Ikarrus wrote:Okay, done.
@Amelius
I understand your concern but from what I've experienced, gang is a lot more fun when it's gang vs gang. Letting security use implants to deconvert means they are extremely powerful early in the game and often these kinds of rounds end up with one gang stomped by security, and then becoming security vs rev with guns due to a lack of the rival gang.
If the nerf ends up being too drastic I'll explore alternatives, but I feel that it is worth testing out.
It's not really just that, but the point is that all this is gonna do is have the crew wind up with alot more mass-executions and/or whacking people with sticks to 'deconvert' them, which will escalate hostility from the get-go.
Basically, I'm saying, either go the full ten yards (remove deconversion from damage), or, go back to the way it was before. Removing deconversion from damage might wind up excaberating things though, forcing sec into a really awkward position of TDM-esque mass-executions, similar to how rev behaves with no implants. If the gangs themselves have a good reason to try to work around security until a dominator is activated, rather than straight-up confronting them early-mid, we might see some really interesting rounds.
Just my 2c, gotta say I do love the fashion update for what it's worth, as it increases visibility of hostile gangs, and so on. Perhaps you could make the hostile gang see you as a friendly if they're wearing the opposing gang's costume, predicated on you being a member of
a gang in the first place? Might create some interesting intrigue.