GTAV A NewGTAgame!

GTA Gang Members Pedestrians Everyone

Do You Wanna Be In My Gang, My Gang, My Gang?
I have called this article GTA Gang Members pedestrians and Everyone, because I want to make a totally different type of GTA style of game, where all the AI (Artificial Intelligence), characters in the game, have their own personalities and abilities, qualities and quirks.

(P.S. -This is a long post - it takes about 30 minutes to listen to with the reader, the post has also been updated several times and the reader might not have caught up with the new version of the post, so what you see, might not be what you hear)! This is up-date 6.



How this is achieved is just like how the Rail-Road-Tycoon (Sid Meyer) game of-old, kept a record of the trains locomotives. Granted, I think that I am going to need more statistics for each of the thousands of pedestrian AI's  persons in the game. But, just lets think for a moment, only of having A.I. gang members, like CJ had.

CJ's gang members were pretty crap at shooting anyone, hardly ever killing attackers. If you got too far away from them, they would forget who you are, I mean stop following you. Although they would join in, in a gun fight, for what use they were. The only thing they were good for was cannon fodder, keeping other shooters busy, until you got round to killing the attackers yourself.

In my version of a GTA style game, I'd have each gang member have a unique name and mobile phone and or land-line number, an address in the game world, and many, many more more things too, as you will see later, but mainly; stats like:- a shooting skill rating, that you could help improve by taking them to the firing range and also by giving them better and more powerful weapons.

They would even improve over time in gun battles, and learn and improve their taking cover skill, so that they would live longer to earn more experience. This way, a gang member would become valuable to you.

Sid Meyers Rail Road Tycoon.
I'm going to keep referencing Sid Meyers Rail Road Tycoon, so from now on I will just call it RRT, ok!

In RRT, you could have up to about 50 or 100 trains I think. I do at least remember having trains #44. So I must have had at least 44 trains. You could name the train if it did anything special, like be the first train to enter a new town or city, be the fastest train to-date, on a certain stretch of track etc.

Next is the RRT schedule, where you can set trains to collect stock available from one location and deliver it to another location. Add several load changes, and many different locations, keeping hold of one or more types and or any number of a particular cargo, whilst switching over another type of cargo.

Imagine you could have your gang that could do jobs for you, apart from just body-guard work, they could be taught to do drugs or gun running, collect regular pick-up's of stock, legal or illegal and deliver it to where-ever you want. They could guard a business, attack and go after any other characters in the game.

You might set a worker to collect a vehicle and use it to pick up a number of boxes from a warehouse location, anywhere in the game-world. Then he (or she), could deliver any number to various locations, anywhere-else in the game-world. They could even add other different cargo and deliver it to another location or return with it.

GTA Pedestrians;
People on the street, going about their daily routines. You don't know them all, (not yet), but you will build up a list of people you meet in a contacts book. pedestrians can become associates or friends or just remain people that you have met. You are meticulous at keeping names and numbers of people you meet, because you never know when someone you know, or someone they know, will come in handy. pedestrians in general, are not armed, except for perhaps the odd knife or base-ball-bat, but you never know who you are going to meet on the street!

GTA Workers; People who you work with. People who might be your boss or team leader, or you yourself, may be their boss or team-leader. Workers don't know about your illegal activities, or the extent of your power or lack of it. Workers can remain just work-mates or become friends or even become wise-guys who work for you. Workers you introduce to the job, usually start out as pedestrians. Workers are not armed, except for perhaps the odd knife or base-ball-bat, as per pedestrians.

GTA Wise-Guys; Your gang members are pedestrians or workers, who have 'wised-up', thus "Wise-Guys". The are your main army of followers who will do your bidding and protect you and your businesses and your workers. You can use them to attack and defend. They can escort cargo, pedestrians or workers. They can be look-outs or provide security watch. They can telephone for extra backup if needed, if they see a bigger force attacking them, or if they are protecting valuable cargo or people.

Controlling men (or women); On each Wise-Guys stats page, there will be options to select or tick, to give them extra power and authority. Setting their main activity and adding odd priority jobs. There will be an option drop down menu to select primary and secondary weapons. But the wise-guys have the ability to pick up and use any weapon if they run out of ammo. They will only fire to their skill level for the particular weapon they find. 

GTA Story Scenario; A drugs run from the shoe shop front.

  • The police are watching your business for illegal activity. They know you have a drugs shipment, they just cannot find it!
  • You send Frank Boiloois, a trusted worker and wise-guy, a good safe driver and well-skilled with Uzi's, (fully armed), to work at the shoe factory to work a regular daily run. 
  • He is to get a uniform and 1 tonne van, (the smallest van), from the shoe factory yard. Load up with boxes of shoes, 100 men's, 100 women's and deliver 50 men's shoes to shop 1, 25 women's shoes to shop 2, and 25 women's shoes to shop 3. 
  • At shop 4 deliver 30 men's shoes and  there are some returns to collect to return to the factory. 
  • Next he is to call for a back-up tail, to pick up his tail at his next pick up. 
  • (Four of our other men, heavily armed, will be waiting in a taxi (as cover), just like a taxi-driver and three passengers might be. They are not to show themselves unless Frank is attacked, then they will be ready with armed support). 
  • At shop 5 there is a drugs pick-up, hidden in a box of shoes, pick-up 5 boxes and one box with the 1kg of coke in it and deliver them to a safe-house. 
  • (The Taxi support car will only follow Frank whilst he has the drugs on board, then Frank will call them when he has made the drop successfully).  
  • Next Frank will deliver more shoes to another shop and return to the factory, unload the van, then return the van to the factory pound or yard. 
  • Then Frank can take a taxi home on the company. (Perhaps even a company taxi).
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The gang members could do car thefts or similar jobs. They could be paid, (or threatened), to take the fall for you, if things turn to shit. In RRT, the stats of the trains history was recorded, and history had an effect on performance of the trains. Likewise, we can have age, BMI, fitness and gun-skill-levels with different types of weapon.

We had a little of this before with CJ - because he could change his BMI over time by eating different things or going to the gym on a regular basis. We all enjoyed this immensely. We especially enjoyed making Carl sick by eating too many burgers! Had you forgotten that, or did you not know it? Load up San Andraeus, get CJ to eat burger after burger and see what happens!

e.g. Have a guy who is skilled in sharp-shooting with the sniper-rifle. You could have machine-gun-guys, and heavies who are handy with their fists, like in skills of boxing, or are good with a base-ball-bat or knife etc.

Matching your men up to the right job, is where your own skill and judgment comes in! Get it wrong and you can get them killed and lose whatever capital you have invested in them and or cash and goods they are carrying.

Stats for each individual gang member, can even contain body weight (BMI), height, looks, dress-sense, tidiness, hygiene, Street-Smarts, Education level, where they live, how long they sleep, laziness, time-keeping, driving-skill levels for different vehicles, trustworthiness, loyalty, skill with $ numbers, skill of authority, skill of fast-action, skill to take cover (self-preservation), Longevity - resistance to being shot.

Live Long and Prosper in GTA!
Longevity - resistance to being shot. I'd like to explain this one for you, (I have detailed explanations for everything I've mentioned, but I will leave these details for later or never as the case may be). Resistance to being shot? Yes, err, if you have been shot once before in a previous battle, then being hit in a future battle might not phase you, you may just keep coming. If it is the first time you have ever been shot, it may be such a shock, that you cower behind cover until the shooting stops.

This is good for longevity, you live to fight another day, get to go to hospital and recover and can come back with more balls and street-cred than you had before you got yourself shot! You have probably earned more shooting skill and cover-taking experience points, that will help you be a better exponent the next time you are in a gun fight.

You might get a little weakling of a guy, who is a crack shot with a machine-gun, yet the big tough 6 foot 6 inch guy is better in a fist fight. Or it could be any mix of anything. It would all come down to experience and ability. (Just like in the real world).

Be a Good Guy, Don't kill Innocents! (Scarface style).
Other characteristics recorded in the stats are things like- self-respect, innocents killed, a list of kills with different types of weapons, gang members run over, innocents run over, (and this is likely to be a pretty long list. If you can think of any that I may have missed, or you want to suggest, for my consideration, please mention them in the comments below this post).









Be who you want to be! In Scarface, (in the game and the film), Tony Montana refuses to shoot innocents. I'd leave this choice up to you. As a loveable rogue, Robin Hood type, the public may secretly admire and respect you.  Although the public don't condone your actions, you, (or your businesses), can pay tribute to children's hospitals and orphanages, churches and social-care charities at every opportunity.  Its good for business!

Building a reputation for not killing innocents and your businesses helping the poor and poverty stricken, brings the kind of respect that gets the public on your side.  They won't call the police if they recognize you on the street and may even help you by hiding you, or your guns and loot if being chased.

In RDR, John Marston gives to the church, (the nuns actually). He eventually get a rosary given, that gives other benefits. I won't spoil it for you. But this is the type of thing I mean.

Pause the audio if listening to this post and watch this video:-
"Say Good Night to the Bad Guy!"









Killing innocents for instance, might lower an AI's self-respect. If an AI gang member runs over Bi-pedestrians, his driving skill level will go down, as it would with each crash. Driving skill will increase, with driving miles covered, with no crashes. Collision avoidance at high speeds will award even more driving skill. Loosing the police during a car-chase will increase the driving skill, but crashing whilst in a car chase will decrease driving skill. We will have to do a lot more work on this one, I know, but the basic idea is there.

Just a note here on car chases:- The idea I have, is that the drivers AI, will use the AI's driving stats, to improve the chances of escape. Above a certain level, the AI, will utilize the G.P.S. to plot an escape route at random. Whether it uses alleyways, or chooses to quickly change the G.P.S. route, is down to the level of driving skill of the driving AI.

Driv3r?
The driving skill level will also lower the chances of collision and thus increase the chances of the AI escaping the police vehicles. The higher the AI, the higher the speeds without collision. The higher the driving skill, will also give the AI more information about the locations of the police chase vehicles, so that the AI can better choose the best G.P.S. route to follow. (This is rather like, the player driving and keeping an eye on the map to avoid the police and choose a route away from any police vehicles).

Stats list can also include things like:- aggression, stamina, fitness. All of the things we had with Carl Johnson in GTA San-Andraeus. (And many more ideas, not written about yet).

The length of the stats list does not really matter, as this is for the games own AI stats, when deciding the outcomes of battles that you are not present at, or between AI's on opposing gangs and between you and an opposing AI.  Sometimes, even your own guys will turn on you!

You have to keep your whits about you, pay your men enough to keep them happy and not pay too much that they decide to try and take over your operation.  Your men may become renegade or subversive, or even defect to another gang who is willing to pay more. In which case, you need to teach them a lesson and show others, especially your remaining gang members, that deceit and defection has but one reward. Death!

As I have said, you can improve your men.
By paying them better, you give them self-respect, develop loyalty (to a certain extent / point - more later).
By providing them with the right weapons to defend themselves, and providing the right training, matched to the main weapons they are developing their skills for, they are then better able to protect themselves and the person or property they are looking after.

You can have your men dress in gang colors and dress style and provide better cars, this helps to give them a sense of identity. But it is more useful in reality, so that you can identify your guys at a distance and not shoot the wrong ones!

GOD Games.
Also, this helps to keep friendly fire deaths to a low score. i.e. - your rocket-launcher guy, won't fire into a crowd of fighting gang-members, if he can see his own gang members in the killing area. I don't actually know how the game developers will do this, but it will work similar to how GOD games work, where allied and friendly forces manage to avoid hitting their own and allied forces in heavy battles.

When you are ready, you can go into management mode, like in the real world, (not in game-style mode), I would have a real face to face management meeting. When you are just starting out, this is simply, you taking the guy who's been working for you, out to lunch, like you do currently with Roman, Brucie, Packie, or Little Jacob in GTA4 for instance. You would of course first choose who you are going to promote, by looking into the AI gang members stats, (this is the game-mode part).

There will be a summarized version of the AI's stats to compare quickly with other AI gang members stats in the same or similar jobs you have them in. You decide who you will promote and ring them or walk up to them and select to talk about; - a private meeting with you to talk over some things.

Some AI stats build without your control, some are good and some may be bad in the long-run for you. But hey, that's life! Like, when you select a gang member to come with you, the order you select them in is important.

The guy you select first, will get into the front shotgun seat, and consider himself your right-hand man in this mission, challenge or conflict. The other guys will help and defend the both of you, although you will be the paramount, as you are the boss of course. You can select this guy or any of your men to drive if you want, just set the route on the G.P.S.  If you sit in the back of a car, the guy in the back with you will consider himself as the right-hand man.

When a gang member is in the shotgun position or considers himself your right-hand man, his self-respect will rise, his self-worth will rise. This will eventually mean that he will expect more money for doing things for you and if you don't pay him what he expects, he will maybe start to become disruptive and deceptive within your gang and business.

He may start stealing from you to satisfy his lack of pay, or using your facilities like cars and warehouse to do his own underhand stuff. He may even sell-you-out to a competing gang or the police. Giving details of your next deal or illegal transport so that it can be hi-jacked. You have to be careful who you work with, but if you get high-jacked, twice with the same right-hand man, it could be that he is to blame. Or someone else on the team may be responsible.

Shotgun.
Selecting the guy you want as shotgun is therefore important and you should develop a routine of sharing out your choice of right-hand man, so that you develop a well balanced team. You can also have other gang members ready to take the place of right-hand men who get too big for their boots.
If you are not near the guy you want as your main man, you can select to tell who-ever you are near, to go anywhere on the map, or just to 'wait by my car', and that guy will go to the last car or whatever transport you arrived in an stand and wait.

Also, your guys are AI and they will always defend themselves, (with only some caveats), even if 'you' shoot at them, they may shoot back! - This is why gang colors are important. You do not want two gang members killing each other because one makes a mistake with friendly fire. They will be very reluctant to shoot at you, but you can keep provoking them and they will eventually turn on you!

There should be a stat to avoid this to a certain extent, like the AI gang member knows that he was hit by accident. But dependent upon his other attributes like aggression and anger, and closeness to death, he may well retaliate instantly or not be phased by it at all. If an AI were to keep getting shot by the same person, like yourself or another AI, over and over, he would then turn on that person or AI and fight to the death.

Workforce. (Legal and illegal workforce).
As you set to work, earning money, you become part of a workforce within many different types of businesses. This is how and where you will gain work skills. You will be offered promotions over time, which will entail you having control over other workers. This is the legal side of working, where you nave a normal job, so that you can learn the operation of a business.

As you move up the ranks you will get to choose others who work under you, (who also work for the company), who you can also promote to take over your previous positions of power within the business. The people you choose are your right-hand men, but are not yet induced to do illegal activities for you. - So, you can have right-hand men in normal jobs of work or be a right-hand man, (or team-leader as I like to also call it), for other ordinary people working in the businesses where you are employed.


Illegal Workforce.
An illegal workforce, is where others are forcing you to commit crimes or do any illegal work for them, such as cutting cocaine on your kitchen table. Transporting kilograms of coke in the boot of your car or a stolen car, or stealing a car for them, perhaps another gangs drugs vehicle that is loaded with cocaine.










"First you (GTM) get the money, and then you (GTP) get the power! The you (GTA) get the girls ASSES (Get The Ass)"
You can get out of doing these illegal types of jobs for other people, when you start to build up your contacts and money. Then you will be able to afford to either pay someone else to do the illegal work that you are being asked to do, or build up and pay your own team of wise-guys, and go round to the ass-holes controlling you and whack them. Perhaps even taking over their operation at the same time, (then you become the bad guy)!

A GTA Scenario;
You were working at the restaurant and had just started as a dish-washer, when a new contact you had made earlier, calls you to offer you a job, unloading an illegal shipment from a docked ship. It will interfere with your new restaurant job and career plans temporarily. And get you the sack, (it will be over a month before you can work for this restaurant owner again, but there are other jobs after this, to go for), but you might feel you have to take it because the money is so good.

You will just be part of the illegal workforce, (just another worker), either unloading drugs and ringed cars or hooky electrical equipment. Perhaps you will be unloading legal cargo, but working as a scab, behind the dockers-union backs, as the dock-workers are on a go slow or strike.

The nights work might pass without incident and you will just get home totally shattered after working all night. However, lots of things can happen during the work. A fight with you and three heavies, who you might have to kill, (or accidentally kill), and dispose of their bodies, or an accident might befall some other worker and the boss tells you to dispose of the body.


Blackmail in GTA.
You can entrap others you have befriended or promoted and use blackmail to get them to do illegal work for you, or just flat out pay them more money for a few hours work, than they can earn in a week. Listening out for opportunities is the key!

You may overhear a pedestrian talking on his phone to a girlfriend, saying he will come over and take her out, after his wife has taken her sleeping pills and gone to bed. Follow him, (or have him followed), and get photographs. Get him to do simple things like, go with you to drive a stolen car that you break into and follow you. You might have five guys you are blackmailing, helping with transporting stolen cars from A to B, during a mass car theft job.

You might break into an apartment or flat on the 17th floor, via the window-wash-platform and find the flat with a mountain of mail in the living room, (and mail bags in closets). Where the resident is a mail-man, working two jobs, but is just bringing the mailbags home instead of delivering the letters and parcels. Blackmail him to carry 1kg cocaine parcels to cutting houses. Where the drugs are divided up into 1g bags. 

At another break-in, you might discover a Marijuana growing operation, that you can get a piece of the action! As well as blackmailing the growers to "expand" an operation for yourself. If they get caught, of if the factory is discovered, it is nothing to do with you!

You may overhear your work buddy say, that his brother-in-law, is a driver on a big security cash truck delivery. With a little coaching from criminal contacts you make and already know of, you might be able to get someone to help you pull off a big cash truck heist. This would give you the capital you need to get started in one of the available businesses, or at least buy in as a partner!

You might first, want to have worked in several businesses occupations, in order to learn the main pitfalls and costs involved in running a business of one particular nature. Some businesses are more profitable than others, but are initially more costly to run on the face of it. If you could afford business 'A', but business 'B' is too expensive. You might find that business 'B' is cheaper to run, or although more costly to buy and run, it has more income flowing into it on a more regular basis.

What should you do? Why are you asking me? I'm not going to tell you! That's for me to know and you to find out, if we ever get the game built! I have lots of scrips and ideas written and I cannot afford to waste them by writing them out here, besides which, these are the game secrets. How and what type of missions you need to do first is the best part about this game idea.

It is the main difference between my idea for an open-ended game, that has no or little linear type missions in it. Like the usual games, doing missions in order. GTA still does this best, by giving us several different linear story-lines that all end up tied together, or tied in to the main story-line somewhere before the end of the game.

I did talk about this in the last post too, about my vision for a SIMS like expansion pack style to the game, rather than a TBoGT or a TLaTD. I loved both TBoGT and TLaTD but its been done. I was expecting a new GTAV be now (Jan 2011) - its well overdue. It looks like we will be waiting till 2012, going by the current mags and media.

What if:-
There was no end to the game? You could go on earning money in the game, running your businesses, and even get harder challenges, like repeating devastating attacks on your businesses at higher levels, fighting on a larger battle field. Set your own goals within the game, reach 1 million to save your daughter, but when that's done, what about a 5 million dollar and 10 million dollar goal.
 
What if:-
You could decide to make the game last as long as you want it to.What do you do with a standard game when there are no-more missions to complete? Can you still create challenges? We never run out of missions in my version, due to economic, political and natural disasters. There's always some new challenge or combination of challenges. 

GTA Pedestrians.
All of the pedestrians in the game will have their own names and phone numbers. This is so that you can interact with them. i.e. What about this idea.. If you are a taxi-driver in the early stages of the game, you can collect peoples numbers, who you give rides to in your cab. (People talk in cabs)! Many reasons are:-
  • Dating the girls!
  • Returning luggage left in the back or boot! (Reward)?
  • Connecting with people who want to always use you as their cab driver!
  • Contacting them for jobs they said they want you to do for them!
  • Interesting people with skills, who you might want to offer work to in the future!
  • People who say they will put in a good word for you with someone-else!

Other reasons to collect contacts:-
  • pedestrians you meet, who are looking for work! (Your gang members were once pedestrians).
  • pedestrians selling stuff - you ring from news-paper and internet ads. (Cars, Golf-Clubs, Fitness-Machines, any).
  • pedestrians who are customers in your business, and other business owners who are also pedestrians.
  • pedestrians who have problems you can solve, like when they have a spouse that needs straightening out or even making disappear. (For a fee).
  • pedestrians who are owners of sports cars, helicopters, planes - you can hire or borrow, (or steal), for use in drugs missions or races etc.
  • pedestrians who are throwing parties. (Need drugs and booze).

I would keep the current scheduler planner on Niko's phone, as this is great for scheduled reminders of when and where you need to be, if you have made advance plans.

The best part about pedestrians and gang member AI's having stats and individual names, is that it creates a real living world. When people get killed, their names can be re-used after a period of game time, only that the new pedestrians will have a new set of stats randomly created and a different appearance.

GTA Character Quirks! (Anything that makes people stand out for any reason).
pedestrians and gang members have quirks, like some may be totally mad, evil, happy all the time, a joker, expressive with their hands when they talk, have silly voices, mono-tones, nasal, look stupid, have big noses, eye patches, big ears, only one hand, arm or leg, wear hats that may be silly, be sad all the time, be miserable or angry all the time, etc.

Alcoholics, pedestrians who cannot hold their drink, sneeze-rs, laughing pedestrians, sleazy pedestrians, slutty pedestrians, upper-class-twit-pedestrians, lazy pedestrians, nosy, stupid, morbid, predatory, and anything you can think of. I like to take examples from the Creature Comforts animations on UK TV. They give lots of ideas for different characters.

There are many more I can think of, you may not consider them a quirks, they might not be quirks, and I am sorry if you are offended. I must point out that this is not meant to offend anyone. If you cannot accept this apology; then please leave now. Or perhaps just say F.U. and stay, I don't really care. but I am just throwing everything-else in under this heading of quirks. I don't mean to hurt of upset anyone. Blame it on my ignorance!

Loud pedestrians, shouters and loud talkers, loud dressers, shy pedestrians, hippy pedestrians, medallion man pedestrians, skate-boarder-dude-pedestrians, techno-pedestrians, druggie-pedestrians, business-man and woman pedestrians, cheerleaders, nerds, jocks. Musicians, do your men play instruments, if so what skill level, like in the SIMS. What do they eat, pizza or burgers, sea food or everything they see. Are they vegetarian, do they go to the gym, if so how often? What are their jobs, are they gamblers, do they play bridge, poker, go to casinos. Can they fly a helicopter of plane, if to what skill level . Anything you can think of pedestrians.

Here's a few important stats not to be missed. Relationships and Respect: We already have this in Niko's GTA4 with 'Like' - and 'Respect' stats. How much our wise-guys, workers and pedestrians like or respect us. Then there's even 'Fear' and 'Hate'. Although, being able to see this on a stats card, gives us that air of mystique from the wise-guys and workers point of view. We would be like telepathic.

We should not be able to see if our wise-guys or workmates 'hate' or 'like' us, perhaps just have 'respect' and 'fear'. As knowing if people like or hate us would give us unfair information, that we would use to only select the guys who like and respect us. It is different with pedestrians, we should see all their stats, it would also be OK if a pedestrians started out hating us, or fearing us. We could use it to our advantage in some situations!

We should not be able to see stats for opposing gang members, for obvious reasons!

Stats of pedestrians should also start-out without much information. The pedestrians would remain unknown to us, until we had met them either on the phone or in person. We can use the police computer and electoral register for the city, to get more information about any pedestrians we have met. But this should only happen when we have the right contacts in place. (Look, can you just drop in to your local police station and use their computer, or request a background check on someone, especially is you are an ex-con)?

Niko's use of the cops computer in a police car, is all far too simple, besides which, you would need passwords or access codes to use the computer. Or, set in Niko's time, it was probably more like a vocal request to a police operator, who knew the officers voice! The use of a police-car computer would be OK later, when our character has the police uniform. Effectively, impersonating a police officer!

We can control pedestrians and others just as effectively with Fear! Just as like in the GOD games, of Stronghold or games like Roman Empire, where fear is instilled by the placing of guillotines, stocks and other types of torture tables around the city or village. In the same way, we instill fear into our workers and wise-guys, by letting them see what happens to others who break the rules.

For a worker, it could just be seeing someone getting sacked, or beaten up by the tam-leader or union reps, as well as loosing his job. Or just the fear of being replaced after all the time he has put in to get to where he is and the wage he is on. Good jobs are hard to come by, and in this world there is no social security, just food kitchens and charity. Without a job, you and your family looses a place to live and food on the table, or any trappings of success like cars and holidays. Its a hard and cold worlds we live in.

For a wise-guy, the consequences of doing wrong or going against the boss are more serious. Watching another wise-guy getting clippedestrians, or being part of it, is a real reminder of what could happen to you at any-time. Like if you are ordered to take Vinnie 'for-a-ride-in-the-back-of-the-car'. He's going to end up in a shallow grave, with his hands cut off as a reminder to everyone, of what happens to wise-guys who steal from the boss. Its a blood thirsty business, but someones got to do it, and next time it could be your turn, to 'do' or be 'done'!

Fear is a real motivator, and the stat will help the AI decide if their actions are worth it. However, all this boils down to if you use the tools of fear and money to motivate your wise-guys. If you just sack someone and kick them out of your gang, without breaking their arms and legs first, then you might be seen as a soft-touch and more wise-guys will start to try it on with you and take advantage.

With friends like these, who need enemies?

Johnny One-Eye still works for you. One wise-guy asks another; "How did Johnny One-Eye, loose his eye?" He replied; "The boss punched it out of his head for looking at his girlfriend and making rude suggestions about her. He's lucky he got off so lightly, the boss only let him live because Johnny is his girlfriends cousin."

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The question was asked via email, why do we need a right-hand man?
I thought I'd already made this clear in the story line definition. Obviously not, or perhaps not everyone has read that part of the blog. See New GTA Game New Story

  • Right-hand men are needed as they are the men who front up the mission, if the mission goes tits-up. The police need someone to charge as the organizer, if the gang is caught. 
  • Next, you need a right-hand man, so that you can control your organization without being recognized as a ring leader.
  • You are trying to get your wife and kids back, but she won't have you if you are still involved in a life of crime. Having a right-hand man, takes the spot-light off of you.
  • You are trying to run an honest and normal existence and make massive amounts of money as quick as possible to save your daughters life. (Remember)! 
  • Did you know that big bosses of crime syndicates don't actually do their own dirty-work? 
In this game you do go along as a key member of the gang and do most of the killing, (where would all the fun be without that, you sick bastard)? But, the killing is always out of sight of witnesses, or if there are witnesses, they are, (how-you-say), persuaded to look the other way, or tell it the way we want it to sound.

You always have a defense ready. Usually, that you were under attack and were just defending yourself and you business or associates. You know nothing of the contents of that container-shipment, except that you understood it to be your consignment of good you had ordered legally.

If you were arrested at the scene of a crime, you make out that you are just an innocent bystander. Keeping your mouth shut until your lawyer - later in the game, can get you off any charge without you spending more than a few days or weeks at max, in prison.

You can get people killed, witnesses scared off and the like. The thing in this game is, that all things are possible but you will have to learn how to do it, whatever 'it' is. The game will teach you as you progress.

In the early stages of the game, you may even have to experience a stay (or two), in prison, in order to learn how things work. Just like how, in order to run a successful business, you might need to learn that business from the inside out.

Each of the many businesses, has its own idiosyncrasies. These businesses will need you to do some kind of work within the business, in order to understand how it works.

Next: read - GTA 4AI (Not just a memorable number-plate)!
GTA 4AI

Also see:-
New GTA Game New Story

[NIKO - POST-NOTE to self: - I am currently working to shorten this post, by breaking bits off the end and making separate posts of them so that I get a link to post into the previous post, so that they are all liked in original order and more easily searchable].

Have a great day!
Niko.


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TAGS: GTA Gang Members pedestrians and Everyone, GTA, GTA4, GTA5, gang AI,GTAIV, GTAV,



Article © AndyGold 2011, all other material used like but not limited to images and video, is copyright to either its creator or originator or is used under a creative commons / public domain license.


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Thanks! Niko.

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