, you put it nicely, trying to make the most of a terrible mechanic, but forcing a player to keep a ganger they don't like is just bad voodoo, and anyone with good perspective/common sense can see this.)
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Posted Jul 26, 2016, 12:57 am Last edited Jul 26, 2016, 1:02 am by Gorde
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We keep them all.

That is why all my gangers are pish ;)
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Posted Jul 26, 2016, 10:15 pm
HexGrid
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Its just plain retarded.
No point in saying anything constructive cause sam could care less.
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Posted Jul 31, 2016, 6:46 pm
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