Correlation between mobsize and turf atk/def
Forums βΊ Suggestions & Feedback βΊ Correlation between mobsize and turf atk/def-
Take the idea with an open mind please. If you see something wrong, comment with a way you think it could be improved.
Here goes:
If a person has 5k mobs and 50 turfs, each turf gets 100 mobs to defend with or atk with.This way people will be less reluctant to go on a capping rampage (especially capping low mob size people)
This will also provide an incentive to punch codes since the more mobs you have relative to your total turf count, the more mobs you have per turf.
This will also make battles between higher mobsize and lower mobsize players more challenging and dynamic. So a person with 50k mobs and 500 turfs can't go crazy on a person with 5k mobs and 50k turfs. (both will have 100 mobs per turf to atk from or defend with)You could make itcso you get to choose how many mobs you can attack with but then that should have the consequence of your other turfs having a lower number of mobs (relative to the number of mobs you transfer to atking turf) to defend with for X hrs.
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Been thought of before. It's not a good idea for this game. It would be punishing to players that bought limit. And noobs with 500 mob and inane tyrf would be able to destroy any large player
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Why should a 500 mob player with one tyrf be able to destroy a 50k player with 2k turf?????
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ππππππππππππππππππππππππππππππππππππππππππππππππ
One word noobs -
I prefer having 7000 people per turf. But I'm not sure how that's even possible...
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Sounds nice but belial is totaly right!
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Don't get me wrong. I'm not fully against the idea. I just don't see how it could work at this stage of the game. Choke it up to a turfwars 2 idea.
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Fair enough but I am sure some1 more creative (ie: Nick) can think of a way to make it work if he really wanted to.
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πΏBelial wrote:
My reason is because the 50k mob player spread himself too thin. Realistically, u cannot have all ur mobs on every turf. In that sense, the idea makes a lot of sense.Why should a 500 mob player with one tyrf be able to destroy a 50k player with 2k turf?????
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dagamer01 wrote:
Realistically you cannot attack those that are in you mob. But that too would wreak the game.πΏBelial wrote:
My reason is because the 50k mob player spread himself too thin. Realistically, u cannot have all ur mobs on every turf. In that sense, the idea makes a lot of sense.Why should a 500 mob player with one tyrf be able to destroy a 50k player with 2k turf?????
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βBaronβ wrote:
Point taken. But considering we are talking about a game, I feel we can pick and choose the factors of realism we want in the game. Since it's a game we do not have to have all factors of realism followed to the T.dagamer01 wrote:
Realistically you cannot attack those that are in you mob. But that too would wreak the game.πΏBelial wrote:
My reason is because the 50k mob player spread himself too thin. Realistically, u cannot have all ur mobs on every turf. In that sense, the idea makes a lot of sense.Why should a 500 mob player with one tyrf be able to destroy a 50k player with 2k turf?????
That said I feel that a bit of realism with regards to turf atk and defense with relation to the mobsize of a player could go a long way if the idea is implemented with with a well thought put plan.
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πΏBelial wrote:
Do a search for the older thread; there's no reason to have to list all the issues again, such as affecting the purchase of turf limit & having enough turf to afford to arm your mob would mean your mob was spread to thin.Been thought of before. It's not a good idea for this game. It would be punishing to players that bought limit.
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Updates that spice/shake up the game aren't necessarily bad. As lOng as the game doesn't get ruined by some crazy changes.
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Maybe instead of simply using the formula
Mob per turf = (total mob)/(# of turf)
You could use a slider system. You use a slider to adjust the number of mobs that are assigned to that turf. So say you have 1k mob and u assign 200 mobs to one turf. Then you only have 800 mobs left to be assigned to the other turfs. You could always switch around the number as you please. But you cannot assign more mobs that you have. Also you cannot assign mobs that are not armed with at least one weapon/armor.
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dagamer01 wrote:
Wow that would suck for big players to manage 2k turf and 60k mob.Maybe instead of simply using the formula
Mob per turf = (total mob)/(# of turf)
You could use a slider system. You use a slider to adjust the number of mobs that are assigned to that turf. So say you have 1k mob and u assign 200 mobs to one turf. Then you only have 800 mobs left to be assigned to the other turfs. You could always switch around the number as you please. But you cannot assign more mobs that you have. Also you cannot assign mobs that are not armed with at least one weapon/armor.
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YOU wrote:
πΏBelial wrote:
Do a search for the older thread; there's no reason to have to list all the issues again, such as affecting the purchase of turf limit & having enough turf to afford to arm your mob would mean your mob was spread to thin.Been thought of before. It's not a good idea for this game. It would be punishing to players that bought limit.
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