Possible solution for defensive upgrades
Forums › Suggestions & Feedback › Possible solution for defensive upgrades-
So defensive upgrades are worthless.
How about lose the upkeep and make the upgrades add 1 defence point to your actual defence which will then be attached to the turf (so it is capable).
See below.
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If you make the maximum amount of defensive upgrades limited then the amount of defence you can add via turf will be limited but not insignificant.
For example say 6 upgrades that added 6 defence were available JaBe the current leader would have 54000 more defence equivalent to about 1500 mob with lapua, armour and shoes which is reasonable given the amount of turf held 👍
Obviously the numbers ££££ wise would have to be changed as the amount of upgrades played with but the general idea as far as I can see would work and it gives you an opportunity to add more defence, cap more stuff and spend in game money that you can't currently spend 👍
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Like it tbh. Can't believe no one else has commented
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Ʈℍㅌ ʘㄕㅌℝ₳₮ミℝ wrote:
Like it tbh. Can't believe no one else has commented
Maybe direct them this way. I have sent it to feedback. The benefits are cap-able and the extra defence also makes you less mobile so it is off set.
If anyone can find a fault then I'll be surprised, been giving things a bit of thought 👍
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I don't understand what you are suggesting. Where are you getting the 54,000 number? It's an insanely high number too.
How would extra defense make you less mobile?
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Where have u got 54,000 from?
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I'm assuming from the turf number?
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Ʈℍㅌ ʘㄕㅌℝ₳₮ミℝ wrote:
I looked & can't find how 54,000 relates to JaBe.I'm assuming from the turf number?
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Ok, so jabe has approximately 9000 turf if 6 upgrades were available each with a def benefit of 1 point he would have 6 defence per turf and 54000 defence in total (sorry I rounded the numbers for ease).
A player with say 1000 turf would have a maximum defence benefit from turf of 6000 points equivalent to say 160 mob ish fully armed with no attack benefit.
By holding more turf you are naturally less mobile and the upgrades are lost with the turf so the benefits can be taken fairly easily. Although the 54000 number looks high that is for the biggest player in an extreme situation even swagger would have had 66000 benefit at his peak equivalent to 1830 mob with lapua, armour and shoes but no attack benefit.
The big players gain this in a few weeks and the number of players is growing meaning that providing the number of turf held by people remains roughly the same the the number will actually become less significant.
Does this make more sense?
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This can be reduced by limiting the amount of upgrades per turf from 6 to whichever number is more suitable or increased if the upgrades become insignificant.
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Thanks for clearing that up; I understand now!
As far as mobility, most of the big/serious players I know buy limit. Even if they go over, they typically tear down/have a fire sale when they want to be mobile again.
How much are you proposing these cost? I currently have no trouble spending my in-game money, lol. (I'm willing to take money from anyone that feels they have too much too. 😜)
I'm going to have to think about this idea some more.
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Exactly so by dropping turf the benefits would be negligible.
I would propose making the upgrades upkeep free or something minimal ie £25 per hour and then cost around 20k
each or so making 1000 turfs(each with 6 upgrades) 120m with upkeep of £150k or something like that.This would make it more expensive than mob weapons but this is because you don't need mob.
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👍🇬🇧👆
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Love it. Let's see if it gets adopted
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A couple issues:
1) Defense when have to be recalculated constantly in V's.
2) Some people won't care about this, but it might encourage capping of inactives for extra defense. -
Mystery wrote:
A couple issues:
1) Defense when have to be recalculated constantly in V's.
2) Some people won't care about this, but it might encourage capping of inactives for extra defense.Just a few questions/comments.......
Does number one not happen anyway with the addition of mob and change of weapons and even capping 1000 turf your defence would only increase by 6000 points so very little gain for a lot of effort.
The amount of upgrades could be limited to 4 even and see how things go.
I just think it would be better to have systems in place that actually work rather than having redundant sections that take up space for no reason 👍
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The"Accountant" wrote:
Most people typically don't add a bunch of mob or buy a bunch of weapons when they are in the middle of a capping spree. I was picturing a scenario with 2 V's that are closely matched. Idk - I'm not a programmer so I don't know if it would be a big issue or not. I should have said, "potential issues."Mystery wrote:
A couple issues:
1) Defense when have to be recalculated constantly in V's.
2) Some people won't care about this, but it might encourage capping of inactives for extra defense.Just a few questions/comments.......
Does number one not happen anyway with the addition of mob and change of weapons and even capping 1000 turf your defence would only increase by 6000 points so very little gain for a lot of effort.
The amount of upgrades could be limited to 4 even and see how things go.
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Geez, it also should have said:
1) Defense would have to be... -
Fair points.
Hopefully some of these issues will gradually get fixed even if it is not my idea they use.
Just seems a waste to certain things in the game when other useful things could be added in their place 👍
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Extra 1500 mob for me sounds good👍
Having to add upgrades to 9000+ turfs 😱😱😱
I've seen other suggestions for the (essentially) redundant defence upgrade system but this has to be one of the best..... Good job
I think it would have to be tweeked and altered to balance it out for all players but seems like a good blue print to start with
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I think there should still be upkeep. There should still be some sort of drawback to using them.
If there are 6 upgrades I suggest.
#1-$500
#2-$1000
#3-$2000
#4-$3000
#5-$4000
#6-$5000
The total upkeep for 6 defensive upgrades would be $15,500 per hour per turf. This would still make some people think about using them. But not high enough to really take down the income of a turf that much. Otherwise there's no drawback and everyone would use them as soon as they could. -
If you follow the ££££ you put in above for 6 defence points you would pay £15.5k per hour when a Galsei has 8 defence and costs £0 per hour and is cheap to buy.
The system would then be redundant. For 1000 turf the upkeep would be £15.5m for just the equivalent of 150 mob!
For established players adding 4 upgrades to 9000 turf (I.e jabe) is going to take hours and it would probably be quicker to punch codes then to do this.
👍
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