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- # Kingpin Mode — Game Design Document
- **Platform:** FiveM (GTA V multiplayer)
- **Genre:** Persistent faction PvP / crime RP-lite
- **Status:** Design draft v2 (restructured)
- ---
- ## 1. Vision
- Kingpin Mode is a faction-versus-faction game mode where every player is either building a criminal empire or trying to tear one down. Criminals climb toward becoming the **Kingpin**; Authorities climb toward becoming the **Mayor**. The two ladders are opposed: every criminal success weakens the city, every Authority success weakens the underworld, and both leaders can be toppled.
- The mode ships as a modular resource pack so server owners can enable only the systems they want.
- ### Design pillars
- 1. **Symmetric agency.** Both factions have things to do at all times, not just when the other side acts. If a mechanic exists for Criminals, there is an equivalent stake for Authorities.
- 2. **Power is temporary.** Kingpin and Mayor are positions, not trophies. They are won, defended, and lost through gameplay.
- 3. **Money must leave the economy.** Every income source has a matching sink so currency keeps meaning something.
- 4. **Fun at 8 players.** All core loops must work on a quiet weeknight. Large-population features are layered on top, never required.
- 5. **Modular, not fragmented.** Core modules deliver a complete game. Optional modules extend it; none are prerequisites for fun.
- ---
- ## 2. Core Loop
- ```
- Take a job or mission
- → earn money / reputation / faction influence
- → spend on upgrades, businesses, territory, or faction resources
- → climb the rank ladder
- → contest leadership (Kingpin / Mayor)
- → hold power under pressure until deposed or the season ends
- ```
- The two factions run this loop in parallel, and each faction's actions create the *content* for the other: a criminal drug lab is an Authority raid target; an Authority patrol route is a criminal ambush opportunity.
- ---
- ## 3. Sessions and Seasons
- Kingpin Mode is **persistent within a season**. A season is a configurable window (default: 30 days). At season end:
- - Kingpin and Mayor are recorded in a hall of fame.
- - Territories, businesses, and faction treasuries reset.
- - Player *rank* persists at a reduced level (default: drop two tiers) so veterans keep an edge without locking out newcomers.
- - Cosmetic and title unlocks persist permanently.
- **Why:** persistent faction servers die when an entrenched hierarchy leaves new players with no path up. Seasons keep the ladder climbable and give leadership a natural expiry even if nobody deposes them.
- Server owners can disable seasons entirely for a pure-persistence experience.
- ---
- ## 4. Factions
- ### 4.1 Criminals
- **Fantasy:** rise from street hustler to the untouchable head of the underworld.
- **Always-available activities (solo or small group):**
- - Street jobs: pickpocketing, car theft, drug corner sales, smuggling runs.
- - Business management: run and defend drug labs, chop shops, smuggling fronts, underground casinos.
- - Territory pressure: tag rival turf, collect protection from businesses in owned districts.
- **Group activities:**
- - Multi-stage heists (see §6).
- - Gang wars over territory (see §9).
- **Faction resources:** Criminal factions maintain a shared **war chest** funded by a cut of member earnings (rate set by the Kingpin). It pays for heist equipment, bribes, and territory defense.
- ### 4.2 Authorities
- **Fantasy:** rise from patrol officer to the Mayor who runs the city.
- **Always-available activities (solo or small group):**
- The Authority side must have a proactive loop that does not depend on criminals doing something first.
- - **Patrol & dispatch:** owned districts generate procedural incidents (disturbances, traffic stops, NPC crime) that reward response time and reduce district *heat*.
- - **Investigation chains:** evidence left by criminal activity (heists, business operations, territory tags) spawns leads. Following a chain — interview, forensics, surveillance — produces a **warrant**, which unlocks a raid (see §6).
- - **Municipal management:** Authorities collectively hold the **city budget**, funded by taxes on legal income and seized criminal assets. The Mayor sets tax rate and allocates budget to equipment tiers, patrol coverage, and district infrastructure.
- **Group activities:**
- - Multi-stage raids against warranted criminal targets.
- - Heist interdiction: responding to a live heist alert.
- - District lockdowns to reclaim contested territory.
- **Faction resources:** the **city budget** (see above). Authority "businesses" from v1 are replaced by municipal control — the interesting verb is *governing*, not running a construction firm.
- ### 4.3 Faction parity table
- | Criminal | Authority |
- |---|---|
- | War chest | City budget |
- | Heist | Raid |
- | Businesses (illegal) | Districts (municipal) |
- | Gang war | Lockdown |
- | Kingpin | Mayor |
- | Reputation | Commendations |
- | Mole (Authority agent in gang) | Dirty Cop (Criminal agent in police) |
- | Loyalty test | Internal Affairs |
- ---
- ## 5. Leadership: Kingpin and Mayor
- Leadership is the endgame and the most important system to get right. Both positions must be **earned, exercised, and losable**.
- ### 5.1 Becoming Kingpin
- - Reach the top criminal rank.
- - Hold a minimum share of territory (default: 30%) or war chest contribution.
- - **Challenge** the sitting Kingpin: a declared gang war with a time limit. The challenger wins by seizing the Kingpin's home territory or by the Kingpin's faction failing a defense objective.
- - If no Kingpin exists, the first eligible player to hold the territory threshold for 48 hours claims the title.
- ### 5.2 Becoming Mayor
- - Reach the top Authority rank.
- - **Election:** every 7 in-season days (configurable), eligible top-rank players may run. All Authority players vote. Votes are weighted by commendations earned that week, so active players matter more than alt accounts.
- - Between elections, the sitting Mayor can be **recalled** if the city's overall heat exceeds a threshold for 24 hours — the criminals are winning, and the faction needs new leadership.
- ### 5.3 Powers
- | Kingpin | Mayor |
- |---|---|
- | Set war chest cut rate | Set tax rate |
- | Approve/deny heist plans | Approve/deny raid warrants |
- | Assign territory to lieutenants | Assign districts to precinct captains |
- | Spend war chest on faction upgrades | Spend budget on faction upgrades |
- | Declare gang war | Declare lockdown |
- | Place bounties | Place most-wanted flags |
- Leaders **cannot** demote other players or block their progression. Rank is XP-based (see §7); leadership grants authority over *faction resources*, not over other players' accounts. This prevents the position from becoming a griefing tool.
- ### 5.4 Losing leadership
- - Kingpin: lose a challenge, be arrested (see §10), or go inactive for 72 hours.
- - Mayor: lose an election, be recalled, or go inactive for 72 hours.
- - Both: season end.
- ---
- ## 5A. Infiltrators
- Each faction can plant agents inside the other. A **Dirty Cop** is a Criminal-aligned player operating inside the Authority faction; a **Mole** (or "good guy criminal") is an Authority-aligned player operating inside a criminal gang. Infiltrators are the mode's hidden-role layer and the main reason planning stages (§6) are not perfectly secret.
- ### Becoming an infiltrator
- - Unlocked at Tier 3. The player's *true* faction remains their original one; they are given a cover identity in the other faction, starting at Tier 1 there.
- - Slots are limited: default one infiltrator per 6 online members of the **host** faction, so a small faction can't be hollowed out.
- - The Kingpin/Mayor (or a delegated Tier 5) approves each infiltrator. Leadership knows who their own agents are; nobody else does.
- - An infiltrator earns XP in **both** ladders while under cover, but their cover rank caps at Tier 4 — infiltrators can never become Kingpin or Mayor of the faction they are infiltrating.
- ### What infiltrators can do
- | Dirty Cop (in Authority) | Mole (in gang) |
- |---|---|
- | Leak warrant targets and raid timing to the gang before breach | Leak heist targets and timing to Authorities before execution |
- | Delay dispatch response; "lose" evidence to break an investigation chain | Sabotage prep (faulty getaway car, wrong drill) so the heist fails |
- | Sell seized contraband back out of the evidence locker | Feed the investigation chain directly, skipping steps toward a warrant |
- | Tip off a business owner that heat is rising | Wear a wire during planning so the raid team gets a full roster |
- Every infiltrator action has a **cover risk**. Each action rolls against the player's cover integrity; failed rolls generate suspicion visible to the host faction's counter-intelligence tools.
- ### Detection and exposure
- - **Internal Affairs (Authority)** and **Loyalty Tests (Criminal)** are Tier 4+ activities that investigate suspicion. They cost faction resources (budget or war chest) and take time, so accusing everyone is expensive.
- - A **loyalty test** is a small mission the suspect must complete alone; a Mole faces a real choice about whether to do something that hurts their true faction.
- - Exposure is a **faction decision**, not automatic: the investigator presents evidence and the leader confirms. Wrongful exposure of a loyal member costs the accuser commendations/reputation and refunds the accused.
- ### Consequences when exposed
- - Cover identity is burned: the player is ejected from the host faction and flagged for a cooldown (default 7 in-season days) before they can infiltrate again.
- - An exposed Dirty Cop is treated as a criminal by Authorities: immediate warrant, seizure of any Authority equipment. An exposed Mole has a bounty placed automatically by the gang.
- - The host faction gains a **counter-intel** bonus: the infiltrator's true faction has its next mission planning stage exposed.
- ### Why this works with the rest of the design
- - It gives Tier 3–4 players — the mid-game dead zone in most faction modes — a distinct, high-tension role.
- - It turns §6's "sloppy prep leaves evidence" into a social system: was the leak an accident or a person?
- - It creates a legitimate reason for leaders to *not* approve every heist or raid, which makes the leadership powers in §5.3 meaningful.
- ### Guardrails
- - Infiltrators cannot directly steal from personal accounts or the war chest/budget — only leak, sabotage, and misdirect. This keeps the role about information, not grief.
- - Server owners can disable the system entirely or cap slots to zero for a faction.
- ---
- ## 6. Multi-Stage Missions
- Heists and raids are the flagship group content and the primary point of contact between factions. They are designed as mirrors.
- ### 6.1 Heists (Criminal)
- | Stage | Description | Authority visibility |
- |---|---|---|
- | **Plan** | Leader selects target (bank, armored truck, jewelry store, rival business). Kingpin approves. Team of 2–6 assembles. | None |
- | **Prep** | Acquire equipment (drills, getaway vehicle, disguises) via jobs or war chest. Each prep step leaves optional **evidence** if done sloppily. | Evidence may spawn investigation leads |
- | **Execute** | Timed on-site objectives. Alarm triggers on failure conditions. | Alarm broadcasts a live heist alert with location |
- | **Escape** | Reach a safehouse within a time limit while evading pursuit. Loot is banked only on arrival. | Full pursuit; roadblocks and spike strips available |
- Payout scales with target difficulty and is split by the leader. Failure costs prep equipment and may result in arrest.
- ### 6.2 Raids (Authority)
- | Stage | Description | Criminal visibility |
- |---|---|---|
- | **Investigate** | Follow evidence chain to identify a target business or hideout. Produces a warrant request. | Criminal owner sees rising "heat" on the business |
- | **Warrant** | Mayor (or delegated captain) approves. Team of 2–6 assembles. | None |
- | **Breach** | Timed entry. Criminals present are alerted on breach and can fight or flee. | Live raid alert to business owner and faction |
- | **Secure** | Arrest suspects, seize contraband and cash. Seized assets go to city budget. | — |
- Success shuts the business down for a cooldown and removes its territory income. Failure (all officers down or timer expiry) refunds nothing and lowers district morale.
- ### 6.3 Interaction rules
- - A heist in progress can be interdicted by any Authority player who responds to the alert. Interdiction success counts as a raid-tier reward.
- - A raid in progress can be defended by any Criminal in the faction. Repelling it grants a heist-tier reward.
- - Neither faction can *see* the other's planning stages, but sloppy prep generates evidence. This makes stealth a real choice rather than a flavor text.
- ---
- ## 7. Progression and Ranks
- Rank is earned through **XP**, awarded for completing jobs, missions, and faction objectives. XP is never awarded or removed by other players.
- Default ladders (fully customizable via the Faction Hierarchy Module):
- | Tier | Criminal | Authority |
- |---|---|---|
- | 1 | Runner | Cadet |
- | 2 | Hustler | Officer |
- | 3 | Enforcer | Detective |
- | 4 | Lieutenant | Sergeant |
- | 5 | Underboss | Captain |
- | 6 | **Kingpin** (contested) | **Mayor** (elected) |
- Each tier unlocks job types, equipment tiers, and mission roles. Tier 5 is the leadership-eligible tier.
- ---
- ## 8. Economy
- ### 8.1 Income sources
- | Source | Criminal | Authority |
- |---|---|---|
- | Jobs | Street crime payouts | Patrol/incident rewards |
- | Missions | Heist loot | Raid seizures (to budget) + commendation bonus |
- | Passive | Business output, territory protection | District tax revenue (to budget) + salary |
- | Faction | War chest disbursements | Budget salary tiers set by Mayor |
- ### 8.2 Sinks (mandatory for balance)
- | Sink | Criminal | Authority |
- |---|---|---|
- | Upkeep | Business supply costs; territory defense | Equipment maintenance; patrol fuel |
- | Loss | Equipment lost on arrest; contraband seized | Equipment lost on death |
- | Consequence | Bail, bribes | Fines for misconduct (wrongful arrest, civilian damage) |
- | Faction tax | War chest cut | Income tax (rate set by Mayor) |
- | Upgrades | Weapons, vehicles, business tiers | Weapons, vehicles, district infrastructure |
- Design target: a mid-tier player should burn roughly 60–70% of gross income on sinks. Tune upward if hoarding appears.
- ### 8.3 Player trading
- Contraband, equipment, and vehicles are tradeable items with durability. The Black Market (optional module) is the criminal exchange; Authorities trade through an evidence-locker auction of seized goods.
- ---
- ## 9. Territory
- The map is divided into districts. Every district is always controlled by *someone*: a criminal gang, the Authorities, or contested.
- | Controller | Effect |
- |---|---|
- | Criminal gang | Businesses in district produce bonus output; gang collects protection; heat rises over time |
- | Authority | District generates tax revenue and patrol incidents; criminal businesses inside suffer output penalty |
- | Contested | Neither bonus; frequent incidents; open PvP zone |
- ### Changing control
- - **Gang war (Criminal vs Criminal):** declared by a gang leader; capture-point contest over a timed window.
- - **Lockdown (Authority vs Criminal):** declared by Mayor or captain; Authorities must complete a raid on the district's anchor business and hold checkpoints for a timed window.
- - **Takeover (Criminal vs Authority):** a gang must run a successful heist inside the district and then hold it against response.
- Both factions therefore have something to defend and something to take in every district.
- ---
- ## 10. Consequences: Arrest and Death
- ### Arrest (Criminal)
- - Player is transported to jail. Sentence scales with rank and current charges (default 5–20 real minutes).
- - Carried equipment and contraband are seized to the city budget.
- - Bail can be paid from personal funds or war chest at a premium, halving the sentence.
- - **Arresting the Kingpin removes the title.** This is the Authority faction's primary path to disrupting criminal leadership.
- ### Death
- - Both factions: lose carried equipment, respawn at faction base after a short timer.
- - Authorities additionally incur a budget fine (equipment replacement).
- ### Misconduct (Authority)
- - Arresting a player with no active charges, or excessive civilian damage, incurs a fine and reduces commendations. Repeated misconduct can trigger an internal-affairs suspension (temporary rank lock).
- ---
- ## 11. Module Architecture
- ### 11.1 Core modules (ship together; the mode is complete with these)
- | Module | Responsibility |
- |---|---|
- | **Player Progression** | XP, ranks, tier unlocks, season persistence |
- | **Faction Hierarchy** | Configurable rank names/tiers; leadership eligibility rules |
- | **Criminal Jobs** | Street-level jobs (theft, dealing, smuggling) |
- | **Authority Jobs** | Patrol, dispatch incidents, basic investigation |
- | **Mission Control** | Stage state machine shared by heists and raids; alerts; evidence |
- | **Economy** | Currency, sinks, trading, war chest, city budget |
- | **Territory** | District ownership, control changes, effects |
- | **Leadership** | Kingpin challenge, Mayor election, powers, recall |
- | **Consequences** | Arrest, jail, bail, death, misconduct |
- ### 11.2 Optional modules
- | Module | Adds | Depends on |
- |---|---|---|
- | Infiltration | Dirty Cop / Mole roles, cover integrity, Internal Affairs, loyalty tests | Leadership, Mission Control |
- | Heist Missions | Full heist target catalogue and prep chains | Mission Control |
- | Raid Missions | Full investigation chains and raid targets | Mission Control |
- | Business Management | Ownable, upgradeable criminal businesses | Economy, Territory |
- | Advanced Criminal Jobs | Arms dealer, hacker, hitman | Criminal Jobs |
- | Advanced Authority Jobs | Undercover, forensics, government agent | Authority Jobs |
- | Black Market | Criminal item exchange | Economy |
- | Casino & Gambling | Casinos as businesses and raid targets | Business Management |
- | Gang War Expansion | Alliances, multi-gang wars, mercenary contracts | Territory |
- | Reputation | Simple per-player rep score affecting NPC prices and mission access | Player Progression |
- The v1 "Psychological Profile Module" is reduced to **Reputation**: one number, no branching morality system. A full behavioral/morality system is out of scope.
- ### 11.3 Module loading
- Each module declares its name, version, and dependencies in a manifest. On server start, the core loader:
- 1. Reads all manifests in the resource folder.
- 2. Resolves dependency order; refuses to start with a missing dependency and logs which one.
- 3. Registers each module's event handlers and config.
- This replaces v1's "scanning" language with a conventional dependency loader. Feature availability is a consequence of what is installed, not a runtime detection heuristic.
- ---
- ## 12. Technical Approach
- - **Runtime:** FiveM / CitizenFX. Language choice is a real tradeoff:
- - **C# (mono runtime):** strong typing and tooling, matches the OOP design intent. Cuts off direct compatibility with the Lua framework ecosystem (ESX, QBCore, ox_*), meaning inventory, banking, and UI must be built in-house or bridged.
- - **Lua:** ecosystem compatibility and community familiarity; weaker tooling.
- - **Recommendation:** C# for core game logic where the OOP structure matters; expose Lua-facing exports for framework bridges so servers running QBCore/ESX can integrate. Decide before Phase 1 begins.
- - **Persistence:** MySQL/MariaDB (the FiveM norm) via oxmysql or an equivalent. All faction state, territory, businesses, and season data server-authoritative.
- - **Client trust:** all economy, mission stage transitions, and arrest logic resolve server-side. Clients report intent; the server validates.
- - **Anti-cheat:** out of scope for this resource. Server owners use FiveM's built-in protections and third-party anti-cheat. The design does not claim to solve this.
- - **Configuration:** a single `config` file per module (`.lua` or `.json`) exposes every tunable referenced in this document (season length, thresholds, timers, rates). This is the v1 customization surface.
- ---
- ## 13. Scope and Roadmap
- ### Phase 1 — Core (playable at 8 players)
- - Player Progression, Faction Hierarchy, Economy, Consequences
- - Criminal Jobs and Authority Jobs (street-level and patrol only)
- - Territory with Authority/Criminal/Contested states
- - Leadership with basic challenge and election
- - Mission Control with **one** heist target and **one** raid target to prove the interaction
- **Exit criteria:** a 4v4 session has something for everyone to do for two hours, and the leadership positions change hands at least once in a test season.
- ### Phase 2 — Depth
- - Heist Missions and Raid Missions catalogues
- - Business Management
- - Gang wars and lockdowns as full timed contests
- - Seasons with persistence rules
- - Infiltration (needs the full heist/raid catalogues to have something worth leaking)
- ### Phase 3 — Breadth
- - Advanced job modules, Black Market, Casino, Gang War Expansion, Reputation
- ### Deferred / re-evaluate after Phase 2
- - **Web-based drag-and-drop configurator** that packages modules into a ZIP/7z. This is a separate product with its own maintenance burden and mostly duplicates what config files provide. Build only if there is demonstrated demand from server owners.
- - **Official vs. non-official server verification.** Requires a hosted backend, license keys, and server-authoritative validation on infrastructure the project controls; file-size checks are not a meaningful tamper defense. Defer until there is a shared cross-server feature (global leaderboards, cross-server seasons) that actually needs it.
- ---
- ## 14. Open Questions
- 1. **Faction imbalance at runtime.** What happens when 10 criminals and 2 authorities are online? Candidates: NPC backfill for patrols, faction-switch incentives, a bonus multiplier for the minority faction. Needs prototyping.
- 2. **Alt accounts and vote manipulation.** Commendation-weighted voting mitigates but does not solve. Consider requiring minimum in-season playtime to vote.
- 3. **Off-hours raids.** Can Authorities raid a business whose owner is offline? Proposal: yes, but with reduced seizure and a mandatory notification; otherwise businesses are only vulnerable when it is inconvenient for the owner. Needs balance testing.
- 4. **Kingpin inactivity vs. time zones.** 72-hour inactivity should account for a configurable grace period and a designated deputy.
- 5. **Framework bridging cost.** How much of Phase 1 is spent building inventory/banking that QBCore already has? This may decide the language question.
- 6. **Infiltrator collusion.** Two friends in opposite factions could coordinate an infiltrator "exposure" to farm the counter-intel bonus. Cooldowns and the accuser penalty mitigate; monitor in testing.
- 7. **Infiltrator voice/chat.** Cover only works if the host faction can't see the infiltrator's true-faction comms. Faction chat channels must be keyed to *cover* faction, with a separate private channel to the true faction's leader.
- ---
- ## Appendix A — Changes from v1
- | v1 | v2 | Reason |
- |---|---|---|
- | Authorities run legitimate businesses | Authorities govern districts via city budget | Gave the faction a real verb |
- | No leadership loss mechanic | Challenge, election, recall, arrest, inactivity, season end | Power must be contestable |
- | No session/reset model | Seasons with partial rank persistence | Prevents entrenchment |
- | Income sources only | Explicit sink table with 60–70% burn target | Inflation control |
- | Territory contested only between gangs | Every district always held by someone; three control-change modes | Both sides have stakes everywhere |
- | Psychological Profile Module | Reputation score | Scope |
- | "Anti-cheat and module scanning" | Dependency loader; anti-cheat declared out of scope | Honesty about what the system does |
- | Webpage configurator and official-server backend as core features | Deferred to post-Phase 2 | Two side-products before the game is proven |
- | C# presented as a feature | C# presented as a tradeoff with a recommendation | Ecosystem compatibility is a real cost |
- | — | Infiltrators (Dirty Cop / Mole) with cover risk, Internal Affairs, loyalty tests | Hidden-role layer for the mid-game; makes planning secrecy a social system |
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