Spicing up the game for bigger players
Forums › Suggestions & Feedback › Spicing up the game for bigger players-
When I started I could not understand why anyone would ever reset . But know I am beginning to realise how much the game slows down . There needs to be a smaller gap between max defence and max attack but also with a random unknown thrown in there as without vendettas someone with a 3000 mob is virtually untouchable
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The end bit I don't understand but i agree it is slowing down alot for me
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shaggly razors wrote:
well there are new weapons coming out. That will hopefully fix the defensive slant. As far as a rondom unknown wahat do you mean? There is already a significant random factor on fights and this should NOT be increased. What would be the point of working so hard to mob up and be able to afford the weapons if you had no advantage?When I started I could not understand why anyone would ever reset . But know I am beginning to realise how much the game slows down . There needs to be a smaller gap between max defence and max attack but also with a random unknown thrown in there as without vendettas someone with a 3000 mob is virtually untouchable
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I agree, but what should be done is to make the outcome of fights more complex than just att v def values, which is easy to know before you even attempt, e.g lessen the gap between att and def with new weps, but also make def upgrades have a much bigger impact, but cost a lot to maintain and maybe can be destroyed sometimes. So then strategical turf could be heavily defended, but cost a lot to maintain. I don't pretend to have the answer but things like this would help a lot.
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I think Experience should have some role in fight outcome.
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And fight ranking should be based on a rating system like they do in chess. W/L is nice, but anybody can pad that by picking on weak players.
In chess, your rating is determined in part by your opponent. So if you play a significantly weaker opponent, even though you win, your rating can go down. Fighting slightly below to slightly above will increase your rating with a win, ad in some cases, you can even increase your rating when you lose by taking on higher ranked opponents.
This would encourage people to fight/play closer to or above their own strength.
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I really really like that idea chainsaw! I'm guilty of attacking weaker players all the time because there is absolutely no incentive to attack stronger players but if there was a ranking system in place I would definitly play for the points!!
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ChainsawCharlie wrote:
And fight ranking should be based on a rating system like they do in chess. W/L is nice, but anybody can pad that by picking on weak players.
In chess, your rating is determined in part by your opponent. So if you play a significantly weaker opponent, even though you win, your rating can go down. Fighting slightly below to slightly above will increase your rating with a win, ad in some cases, you can even increase your rating when you lose by taking on higher ranked opponents.
This would encourage people to fight/play closer to or above their own strength.
well put Charlie! Unfortunately, i do not see where this is headed cuz I've seen older players bringing this up over 5-6 months now & the thread dies.there are so many factors involved like if one buys loads of henches, are they superior, equivalent or less 'loyal' etc.. Players will adapt somehow by either continuing to play or leave.Love the idea tho!
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