Factions, storyline, endgame content, and ACTUAL Turf Wars!
Forums › Suggestions & Feedback › Factions, storyline, endgame content, and ACTUAL Turf Wars!-
Faction organizations players choose to join. Not player alliances. I'm talking about taking sides in a war built into the game.
For instance, players could join one of three factions. Just for working titles sake... Yakuza, Mafia, Triad factions. But these could really be called anything.
The factions would constantly be warring with each other over ever changing objectives. The objectives would be something along the lines of fighting to gain the most influence control over a city. If your faction maintains the most influence in said city, than your faction receives a 2.5%-7.5% combat bonus for example. However this bonus, whatever the bonus is, doesn't apply to the other factions not in control of it, which in turn encourages the other factions to try to take control through all out war. -
The city bonuses however don't last forever. The bonuses often change to new cities around the world and have various durations of effectiveness. I think a reasonable bonus duration would be about 3 days- 15 days.
The active duration of the bonus, and percentage of bonus effectiveness depends on city size, or the number of active players in the area before the bonus comes into effect.
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This.
This. This. This. This. This. This. This. This. This. This.
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Examples of the bonuses could include
- bonus to the player's attack and/or defense based on the player's current mob equipment stats and the bonus percentage applied to that number.
- bonus to your current hourly cash income.
- percentage discount at the ER
- percentage bonus increase to loot chance in missions.
- very small increase to mob count based of bonus percentage. This bonus will need to be smaller than the others. Say 2-4%.At any given time the number of bonus cities in game could be anywhere from 12-30, or even more depending on the number of active players. One way to determine the number of new players would be to take count of new temp codes for the previous three month quarter.
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Yes
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Another idea to really make this new overhaul patch entice new players into clicking "download", would be to give the bonus city mechanic a background plot. Writing a paragraph storyline every three months, and making the cities with bonuses reflect that storyline should be enough. Just look at Facebook games like "Mafia Wars". They update a four sentence story every few months, and add a patch that correlates with it, and bam! People get absorbed in the game. People are easy to distract. If the time is taken by the devs to give the players a background reasoning for why they are playing, the player will respond by spending time and money back because an engrossing, and ever changing game experience will keep their attention, and give them something to look forward to every three months
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The story could be something like, "Trouble in the Far East" or "Corruption in the Big Apple", and these stories would make the biggest bonuses show up in Asia, and New York City or whatever.
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I saw this in a post by mayday earlier that I can't seem to find.
I like the idea to a point. I like the idea for a NEW game. I like TW just the way it is. Although it is an excellent idea that maybe Nick can take into consideration for something new.
As far as the story line goes, I don't like it at all. We don't need it. The players in this game make up the story lines.
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I like it
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The smaller bonuses would still pop up here and there, but they won't attract as much attention as the storyline bonuses because they won't be as big and will be more spread out and random. The storyline bonuses should also be announced a day ahead of time so people have time to set up. The smaller bonuses don't require announcing in order to keep the spontaneity of them. This could even allow some of them to be kept secret, so alliances and factions could take advantage of them without the enemy knowing they have it.
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And to keep things surprising and give players those "didn't see that coming" moments, the bonuses should stack.
There would also be a choice in which faction you choose to be a part of, when you feel like being a part of it, whenever you want. That way there can be spying, switching sides, backstabbing, and whole alliances being assured they are all on the same side.
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I LOOVE this idea. 👍👍👍
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I think a implementation of a quarterly updated story line, factions, slight city control bonuses to stats of controlling factions, and randomly ever changing city stat bonuses could really take this game to the next level, and provide an everlasting and entertaining end game experience to noobs, casual middle leveled players and longtime vets alike. Everyone could contribute to your factions overall success, which gives everyone a reason to participate. This could even bring some of the retired players back. Because when it comes down to it the most successful feature currently in the game is the community... Which is a good or bad thing depending on your view... I mean alot of people continue playing just because of the forums and friends they've made... Not because of the game itself...
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GearJammer79 wrote:
I'm sorry but how long have you been playing? Because I have no idea who you are.I saw this in a post by mayday earlier that I can't seem to find.
I like the idea to a point. I like the idea for a NEW game. I like TW just the way it is. Although it is an excellent idea that maybe Nick can take into consideration for something new.
As far as the story line goes, I don't like it at all. We don't need it. The players in this game make up the story lines.
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I like the idea. Give us a real incentive to continue playing or several years. +1 👍
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That sounded catty. What I mean to say is you are missing the point of the storyline addition. It isn't really important. It's just a selling point in the app store.
I'm looking at the big picture. What I'm suggesting is a pretty big project. It will cost money and time to implement. So the reason I suggest the story lines is pretty much to entice new players into joining. People like plots. You might not, but I'm not trying to appeal to you. If this idea has any chance to happen, it's going to have to have a way to make it worth the devs time. It has to pay off overall.
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I don't know about you, but I'd DEFINETLY spend more on here if the devs went through with this idea.
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👍👍👍👍👍👋👋👋👆👆👆
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What happens if all the big players star joining the same fraction and are unstopable by the other fractions???
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D0nk3y K0ng wrote:
Good question.What happens if all the big players star joining the same fraction and are unstopable by the other fractions???
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Sgt. Mayday wrote:
D0nk3y K0ng wrote:
Good question.</blockquoteWhat happens if all the big players star joining the same fraction and are unstopable by the other fractions???
Will that really happen? Most big players love the like to spice up the game keep it interesting -
This idea has been put into Feedback!
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Best I've seen.
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This sounds like Guild Wars factions lol. And I don't know. Imagine all the 30k and up joining together onto one while the noobs have another. It sounds like it would be too late to implement such a huge change also.
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D0nk3y K0ng wrote:
Oh yeah. I forgot to post that part. Well here's how we balance it. We use the "Planetside" model. In planetside there were three factions, just like what I'm talking about. Now in order to keep players from stacking one faction, and ruining the other two, it would grant bonuses automatically to the faction with the least amount of players, and penalties to the stacked faction. That way players would weigh the bonuses and penalties associated with their choice, and would balance themselves.What happens if all the big players star joining the same fraction and are unstopable by the other fractions???
Now another solution would be to have maximum capacities based on the membership numbers of the factions so that the factions stayed equal, but the planetside model will take less work to operate.
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💚ǤƦєɛɲՊɑɳҳ℘ℎıƖҽ wrote:
Lol I don't know who you are either. I've been playing for about 2 months. I post in the forums regularly.GearJammer79 wrote:
I'm sorry but how long have you been playing? Because I have no idea who you are.I saw this in a post by mayday earlier that I can't seem to find.
I like the idea to a point. I like the idea for a NEW game. I like TW just the way it is. Although it is an excellent idea that maybe Nick can take into consideration for something new.
As far as the story line goes, I don't like it at all. We don't need it. The players in this game make up the story lines.
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trigga10- wrote:
But two big players could dominate from one faction. Like a continuous V with no defense lossSgt. Mayday wrote:
D0nk3y K0ng wrote:
Good question.</blockquoteWhat happens if all the big players star joining the same fraction and are unstopable by the other fractions???
Will that really happen? Most big players love the like to spice up the game keep it interesting -
D0nk3y K0ng wrote:
Read my last posts. There is a counter balance to that happening. Not to mention the that there are several vets who are neck to neck as far as mob goes. No two could totally take overtrigga10- wrote:
But two big players could dominate from one faction. Like a continuous V with no defense lossSgt. Mayday wrote:
D0nk3y K0ng wrote:
Good question.</blockquoteWhat happens if all the big players star joining the same fraction and are unstopable by the other fractions???
Will that really happen? Most big players love the like to spice up the game keep it interesting -
Even if the alliances werent completely equal, would that not add to the fun? Fighting the odds, starting rebellions? Armies of noobs using their minds to think of strategies that would allow them a chance of victory? It would all add to the overall game experience.
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What about those of us that don't want to be in a faction? Because you are basing the rewards on factions having the most inf in a city, city economies will be destroyed. Inactives will be capped like crazy.
While it's inventive, it sounds like a completely different game, a game I didn't sign up to play.
TW has never needed anything to promote war. There are wars going on all the time for various reasons. That idea just sounds very forced. Instead of being a very open game, it would turn it into a very structured game.
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Mystery wrote:
Thanks mystery. Exactly what I was thinkingWhat about those of us that don't want to be in a faction? Because you are basing the rewards on factions having the most inf in a city, city economies will be destroyed. Inactives will be capped like crazy.
While it's inventive, it sounds like a completely different game, a game I didn't sign up to play.
TW has never needed anything to promote war. There are wars going on all the time for various reasons. That idea just sounds very forced. Instead of being a very open game, it would turn it into a very structured game.
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