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Ganger Trading and Selling (29 Votes)
Tradeable and/or sellable gangers  27.59% - 8 votes
Keep it the way it is  72.41% - 21 votes
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Ganger Trading and Selling
*Bastille*
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To be more clear

I agree with Ninesticks and longos points above

Further more

I think there is far too much room for exploit with ganger trading.

Selling and trading gangers like slaves is unethical.

This convo came up 10 years ago. Nothing has changed.

As for ageing; I think it changes the game too much. Its a persistent world, suddenly some gangers are held in limbo and don't age. It would be beneficial for me, as I don't train my guys much before I go AWOL again, but doesn't work for me. My leader is old. I had him since 2012 when he won me the SCL badge. Thats his history. All my guys have one and this breaks that for me.

I came back from a long break. All my guys sucked. Im sill dealing with them. Thats the game for me.
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Posted Jul 9, 2020, 3:28 am
*Ninesticks*
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I wasn't particulary clear earlier regarding ganger trading.

Pretty ambivalent about ganger trading, it's not something I would personally engage in but understand that others might want to. Given that good crew and better player skills/knowledge/understanding are the way to progress and get richer in the game it seems like it would be less of an income stream for newer players if they had any sense. I have been trying to think of ways this could be exploited and haven't thought of any particularly significant ones as yet.

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Posted Jul 9, 2020, 6:53 am
FireFly
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It doesn't have any real exploit points that doesn't involve using multiple accounts as far as I can tell (and I can usually tell). At worst I could see people getting others to get weekly recruits for them if they have no need for them themselves, but that isn't really much of one.
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Posted Jul 9, 2020, 9:06 am Last edited Jul 9, 2020, 9:06 am by FireFly
*sam*
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One issue I have against it is that players who get bored and leave could be persuaded to give their gangers to their friends, which leaves their gang in a much weaker state and makes it less likely they'll decide to come back after a year or two.
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Posted Jul 9, 2020, 10:52 am
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True, but not having to start from scratch again becauae of a dead gang might also help some of us come back. ;)

Granted, age pause will help with that, but its probaby to late there for a lot of potential returning vets already. Still not sure I'm for it, but it is a point in its favor.
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Posted Jul 9, 2020, 11:34 am
*Bastille*
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FireFly said:
It doesn't have any real exploit points that doesn't involve using multiple accounts as far as I can tell (and I can usually tell). At worst I could see people getting others to get weekly recruits for them if they have no need for them themselves, but that isn't really much of one.


I wonder how many new accounts will pop up. Dont have to do much, just a training pool I can access whenever I like. Sure its slow... limited. Easy trail to follow but it will still create a mess.
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Posted Jul 9, 2020, 11:49 am
Tez
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I think if you want to come back, you'll come back regardless of whatever state your gang is in. I'm sure some even fire all the old crew and start fresh anyway.
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Posted Jul 9, 2020, 12:27 pm
*sam*
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Tez said:
I think if you want to come back, you'll come back regardless of whatever state your gang is in. I'm sure some even fire all the old crew and start fresh anyway.


This is probably true for a lot of people, yes.
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Posted Jul 9, 2020, 1:15 pm
*sam*
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*Bastille* said:
FireFly said:
It doesn't have any real exploit points that doesn't involve using multiple accounts as far as I can tell (and I can usually tell). At worst I could see people getting others to get weekly recruits for them if they have no need for them themselves, but that isn't really much of one.


I wonder how many new accounts will pop up. Dont have to do much, just a training pool I can access whenever I like. Sure its slow... limited. Easy trail to follow but it will still create a mess.


Yep.  Multi-accounting is very hard to catch. At the moment it gives few benefits, if any.  Ganger trading would make multi-accounting an obvious thing for people to start doing.
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Posted Jul 9, 2020, 1:16 pm
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*sam* said:
*Bastille* said:
FireFly said:
It doesn't have any real exploit points that doesn't involve using multiple accounts as far as I can tell (and I can usually tell). At worst I could see people getting others to get weekly recruits for them if they have no need for them themselves, but that isn't really much of one.


I wonder how many new accounts will pop up. Dont have to do much, just a training pool I can access whenever I like. Sure its slow... limited. Easy trail to follow but it will still create a mess.


Yep.  Multi-accounting is very hard to catch. At the moment it gives few benefits, if any.  Ganger trading would make multi-accounting an obvious thing for people to start doing.


it would also make it much easier to spot.
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Posted Jul 9, 2020, 1:48 pm
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*goat starer* said:
*sam* said:
*Bastille* said:
FireFly said:
It doesn't have any real exploit points that doesn't involve using multiple accounts as far as I can tell (and I can usually tell). At worst I could see people getting others to get weekly recruits for them if they have no need for them themselves, but that isn't really much of one.


I wonder how many new accounts will pop up. Dont have to do much, just a training pool I can access whenever I like. Sure its slow... limited. Easy trail to follow but it will still create a mess.


Yep.  Multi-accounting is very hard to catch. At the moment it gives few benefits, if any.  Ganger trading would make multi-accounting an obvious thing for people to start doing.


it would also make it much easier to spot.
No goat, you see that's my brothers inactive account that's giving me gangers, I swear!  :cyclops:
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Posted Jul 9, 2020, 2:06 pm
*Longo*
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I think another option to get players to come back (sorry to go off topic/ Hijack thread ), but maybe Sam could email out that returning gangs who have been gone more than a year could receive 3 50 skilled gangers on their first 3 recruits or something to that effect. It stinks to restart, but it’s also fun as has been previously mentioned.
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Posted Jul 9, 2020, 2:10 pm
*sam*
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*Longo* said:
I think another option to get players to come back (sorry to go off topic/ Hijack thread ), but maybe Sam could email out that returning gangs who have been gone more than a year could receive 3 50 skilled gangers on their first 3 recruits or something to that effect. It stinks to restart, but it’s also fun as has been previously mentioned. 



Interesting idea.
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Posted Jul 9, 2020, 2:41 pm
Manfred VonRichthofen
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Returning to the game is a thing, but sticking to it is another one. Instead of 3 new guyz already at 50 skill I would prefer 3 new guyz with a certifiate cap above 150...

I returned few months ago, and since that time I had almost only low cappers, only a single one made it above 200 for now. I am recording statistics and it's really really bad... I am still playing untill the end of my premium time (2 months left) then I will look at those statistics and maybe stop again the game, but I must admit I have a huge feeling of wasted time.

When I used to play 10 years ago, 90% of my gangers never capped with skills under 150, now I have had multi cappers even below 80 ! most under 100, few between 100 and 150, and for now since 3 or 4 months only a SINGLE one made it above 200 !

This is insidious, and it is linked to the fact that I am not moving gang further south... why would I move gangers south that are capped under 150, when I know I will have to fight 10 specs npc. I will never be as good as them because I am capped to 4 or 5 specs max with that <150 skill cap
--> Even more wasted time

edit : now to avoid wasting time, I only run solo travel cars, just increasing scouting skill to check their cap, not scouting anymore except in SS sometimes for the few cash I need to run those 10+ travel cars

edit 2 : or let us spend hundreds of chrome points to have certified high cappers
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Posted Jul 9, 2020, 3:44 pm Last edited Jul 9, 2020, 3:57 pm by Manfred VonRichthofen
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Manfred VonRichthofen said:
Returning to the game is a thing, but sticking to it is another one.  Instead of 3 new guyz already at 50 skill I would prefer 3 new guyz with a certifiate cap above 150...

I returned few months ago, and since that time I had almost only low cappers, only a single one made it above 200 for now. I am recording statistics and it's really really bad... I am still playing untill the end of my premium time (2 months left) then I will look at those statistics and maybe stop again the game, but I must admit I have a huge feeling of wasted time.

When I used to play 10 years ago, 90% of my gangers never capped with skills under 150, now I have had multi cappers even below 80 ! most under 100, few between 100 and 150, and for now since 3 or 4 months only a SINGLE one made it above 200 !

This is insidious, and it is linked to the fact that I am not moving gang further south... why would I move gangers south that are capped under 150, when I know I will have to fight 10 specs npc. I will never be as good as them because I am capped to 4 or 5 specs max with that <150 skill cap
--> Even more wasted time

edit : now to avoid wasting time, I only run solo travel cars, just increasing scouting skill to check their cap, not scouting anymore except in SS sometimes for the few cash I need to run those 10+ travel cars

edit 2 : or let us spend hundreds of chrome points to have certified high cappers


tears
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Posted Jul 9, 2020, 7:29 pm
*Ninesticks*
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Not sure if memory serves me correctly but the rough average is a cap of 100-150. Free hires tend to fare better and others worse. Really is luck of the draw, A couple of weeks ago I ran a lorry transport squad from GW to BL with sub 100 gangers (2 specs on the gunners)- was a bit hairy I will admit but eminently doable with vet resources in terms of equipment.

I think a lot of players, myself included, tend to put their own limitations on what they will attempt without certain skilled gangers due to understandable risk aversion rather than the game actually enforcing it.
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Posted Jul 9, 2020, 8:21 pm
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*Ninesticks* said:
Not sure if memory serves me correctly but the rough average is a cap of 100-150. Free hires tend to fare better and others worse. Really is luck of the draw, A couple of weeks ago I ran a lorry transport squad from GW to BL with sub 100 gangers (2 specs on the gunners)- was a bit hairy I will admit but eminently doable with vet resources in terms of equipment.

I think a lot of players, myself included, tend to put their own limitations on what they will attempt without certain skilled gangers due to understandable risk aversion rather than the game actually enforcing  it.


Your an exception though Nine, you play well above your gangers skill. Not a lot can say that.  :D
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Posted Jul 9, 2020, 9:50 pm
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why dont we just compromise, give all gangs 10 extra ganger slots and turn skill capping off B)
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Posted Jul 9, 2020, 10:07 pm
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Lock topic lock topic lock topic.
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Posted Jul 9, 2020, 10:11 pm
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This is one of the better discussions going Joel! I'm against ganger trading, for some kind of relief for long vacations. Sam has made going away somewhat easier than it used to be with suspending upkeep, it used to be possible to come back and have a bank account millions in the red.

Nine, you should share replay numbers of your exploits!
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Posted Jul 9, 2020, 11:31 pm
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