Weapons storage warehouse
Forums › Suggestions & Feedback › Weapons storage warehouse-
Having the ability to store away weapons when not in use I think would add an interesting new dynamic to the game, but would be totally optional. For instance, a number of weapons with upkeep can be put away into storage, reducing that upkeep cost of the individual weapon, say by half. But while in storage, this weapon cannot be used in battle unless you pull it out of storage and arm your mob with it. There would have to be a turn around time that could be implemented from the time you pull it from storage, to the time your mobis fully armed with that weapon. This can be based on the number of weapons you are taking out of storage, or a fixed number, like 1 hour, for your full mob to be armed. Some different strategys can come about from this. If you want to go on the offensive, you store away your snipers and take out the Tommy's, vise versa while on then defense.
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Sounds like a pain in the ass if you ask me... Maybe NO wait times and you can store X amount of weapons in storage and it would cost upkeep for the storage unit itself or maybe the price of the unit would be half of the total upkeep of all weapons in the locker but you would only have to pay that every 24 hours maybe? Idk :P
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You pay for it all when you pull the guns out. This makes it so it could help people who don't want to sell upkeep weapons but can't afford them.
Make it cost 25% of the upkeep being stored.
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Hobo Bob wrote:
Yes because I could put all my guns away every hour and pull them out right after pay.You pay for it all when you pull the guns out. This makes it so it could help people who don't want to sell upkeep weapons but can't afford them.
Make it cost 25% of the upkeep being stored.
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There should be a 24 hour release time and fee of 5k for wepeon so no can jus eqip n unequip for fun of it
It would also cum up on the person inventory if wepeon eqiped or not -
**Each wepon**
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💰Don Corleone💰 wrote:
Weapon**Each wepon**
Anyway, this sounds like a great idea.
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One problem. Mules. Sorry.
Mules hold defence up until farmer wants the turf. Put weapons in warehouse so farmer can cap said turf. Then put defences back up.
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Hyena wrote:
And to extend say your 15 turf over limit. So you can't hop. Unequip your weapons and give the turfs to your mule. Finish your hop and take them back. Have a huge income whilst being able to hop.One problem. Mules. Sorry.
Mules hold defence up until farmer wants the turf. Put weapons in warehouse so farmer can cap said turf. Then put defences back up.
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Hyena wrote:
That's where the turn around time might help that. 24 hours to re-equip the mob with the stored weapons. Could be enough time for someone else to catch the miler doing that, and cap him when his defense it down.One problem. Mules. Sorry.
Mules hold defence up until farmer wants the turf. Put weapons in warehouse so farmer can cap said turf. Then put defences back up.
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Milers are gonna mule, regardless of what new things are implemented. I kinda like the idea, and while it could be tweaked a little, I can't offer help on that. Great idea though 👍
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👎👎 Already been suggested & the reasons why it's a bad idea have been elaborated there. Go find one of those threads.
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