A gang is a group of players who have banded together under a single name, a single flag, against all enemies.
At the moment, creating a new gang is no longer possible. With the updates of late 2006, gang production was halted. As a result, there is now a finite number of possible gangs.
When you click on a gang's link, you will be brought to a screen that gives you a snapshot of the gang's statistics. These numbers can be used for informational and comparative purposes.
Gang ID Number
A gang's ID number is listed next to its name when you click on the gang information page. This number indicates the order in which the gang was originally created. In today's age, this means little as most gangs have been sold at least once, if not numerous times, to a new owner and has started over as a "new" gang. There are a few original gangs still out there, though. Some numbers are missing from the count, as gangs have been deleted in the past.
The Gang Level is a rough indicator of how powerful a gang is. Each level upgrade increases the War Chamber (WC) members' health and speed by 2% in WC battles, increases the Junior War Chamber (JWC) members' health and speed by 1% in JWC battles, and allows the Begging Level to be increased further. Requirements to upgrade the Gang Levels are listed in a chart below.
Each gang Begging Level gives an additional 0.4% cash per beg for each the gang and for the beggar. This additional cash is purely an addition over what the beggar would have made if they were not in the gang at the time of their beg. It should be noted that the Begging Level can never exceed the Gang Level. Requirements to upgrade the Begging Levels are listed in a chart below.
WC Ladder Rank
The WC is a major reason for fighters to be part of a gang. The WC consists of ten players that duke it out with other WCs. These tend to be the 10 strongest fighters in the gang. Each gang fights for WC supremacy on the Battle Field. The WC Ladder Rank indicates where the gang is ranked on the Battle Field.
JWC Ladder Rank
The JWC consists of both offensive and defensive units. The offensive unit fights against other defensive units when a fight is initiated by the gang, while the defensive unit fights against other offensive units when a fight is initiated by another gang. Each gang fights for JWC supremacy on the Battle Field. The JWC Ladder Rank indicates where the gang is ranked on the Battle Field.
Each unit of the JWC has five fighter slots to begin with and can be upgraded to a maximum of ten fighters per unit. Requirements to update the JWC slots are listed in a chart below.
Application Level Limit
Gangs can set a minimum level of which applicants must be in order to fill out an application to their gang.
This number lists how many total members are in a gang and how many of those members are active. Criteria for what is considered "active" can be found in the Member List section below.
This section lists every member that has been designated as a staff member by the gang's leader, as well as their assigned gang title.
Clicking this link will take you to the gang's application page. Here you can enter or edit your application, up to 2,000 characters. HB-TML is supported. You will receive a notification in your Living Area once your application has been accepted or denied. Note: This link is not available if you do not meet the gang's minimum requirement level, as noted above in the Application Level Limit section.
Every member of a gang is listed when you click this link. Members names are color coded to highlight their level of activity:
Active this month
Active within last 3 months
Active within last 6 months
Some gangs choose to automatically accept applicants based on their age or level. The gang's requirements for automatic acceptance are listed in this section. Of note, you cannot be automatically accepted if you are on the gang's Blacklist.
Each day, a gang is entitled to 5 WC and JWC fights. By defeating the gang that is directly above you in ranking, you can take their spot. Winning a fight nets your gang war points and gang experience. Losing a fight gives the other gang war points and gang experience. Fighting gangs with lots of war points nets you more war points. Fighting higher level gangs nets you more gang experience. In the WC at each round the current fighters will temporarily lose a little of their stats, the longer a fight goes on the weaker the current fighters will become.
A major resource in gangs. War points are used to upgrade the gang's begging level, and to increase JWC slots. The only way to earn war points is by winning WC and JWC fights.
War Points from WC fights are decided by 4 factors:
- -level of the losing gang
- -w/l % of the losing gang
- -relative ladder position (you get more points for defeating a gang higher up the ladder than you)
- -A comparison of the stats of the fighters involved. Basically, you get more points for beating a stronger gang.
The JWC is similar, but you can lose points if your team is vastly superior to the losing team.
Also a major resource in gangs. Gang experience is used to upgrade the gang level, to upgrade the begging level, and to purchase additional upgrades for your gang (such as a hitlist). Gang experience is obtained by running raids on the Hobosaurus Rex, winning gang fights, and winning hobo-vs-hobo fights.
To earn gang experience from hobo-vs-hobo fights, you must attack and beat an opponent who is in another gang (they cannot be gang-less). Gang experience earned ranges from 0 - 20.
If the opponent you beat is the same level as you, you earn 10 gang experience points. For example, if you are level 50 and beat an opponent who is also level 50, you will earn 10 gang experience points.
For each level higher the opponent is than you, you will earn one additional gang experience point, up to a total of 20 points. For example, if you are level 50 and beat an opponent who is level 58, you will earn 18 gang experience points. If you are level 50 and beat an opponent who is level 60 or above, you will gain 20 gang experience points.
For each level lower the opponent is than you, you will earn one less gang experience point, down to a total of 0 points. For example, if you are level 50 and beat an opponent who is level 45, you will earn 5 gang experience points. If you are level 50 and beat an opponent who is level 40 or below, you will earn 0 gang experience points.
The gang experience that you earn is awarded to the gang and your personal contributions are recorded in the Hall of Fame (Gang > Member list > Hall of Fame tab). The gang's total gang experience is listed on the Information page (Gang > Information > Exp: 186,941).
Upgrade Gang Level
The core cost of upgrading a gang level is gang exp, cash, and points. You cannot skip levels, so they must all be purchased in order.
To view a cart outlining the cost for levels 2-101, click the show button below.
|Upgrade Gang Level Requirements|
Set Up Armory
Each gang can establish an armory for a reasonable fee of 25 points and 50,000 gang experience. The armory allows the gang to physically own and lend out weapons to their members. These weapons are branded and cannot leave gang control unless "unbranded" by the gang's owner. Gangs tend to collect a large amount of powerful weapons and strong pieces of armor for their War Chamber to use, while collecting other weapons and armor as an incentive for other players to join.
Changing the leader of a gang cost 50 points each time. The new leader must be in the gang and cannot currently be the leader of any other gang. This function is only usable by the gang's current leader.
Upgrade Begging Level
Similar to gang levels, the core cost of upgrading a gang beg level is gang exp, cash, and points. However, after beg lvl 15, war points are also required to purchase further upgrades to begging. You cannot skip levels, so they must all be purchased in order. Gang beg level is capped at 20. The total end cost to max a gang's beg level is a level 40 gang, 1.93m gang exp, $413m, 630 points, and 150k war points.
|Upgrade Begging Level Requirements|
Set Up Hitlist
Each gang can establish a hitlist for a reasonable fee of 25 points and 50,000 gang experience. The gang hitlist is essentially the same as a regular hitlist except that all gang members can see and use it. The gang hitlist is usually used for pre-paid rapes and attacking enemy players.
By default, leaders cannot leave their gang. This upgrade allows leaders to freely leave and return to their gang without restriction. All for the one time cost of 50 points.
Currently, the Gang Leader (owner) can assign individual administrative functions and custom titles to gang members as they see fit. The only function that can not be assigned is the ability to change the Gang Leader and the ability to set requirements for applications to be auto-accepted. The following is a list of the functions that may be assigned:
|List of Gang Powers|
Gangs often instruct their members on how to act and how to train, as well as what they have the potential to become. More importantly, gangs are allowed to trade information about the Arena Pass between their members.
Gangs have the ability to blacklist players. The blacklist stops hobos from filling out an application or being invited to the gang. ONLY gang staff with the 'Blacklist' power can see who is on the blacklist. It is hidden from all others.
Gang polls give gangs the ability to vote on gang related issues. Gang members with the Poll role can create custom polls for their gang to vote on and all members may vote. After voting, you have 5 minutes to change your vote.
Players have the option to give a cut of their lotto profit to their gang. Also, gangs have the ability to run gang-only lottos.
A token pool is a simple concept. Everyone pays in their tokens, allowing them to quickly upgrade their members to top-level carts. There are various philosophies for token pools, all of which have the same general goal behind it, which is to increase the rate of token pooling.
Each gang gets a Message Board for their members where they can do pretty much whatever they please. This may include gang policy threads, help threads, stat-tracking threads, token pool threads, and various trivial and nontrivial discussions. Each gang tends to have their own flavor, but the basic concept is that the gang board is a primary location for internal gang issues, such as discussions on where money goes.
Brief List of Gang Types
These gangs may have deleted or inactive leaders. Very few have any active players in them. They are the sunken treasure ships of the gang ladder, existing at the very bottom, as 10% of the gangs.
These gangs typically appeal to new players, offering large amounts of relatively weak weapons as well as the social dynamic and support structure required by fledgling players. They typically exist in the lower end of the ladder and represent approximately 30% of current gangs. The vast majority are named after pop culture references in an attempt to gather instant recognition, a strategy that usually succeeds as these gangs balloon in size of upwards of 100 players. Purging of these gangs is not uncommon, as new players frequently go inactive and aging players tend to advance their standings.
Typically consisting of a legion of middleweight players, rallied by several old players, these gangs represent the middle of the ladder. They do not excel in any particular field, but they do not fall. These gangs are rather well established, but cannot draw away other large players for the simple reason that they cannot offer the upper level support.
A now-extinct breed of gang, elite gangs were groups of between 10 and 20 old players, usually dedicated to preserving the old ways of life. The vast majority have met their end or adapted to another form, while some are still going strong. The prime historical example is Genesis, who met their end during the Audit.
The Old Ones
Any gang that has survived since our early history has garnered a certain level of fanatic loyalty by their members. Because their members are now the upper echelon of hobo society, these gangs dominate the top of the ladder with an iron fist. Fighting between them becomes fierce and many of the gangs operate several different War Chamber rotations. Their member volume is usually between 40 and 50 members, of which a significant portion have a Hobo ID below 100000. Their armories are old and filled, and their levels bloated by years of healthy growth.
Proud flag bearers of these gangs are: Pieman, TBHL, OMT (formerly EWO), the Planet, CrAzY, and CP, amongst others.
The Syndicate is the enigma of all gangs. It is host to the admin, as well as several of their old friends. This gang remains at the bottom of the ladder out of fairness, due to the fact that game administrators can tweak their stats at will.