Turf penalties and limits
Forums › Suggestions & Feedback › Turf penalties and limits-
If turf you capped didn't count as your limit but were separate
Any turf capped would be suffering a penalty compared to turf you lay yourself. More penalty the further your real turf is from it.
This would change the dynamics.
Example. I have a turf I laid and capped three turfs. Those three turfs are maximum 85%. Defense
If someone capped my own turf and my nearest was now further. Then defends would drop on the captured turfs. Numbers to be arranged. -
This means my limit wouldn't have to be silly numbers for turf. And captured turf and personal turf have different dynamics. It also makes it possible for those with less money to hold more turf.
Ideas? -
What if you place another turf next to the me you capped? The it would be so close the penalty is gone
-
Interesting idea. Here's my take on it C.
What if the current turf limit we hold is split in to 2 dynamics.
The turf limit becomes a limit for turf created by you.
If I have for example 100 limit I can literally create 100 turf no matter how many turf I hold altogether, for arguement sake lets say another 500 turf are capped.
So if I don't cap anymore turf my turf count would be 600.
If I tear down a turf I capped I have 599 but can not create a turf. If I tear down a turf I created I have 599 but I can create 1 turf.
I don't think there should be any new penalties, those should only be for travel.
It still encourages players to purchase turf limit to stay mobile, but it helps when planning travel, especially those who are so over limit that they can't enjoy certain aspects of the game.
It also helps new players starting out with very small limits and income. They can prosper and build quicker, but still stay mobile.
-
Yeah. That was what I meant. You're limit is just for turf you place
-
Turf penalties can come into effect once a certain limit of capped turf is reached. To help those starting out. The way I see it. Like civilisation and other games. Places you cap don't want you. So the further your own turf the less well they fight for you
-
certusd wrote:
I do get you but it sounds difficult to balance correctly. What does it base the defence calculation on? Because if I plant turf in USA, I don't want a permenantly defence penalty.Turf penalties can come into effect once a certain limit of capped turf is reached. To help those starting out. The way I see it. Like civilisation and other games. Places you cap don't want you. So the further your own turf the less well they fight for you
Like I said, if there needs to be a penalty it should be temporary and it should be on cap range.
Example. If I'm fighting a 20k and we both have tied we created, he then caps a 4k players turf to move closer to me, that turf will incur a range penalty meaning he's still not close enough but I am. If he creates that turf he maintains all it's advantages.
-
Now, if he is at create limit he obviously has to increase his limit to plant and to avoid a penalty. If he caps he isn't mobile and he's disadvantaged.
But, to avoid players taking the piss with capping other I also think there should be a capture limit too, based on a multipleyr of your create limit. So ultimately the more limit you purchase, the more you can create, the more you can cap (but it's damage limitation, stop players taking the piss with others far smaller in size).
1. Create limit
2. Capture limit -
Omg. Do you have any idea how incredibly complicated this sounds? I'm struggling to understand; can you imagine trying to explain this to new players?
Personally I think that turf limit is just fine the way it is. It's not like players don't know they will be immobile if they go over limit. With free don points now, it's even easier to avoid going over.
I also can't imagine what would go into trying to implement a change like this (or all the bugs that would occur during the transition).
-
This was talked about before and nick liked it. Maybe he cold have another look
-
I like this idea. 😁
-
Nothing at all complicated, it's actually very simple.
Fundamentally, you have a create limit and a capture limit. And to be fair the free don points is not enough. 2 turf limits a week is not a great hlpl for new or existing players, it only works for the casual and social players. When you consider the costs involved with creating turfs now it's becoming more and more difficult for new players to build up quick without spending real money from day 1.
When you're constantly in a war and having to cap turf in masses, you will go over limit even with 1500 turf, this helps keep players mobile, but it doesn't stop them needing a higher limit as they grow and expand, plus they'd rather create their own turf than cap long term due to the disadvantage.
The change needs to be from foundation up.
-
I change my mind. It would benift muling way too much. Imagine with 4 mules I could have unlimited turf and income while still moving around. There would be no check and balance and I personally don't think decreased defense is enough of a counterbalance anyways.
-
⌖🔥Belial🔥⌖ wrote:
I made the point of mules with Cert. that's why I think a penalty should be based on cap range. Maybe it should b a fixed penalty. That would disadvantage mules with the way they are used right now too.I change my mind. It would benift muling way too much. Imagine with 4 mules I could have unlimited turf and income while still moving around. There would be no check and balance and I personally don't think decreased defense is enough of a counterbalance anyways.
-
Darth Vadan™ wrote:
Once you are ready to be mobile, tear down the excess turfs you capped from fighting.Fundamentally, you have a create limit and a capture limit. And to be fair the free don points is not enough. 2 turf limits a week is not a great hlpl for new or existing players, it only works for the casual and social players...it's becoming more and more difficult for new players to build up quick without spending real money from day 1.
When you're constantly in a war and having to cap turf in masses, you will go over limit even with 1500 turf, this helps keep players mobile, but it doesn't stop them needing a higher limit as they grow and expand, plus they'd rather create their own turf than cap long term due to the disadvantage.
The change needs to be from foundation up.
It seems like this would seriously hurt DP sales.
Cap limit would have to be seriously raised due to mules too.
-
Mys are you serious lol?
Just for a sec consider what you said. "when you are ready to be mobile".
How many players based on retention have you come across in the last 2 months of influx, who are "ready to be mobile"? What does that even mean? Players who are willing to spend money on limit before they can walk? Is that a game?
I don't think you quite grasp the principal point of the idea of having 2 sets of limit.
Why would cap limit have to come in to the equation?
How would dp purchase be hurt?
I'm confused, please elaborate.
-
like the idea. we should think about numbers but idea is good
-
Hmm so you are trying to find a way to increase your turf without having to pay for it. Yeah I really see Nick going for this. If you want to increase your turf limit faster pay for it like everyone else.
-
Darth Vadan™ wrote:
Sales would be hurt because for each turf you lay you cap 10 neighboring turf.Mys are you serious lol?
Just for a sec consider what you said. "when you are ready to be mobile".
How many players based on retention have you come across in the last 2 months of influx, who are "ready to be mobile"? What does that even mean? Players who are willing to spend money on limit before they can walk? Is that a game?
I don't think you quite grasp the principal point of the idea of having 2 sets of limit.
Why would cap limit have to come in to the equation?
How would dp purchase be hurt?
I'm confused, please elaborate.
-
Ready to be mobile meaning players that have capped past their limit but now want to be able to plant new turf/fly, etc. Another example is when players do turf giveaways to get back under limit. I was thinking more about the bigger/older players with that. I typically explain the benefits of mobility (being under limit) to the new players I talk to. That way they know what they are choosing when if go over limit, rather than finding out too far down the line (esp considering most think airports are the main point of the game.)
I'm thinking DP sales could be hurt because people wouldn't need to increase their total limit much anymore. They only need to increase the amount they can plant, which would be a huge difference. I'm not denying that the current minimum amount is too small. I'm just not sure that this would be the way to go.
-
I forgot my exact thoughts on cap limit. Let me come back to that when I don't have a headache. Sorry, I should have elaborated at the time. 😼
-
Hyena wrote:
I suggest before you assume, you get the facts. I am under limit, you don't need to teach me thanks lol.Hmm so you are trying to find a way to increase your turf without having to pay for it. Yeah I really see Nick going for this. If you want to increase your turf limit faster pay for it like everyone else.
You're not understanding the idea. In order for you to increase your capture limit you have to increase your create limit.
This suggestion only means you get more use of the actual limit you are paying for with real money.
-
Gotcha Mys. And agree, but if the capture limit is capped to a multiplier of the create limit there's only so much they can create and cap before they can no longer do either.
And i'm sure the majority of us war players will still increase limit, as I said above, we'll just get more use of limits.
-
Darth Vadan™ wrote:
What multiplier woukd you suggest? I think your example was 5, but that seems pretty high.Gotcha Mys. And agree, but if the capture limit is capped to a multiplier of the create limit there's only so much they can create and cap before they can no longer do either.
And i'm sure the majority of us war players will still increase limit, as I said above, we'll just get more use of limits.
-
I support this.
New players like me, who have a medium mob, need to invest quite a bit of money to have decent income or to stay mobile.
If this idea of two turf limits came true, more new players would start playing a lot more competitively, and could be potential don point buyers, no?
Also, it would encourage capping - interesting times.
I have the feeling the vets will shoot this idea down, because they have already invested heaps of money, and would not like to see small players not paying the money they paid at the time. (similarly to the idea of removal of attack and defense points) -
Kanoka wrote:
This is the reason. Not for people like me. And hyena. I also am under limit. I want new people to get more involved. Generally they cap ten or twenty to buy weapons. Realise they have to pay to play further. But aren't into the game enough to warrant it. So stop playing.I support this.
New players like me, who have a medium mob, need to invest quite a bit of money to have decent income or to stay mobile.
If this idea of two turf limits came true, more new players would start playing a lot more competitively, and could be potential don point buyers, no?
Also, it would encourage capping - interesting times.
I have the feeling the vets will shoot this idea down, because they have already invested heaps of money, and would not like to see small players not paying the money they paid at the time. (similarly to the idea of removal of attack and defense points) -
Mystery wrote:
I said 2 x multiplier. So I can create 850 turf but only cap 1700.Darth Vadan™ wrote:
What multiplier woukd you suggest? I think your example was 5, but that seems pretty high.Gotcha Mys. And agree, but if the capture limit is capped to a multiplier of the create limit there's only so much they can create and cap before they can no longer do either.
And i'm sure the majority of us war players will still increase limit, as I said above, we'll just get more use of limits.
-
I like it
-
Kanoka wrote:
I'd say 95-99% of the serious players I know invest money to increase turf limit. This includes both vets & new players. I wouldn't shoot it down because of the small players. Actually, the bigger issue is the long time players that are way over limit. Suddenly they will easily (and cheaply) be mobile again while retaining a massive income. Imagine if cupcake was still playing.I support this.
New players like me, who have a medium mob, need to invest quite a bit of money to have decent income or to stay mobile.
If this idea of two turf limits came true, more new players would start playing a lot more competitively, and could be potential don point buyers, no?
I have the feeling the vets will shoot this idea down, because they have already invested heaps of money, and would not like to see small players not paying the money they paid at the time. (similarly to the idea of removal of attack and defense points) -
Well, I wouldn't say easily. It depends on their current limits. If they're over their limits by a large amount chances are they'll have to destroy both create and captured turf to become mobile enough to play again. Something they would have had to do anyway. If my current limit was 1k and I had 4k turf I'm gonna be 1k over limit over overall limit with new rules. Don't know about you but having to figure out how to tear down 1k turf seems daunting.
-
Mystery wrote: I'd say 95-99% of the serious players I know invest money to increase turf limit. This includes both vets & new players. I wouldn't shoot it down because of the small players. Actually, the bigger issue is the long time players that are way over limit. Suddenly they will easily (and cheaply) be mobile again while retaining a massive income. Imagine if cupcake was still playing.
I am playing pretty seriously for the past 2 months and I have not invested any money, and I will not at all most likely.
I think you kinda misunderstood me. My thought was that vets would deny the idea because you could now play and not pay and be more competitive with others who pay, and they didn't have a chance like that back when they were small(er).
(I'm kinda tired, so sorry if something is not formulated properly)
![[][]](https://turfwarsapp.com/img/app/ajax-forbutton.gif)
Purchase Respect Points NEW! · Support · Turf Map · Terms · Privacy
©2021 MeanFreePath LLC