Gang Warfare

Basic Information

Read about it at the devblog.

You must be a member of a gang to participate in gang warfare, and enter PvP from the gang warfare screen. A few combats after you have joined PvP you will begin to find encounters unique to gang warfare, including fighting simulacra of other players for old coins, and all the special encounters detailed below.

When fighting other players, you will fight copies of them that use techniques from their current deck to fight against you, but the copies' stats(?) and effects are based on their last PvP fight/patrol(/agenda encounter?). The number of copies of a player in an area is dependent on how many PvP-battles/patrols the other player has had. A particular copy's HP persists after a fight, so you can defeat a very tough opponent by attrition. This may take several fights, however, because each fight a random copy is pulled from the pool of patrollers. On your next fight, you might get a different, potentially unhurt copy as your opponent.

When defeated, copies of other players give old coins and stats equal to their "level". What this means is if you are fighting an easier opponent, they may only give 4 xp after a fight and have a limit of dropping 4 old coins. With a stronger opponent, they may give 8 xp and a maximum of 8 old coins. Very preliminary spading on this "level" shows that level appears to be approximately \lceil \frac{n}{10}\rceil + 3, where n is a character's average buffed stat. There does seem to be a small range in the number of coins they drop (someone confirm?), and it should also be noted that the reward will either be within this range or not appear at all - a powerful player may give 0, 6, or 7 coins each combat.

Controlling Areas

There are four areas that gangs fight over: Southside Park, the Waterfront (on The Docks), the Dockside Sewers, and The Quad. To take control of an area, gang members must leave five copies of themselves to patrol it. You will then control the area until one of your patrollers is defeated. If another gang currently controls the area, you will clear out one opposing patroller for each drawn fight, or clear out an enemy patroller and leave a copy on patrol for each victorious fight. If you have not yet reached five copies patrolling after clearing out all opposing patrollers, you will receive noncombat adventures that allow you to leave a copy. Gangs may opt to have up to ten patrollers by choosing the Security agenda. A gang with ten patrollers has "complete control" of an area.

Rewards

Each area grants specific rewards for the gang that controls it. Taking control of an area unlocks these rewards for the rest of the day (until rollover), even if your gang later loses control of the area.

Southside Park Special encounter unlocks back room of Little Eddie's
Waterfront Special encounter that gives you crates of items
Dockside Sewers Can plant spores and collect mushrooms the next day, or trade with mushroom men
The Quad Encounter drunken challenger and Third Eye hunter.

Agendas

You receive Agenda encounters when (and only when) you have control of an area. Your agenda for each of the four areas above is determined by your gang leader(s), who can change it at any time.

Agenda Description Effect
Drive Demand Crack down on local dealers to increase demand Increases sale price of stuff from your Gang Stash. Gives Reflexes XP
Scavenge Gather large quantities of local items Gives many items and Perception XP; stocks your gang's Scrap Heaps and/or Scrap Pits
Security Make it harder for other gangs to take control back Gives Will XP
Increases number of 'imprinted' guards (up to ten). Provides healing (after ten).
Shakedown Get credits from local businesses Gives credits and Strength XP, may learn the Throttle technique
Vigilante Justice Fight harder opponents to help the local residents Special vigilante combats (see below)

Drive Demand

Whenever you Drive Demand, it increases the profit you get from selling one type of shipment from your gang stash. When you sell a shipment, the demand for that product is reduced to the square root of the previous demand, rounded down.

Zone Demands
Southside Park Drugs or Goods
Waterfront Arms or Drugs
Dockside Sewers Arms or Goods
The Quad Curiosities or Drugs

Vigilante Encounters

Zone Encounter(s) Special Rewards
Southside Park Two Gangers and a midgard-security old coins
Southside Park Insane Slasher shiny butcher knife, bloodied knife, or stalker's knife; Killers 3
Southside Park Third Eye Ganger and Third Eye Sorcerer The Eye?
Waterfront Four dock security lucky cap, unlucky cap, or special brew; must have First Aid for reward
Waterfront Three Fang Enforcers massive hunting knife
Waterfront 2-4 Dock Security and Officer Stone Stone's beatstick or Stone's pistol
Dockside Sewers Two Gangers and Two Gang Enforcers
Dockside Sewers Sewer Mutant filthy old sack, filthy baseball bat, old pipe ; unlocks non-vigilante choice encounter in the sewers
The Quad Two Third Eye Poseur, one Third Eye Hunter, one Third Eye Ganger sniper rifle
The Quad 4 crowds of protesters (during protest) powerful acid
The Quad 4 Midgard Security Guards (during protest) unformatted memory core
The Quad Third Eye Sorcerer and 2 Third Eye Gangers study chip, numbing chip, ease-item, unformatted memory core
The Quad Quad Psycho (see linked page for how to unlock) shining glasses (see page), immaculate suit coat, psychopath's knife, old scalpel, pressed slacks, strange watch

Notes

Also see Avatars, Old Coins, and Chance of PvP Encounters.

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