SPOILERS Ideas for volition to continue on with saints row

Do you think volition should continue on with saints row

  • Yes

    Votes: 80 95.2%
  • No

    Votes: 2 2.4%
  • Maybe

    Votes: 1 1.2%
  • I dont care

    Votes: 1 1.2%

  • Total voters
    84
  • Poll closed .
Status
Not open for further replies.
I think some cool gang ideas would be:
  • Hillbilly/cowboys led by a crooked politician - one of those racist ones
  • Latino/south Americans similar to samedi - slightly cult like drug gang
  • Eastern European/Russian mafia (with olegs?) - don't care about anyone or anything
  • American new yorker/Italian mafia in competition with the Russians - like things old school with style
  • LA ghetto gang - run by rapper
  • Bikers/punks - own the highways and bars
  • Terrorist group like the prologue of iv - not liked by anyone much - (cyrus temple?)
  • Yakuza but Korean/Chinese /whatever - disciplined
  • Hacker group of teenagers similar to Anonymous that hires mercenaries to fight (they don't wear neon clothes, either) -
  • Multiple sections of the police - DEA, anti-gang, swat, fbi (not Kinzie), CIA (not sure what the cia does tbh), etc
The Saints could ally with some gangs -trade deals for unique perks or money, have more control of the city but shared... - and some could ally with each other, temporarily.
Not all those would have to be in the game, but it would be cool to see a lot of variety. Some gangs wouldn't have strict leaders and might not be involved with the story too much. I get that having less gangs makes each story of them more memorable.
Make it so that gangs fit into their environments. For example, street gangs are in the urban areas, while the rednecks and hillbillies are found in the rural areas. The same goes for cops; police are in the city, sheriffs in the county, and park rangers in the forests. Let's not forget a highway patrol.

The gangs would fall under different types:
  • Street gangs include your average African-American or Hispanic hoodlums.
  • Biker gangs could be of any culture. As for their bikes, there could be one that rides bobbers, and another that rides streetfighters, in addition to your average bikers that ride choppers.
  • Other gangs could include an otaku gang, like the Oirans, or a gothic gang(like the Deckers, but without the cyberpunk style).
There should be enough room to feature all the gangs at least twice in the story.

BTW, the CIA does foreign intelligence, so they wouldn't fit. The NSA would, as they do domestic intelligence. As I suggested earlier, if STAG returns, their name should be changed(like how SHIELD's name has been changed multiple times in Marvel).
 
Make it so that gangs fit into their environments. For example, street gangs are in the urban areas, while the rednecks and hillbillies are found in the rural areas. The same goes for cops; police are in the city, sheriffs in the county, and park rangers in the forests. Let's not forget a highway patrol.
I was thinking there could be two cities in the map, one could be a dense high-rise city similar to manhattan, another open and varied, such as LA or whatever. there would be some suburban areas in the latter city and some wilderness in between. this would accompany all the types of gangs

  • Other gangs could include an otaku gang, like the Oirans,
yeah....o_O
:confused:ermmm
or a gothic gang(like the Deckers, but without the cyberpunk style).
i think that would be part of either the punk bikers or hacker people
There should be enough room to feature all the gangs at least twice in the story.
Some gangs (say 2-5) could be story gangs that would be against the saints always. the rest could have side missions and be allied or axis like the brotherhood but it would be up to the player. this could affect all relationships between all gangs positive or negative. the saints doesn't necessarily have to be a "ghetto gangsta BS" gang, there's always 'gang customisation'
BTW, the CIA does foreign intelligence, so they wouldn't fit. The NSA would, as they do domestic intelligence. As I suggested earlier, if STAG returns, their name should be changed(like how SHIELD's name has been changed multiple times in Marvel).
I suppose the cia could be dealing with the terrorist group I mentioned, the NSA could be against the hacktivist group i suppose.
 
Last edited:
I was thinking there could be two cities in the map, one could be a dense high-rise city similar to manhattan, another open and varied, such as LA or whatever. there would be some suburban areas in the latter city and some wilderness in between. this would accompany all the types of gangs

yeah....o_O
:confused:ermmm i think that would be part of either the punk bikers or hacker people
Some gangs (say 2-5) could be story gangs that would be against the saints always. the rest could have side missions and be allied or axis like the brotherhood but it would be up to the player. this could affect all relationships between all gangs positive or negative. the saints doesn't necessarily have to be a "ghetto gangsta BS" gang, there's always 'gang customisation'
I suppose the cia could be dealing with the terrorist group I mentioned, the NSA could be against the hacktivist group i suppose.

I would also like to add in the idea of Undercover Cops and Vigilantes.

Basically as the situation in the game worsens the police will start to use undercover officers on low notoriety levels to try and hunt down the Saints and can be told apart from civs by the fact that you can't mug them, and they will always be wearing a wiretap, gun holster or a headset. meanwhile vigilantes are essentially civilians with guns that will attack the Saints and other gang members in the area. (think of the more aggressive civs introduced in Shatface's NPC Behavior Mod)
 
Last edited:
I would also like to add in the idea of Undercover Cops and Vigilantes.
that's a good idea. it makes me think of Need For Speed's heat system in Carbon where the more crimes you commit in one area the more police patrol there and the more likely you are to get wanted when a cop sees you. it also means when you are pursued and move into a lower heat area I think the police go easier on you.
this could work well with a map with multiple cities as realistically one city's police department might not have a record on a criminal in another city, although the FBI would always recognise you.

this kinda shit could change depending on difficulty level obviously. if you don't want police like that you could go to easy mode or whatever.
 
that's a good idea. it makes me think of Need For Speed's heat system in Carbon where the more crimes you commit in one area the more police patrol there and the more likely you are to get wanted when a cop sees you. it also means when you are pursued and move into a lower heat area I think the police go easier on you.
this could work well with a map with multiple cities as realistically one city's police department might not have a record on a criminal in another city, although the FBI would always recognise you.

this kinda shit could change depending on difficulty level obviously. if you don't want police like that you could go to easy mode or whatever.

Adding on to this if since it would be safe to assume that proper stores will return in SR5 then it would be nice if say for example you rob a bunch of stores in the area, each time that happens it increases the risk of the store owner pulling out a weapon to try and defend themselves from the Boss (typically with a shotgun, machete or a sniper rifle).

It would also be pretty nice if enemies were more intelligent when in combat and used actual tactics. Because brain-dead enemies in Saints Row is an issue dating all the way back to the first game where enemies would often stand right in front of the Boss while shooting or lob grenades or shoot a rocket at their own comrades. I've even seen the AI try to shoot the Boss through a car and the car exploded in their faces.
As much as some people hate the idea of Volition taking anything from Rockstar's book in this case it's for the better.

When in combat enemies will try and take cover not just behind cars but other objects excluding explosives.
When an enemy is near death they will sometimes fall to the ground and continue firing at the player while being dragged to safety by an ally (similar to the Last Stand mechanic used for the enemies in GTA 5 or any of the Infinity Ward COD's)

Use SR5 as an opportunity to revive the scrapped parkour mechanic from SR3, and let the AI use the same parkour abilities as the player.

Have the AI tip over objects such as hot dog stands, dumpsters, and tables to use as makeshift cover.

Make the enemies more audible during combat outside of death screams. (Similar to say the first two Destroy all Humans games where enemies will never shut up before you put them down).

Have enemies rappel down the sides of buildings.

Bring back the dual Notoriety System from SR2 albeit with some tweaks. In this case for enemy law enforcement regular police will be deployed at level 1, cops with better weapons at level 2, sheriff deputies\ATF\Blue Jacket FBI's\Highway Patrol at level 3, Riot Cops and SWAT at level 4, Ultor Masako and National Guard Units at level 5 and finally STAG and FBI SWAT at level 6.

As for enemy gangs players should have the option once they've defeated a gang to relinquish control of a Neighborhood back to said gang. (Similar to the systems used in Far Cry or Just Cause 3)

Have certain units like tanks or enemies with RPG's be a rare sight. It was extremely annoying in SR3 and SR4 when you're fighting a bunch of enemies and all of a sudden the fight ends because some assclown with a rocket launcher or a tank decides to blow up\run over their own allies.

Have the enemy factions change up their tactics depending on the scenario. Is the Boss wiping out a factions motorpool? Have the enemies start spawning from roadblocks instead of deploying a car every 5 seconds. Is the Boss using nothing but shotguns? Well throw in a curve-ball and start deploying snipers on the roof. Is the Boss hiding behind cover? Start chucking grenades, molotovs, pipe bombs and tear gas canisters their way, also have enemies actively chase after the player if they start fleeing.

On the flipside if you wipe out a large number of enemies in the area then any other opponents left alive will start to flee and the notoriety meter for that faction will be reset back to a low level. (Level 1 or 2) This would be a lot less like the notoriety system in SR4 and more like the wanted levels from Just Cause 3.

Going back to the parkour mechanic have it to where players can access the rooftops and have enemies spawn on the rooftops. (Think a cross between Watchdogs and Crackdown or Infamous)

Bring back the destructible environments from SR2 but with added gameplay features. For example the sparks from a destroyed sign will electrocute enemies or set them on fire, you can destroy balconies to quickly take care of snipers, car gibs stay in the area a bit longer, and most importantly destroyed objects should stay in the area much longer instead of immediately fading away like SR2.

Speaking of SR2 bring back the ability to use objects in the environment as weapons. For example beer bottles, chairs, lamps, street signs, mailboxes, hedge-trimmers etc.

Last SR2 related thing is bring back the fighting styles and finishers from SR2 and the sprint attacks from SR3.

Make the NPC's more talkative and vivid in general and by that I don't mean have half the city's population dress up as gimps, strippers, ninjas, and furries, I mean actual interaction and dialogue. This is where games like Destroy all Humans, Deus Ex, Postal 2, SR1-SR2 and yes even GTA excelled at.

Speaking of which have random events occur in the city that effect the gameplay in one way or another. (Sports games, concerts and conventions will bring a massive number of civilians and cops to the area of the event, during a heavy storm almost no NPC's outside of cops, gang members, taxis, and emergency services will spawn, civilian and military parades in the city's downtown district, cultural festivals in the more residential areas such as the Barrios or Chinatown, and of course the rare chance of more violent events such as police raids, riots and gang wars.)

Let PC and Console users change the appearance of enemies using the NPC SDK Tools.

Bring back the Specialists System from SR3 for each of the enemy gangs. (Other users can chime in for ideas on the appearance and tactics of the Specialists)
 
Last edited:
Adding...
I think the notoriety system should be that you can have as many gangs pursuing you at once as possible each with their own level . for instance it could be indicated by the logo and a number.
There could be more levels of notoriety (or not), and when on high notoriety with gangs they could begin hijacking more serious weaponry from law enforcement or police beacause i think the high gang notorieties are very weak compared to police.

to satisfy those who want to play with superpowers or whatever, I have an idea: a video game minigame like Zombie Uprising but with set in a fictional zin invasion with superpowers. it could essentially be SR 4. if you want, there could also be a superpower/alien cheat to make that become reality (although it is just a cheat so no story missions where earth blows up;))

there should be multiple fighting styles to choose at the start and more advanced ones to be unlocked.
 
Last edited:
Adding on to this if since it would be safe to assume that proper stores will return in SR5 then it would be nice if say for example you rob a bunch of stores in the area, each time that happens it increases the risk of the store owner pulling out a weapon to try and defend themselves from the Boss (typically with a shotgun, machete or a sniper rifle).

All of these are amazing ideas perfect for an innovative combat system and SR can use it. It can be used to make street fights longer and more enjoyable before weapons become used, also if they have a good spawning system this can truly work.

Aceman, I love the mini videogame idea too.
 
One way SR can seriously overtake GTA is online multiplayer:cool:. gta online 'cloned' a huge amount of stuff from SR, which shows something.
In terms of customization, how about a colour wheel/RGB slider for everything? and battlefield level weapon customization with 'camos', WWE level body modification (which it's already pretty much at) and NFS Underground 2 level car customization (ie underglows, spinners, decals, horns, lights, but also with some military upgrades on some vehicles like turrets on SUVs). keep crib customisation and if anything add to it by allowing colour changes

Volition could also take advantage of gta online's flaws, such as banning 'cheaters' and poor economic/mission system. i'm not sure, but I think it would be good to have a more arcade-y approach to online, or have two kinds of 'lobbies' with one more MMORPG type (GTA Online is an MMORPG) and the other like an arcade sandbox with features like cheats, homies or some shit.

obviously for the love of god never have economic microtransactions:mad:. instead you could have paid DLC and/or cosmetic purchases like spray tags, clothes logos or clothes
 
Last edited:
How about a feature like jumping from car to car like in just cause or pursuit force? Volition keep saying they wanted parkour in their games, and that is pretty close...
 
Status
Not open for further replies.
Back
Top