Put at price on some1's head or particular turf.
Forums › Suggestions & Feedback › Put at price on some1's head or particular turf.-
Okay so I am just typing this idea as it is coming to my mind. I looked in the last 5-7 pages of suggestions and didn't see this (not sure if it was suggested before). If you do not like the idea, try to come up with solutions on how to make it better instead of the highly insightful "NO!" or "👎"
Idea is on next post.
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Wait for it....
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I honestly can't take the suspense much longer...
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So most of have a crap load of money and/or lot. I was thinking of making use of it and here is what I gave:
Put a price on some's head or a particular turf. This would require a separate tab (call it HITS or whatever).
Basically you setup the hit on a person for a price
I.e. I what some to hit X 30 times in exchange for 10mil cash.
You would go to the hits tab and accept the job (once accepted, no one else can accept it) you can even declare if you want the attacks on person X to be all wins.Once the job is posted, the money would be put on reserve till some1 completes the job or you cancel it. You cannot cancel it if someone has already accepted it.
Cont'd...
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Okay, so say I'm a new player with 100 mob. A larger player taxes one of my turfs and my offensive messages only tempt him to attack me. I could put a $10 bounty on every one of his turfs nonstop until he resets.
Even if this idea were to happen there would have to be:
-price minimums
-level minimums
-# of times you can do it to one player or per set amount of time
-the bountied player would HAVE to be notified and maybe be given a certain amount of time before the bounty went into effect -
You can also post jobs of personal attacks in enhance for loot items (i.e. Attack X 30 times and win in exchange for 5 consiglieri)
Also you can post hit jobs for a turf too. (i.e. Destroy/cap [turf name] of [player name] in exchange for [money or loot].) or (i.e. Destroy/cap 10 turfs of [player name] in echange for [money or loot])
I think it would give a way for players to ignite warring and also a way for people to use up their excess money or get rid of unwanted loot (what you don't need someone else might)
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I'll admit, I've seen plenty other games do this and not many of them turn out so well.
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I like it alot, it's been suggested before and a major roadblock is it makes it really easy to transfer funds between mules.
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§αʋcɛ☠BʘՏՏ wrote:
Yea. Probably have to be a 3 account job. Attack mule a X times and get $1 mil. Mule b attacks and gets money from main acct. can't be a 2 account job cause "attack me 20 times and I give you loot" doesn't sound right.I like it alot, it's been suggested before and a major roadblock is it makes it really easy to transfer funds between mules.
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I admit, that you may need to require mins and maxs. As for mules, it seems a lot of good ideas are doable but shot down due to the issue with mules. I think That is for Nick to figure out how to prevent mule exploitation. I mean he is the genius behind the game, I'm sure he and his team can think up something creative.
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Brakeall🇺🇸💀🔫 wrote:
I'll admit, I've seen plenty other games do this and not many of them turn out so well.
I think it can work well with the concept of the game. Albeit, the details and exploit prevention needs to be clearly worked out
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Nooooooooooooooooooooooo
Ooooooooooooooooooooooo!!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! -
Make a beta, but only people who have spent 50$+ on the game can use it. Or use the app a certain amount of days.(not te ammount of hours, but how many days you "logged on") (like 125 days or something) We dont want noobs going and saying "nonono dis iz bad cuz lvl 57s can put bunty on me turfz! Omg no bad idear"
More experienced players will have a better understanding, and are more likely to spend more time/money on TW. -
YOU wrote:
*EDIT*Maybe if the player who "orders" the hit pays more (ingame) cash, there is a chance for the person who "takes out" the hit to get loot+the money they would get and/or extra bonus money added to the money they would get. The more the "order" player pays, the higher chance there is to get rarer loot/more money, so people are more motivated to "take out" the hit.
No using loot you already have.
Table
10m extra=10% chance of loot(only common)/cash bonus20m extra= 20% chance of loot(only common)/cash bonus
25m extra=25% chance of loot/cash bonus(common)
30m extra=30% (common)
40m=40%(common, uncommon)
50m=50%(common, uncommon)
60m=60%(common, uncommon)
70m=70%(common ,uncommon, rare)
80m=80%(common, uncommon, rare)
90m=90%(common, uncommon, rare)
100m=100%(common, uncommon, rare) maybe priceless??
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Sounds interesting new breed. Not sure what the take is on this.
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Would u know who put the price on ur head ?
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♛Çąŋժूƴɱąŋ♛ wrote:
No you would not. You are paying someone else to do your dirty work. Part of the payment is to keep your name hidden.Would u know who put the price on ur head ?
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ИЕШ☠ВГЕЕD wrote:
So wait, is that chance of taking loot from the targeted person or what is it?YOU wrote:
*EDIT*✂.
No using loot you already have.
Table
10m extra=10% chance of loot(only common)/cash bonus20m extra= 20% chance of loot(only common)/cash bonus
25m extra=25% chance of loot/cash bonus(common)
30m extra=30% (common)
40m=40%(common, uncommon)
50m=50%(common, uncommon)
60m=60%(common, uncommon)
70m=70%(common ,uncommon, rare)
80m=80%(common, uncommon, rare)
90m=90%(common, uncommon, rare)
100m=100%(common, uncommon, rare) maybe priceless??
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Brakeall🇺🇸💀🔫 wrote:
Randomly generated lootИЕШ☠ВГЕЕD wrote:
So wait, is that chance of taking loot from the targeted person or what is it?YOU wrote:
*EDIT*✂.
No using loot you already have.
Table
10m extra=10% chance of loot(only common)/cash bonus20m extra= 20% chance of loot(only common)/cash bonus
25m extra=25% chance of loot/cash bonus(common)
30m extra=30% (common)
40m=40%(common, uncommon)
50m=50%(common, uncommon)
60m=60%(common, uncommon)
70m=70%(common ,uncommon, rare)
80m=80%(common, uncommon, rare)
90m=90%(common, uncommon, rare)
100m=100%(common, uncommon, rare) maybe priceless??
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Cool idea.
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❌❌🇪🇸℘ɑøℒø🇪🇸❌❌ wrote:
Ty. 😋Cool idea.
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It's basically what Dirty Deeds did, although since DD was player run there wasn't an issue with mules.
Having it to ER a player would be pointless.
I say no to the loot exchange. That helps with the muling issue already. I'm not sure how I feel about NB's suggestion.
I don't think there should be an option for specifying the number of wins either. If the player capped the turf, he might not get paid because he only won 11 out of 13 times, instead of the specified 12?
I don't know about it being anonymous either.
Overall, I'm not sure if I like the idea or not.
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Priceless loot isn't available anymore either.
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As I said, the idea is fairly amateur. A lot of the details need to be thoughtout. As for the specifying number of wins, I was suggesting that you specify wins for direct attacks not turf attacks.
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Love it
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Good idea.
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dagamer01 wrote:
Meh, ER'ing someone isn't a big deal. I'd try to keep it as simple as possible & stick to just turf.As I said, the idea is fairly amateur. A lot of the details need to be thoughtout. As for the specifying number of wins, I was suggesting that you specify wins for direct attacks not turf attacks.
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Mystery wrote:
Its an option. You dont have to use it.dagamer01 wrote:
Meh, ER'ing someone isn't a big deal. I'd try to keep it as simple as possible & stick to just turf.As I said, the idea is fairly amateur. A lot of the details need to be thoughtout. As for the specifying number of wins, I was suggesting that you specify wins for direct attacks not turf attacks.
I would want to put a hit on someone to be ERed if say I am trying to hop somewhere and that person keeps capping me. I'd put a hit on him to get him ERed so I can hop in piece. Yes I could use horsehead or cement shoes on him but I'd provoke him further probably with a Hit I can have him focus on someone else (as I said before, the hit would not disclose the name of the person putting the hit) -
dagamer01 wrote:
1) He wouldn't be focused on someone else since he wouldn't know who ER'ed him.Mystery wrote:
I would want to ER if I am trying to hop somewhere and that person keeps capping me. I'd get him ERed so I can hop in piece. I could use hh or cement shoes on him but I'd provoke him further probably with a Hit I can have him focus on someone else (as I said before, the hit would not disclose the name of the person putting the hit)dagamer01 wrote:
ER'ing someone isn't a big deal.✂
2) You'd need someone constantly ER'ing him to keep him from attacking. When I'm in the middle of capping a bunch from someone, I don't even notice a pair of cement shoes because I have to keep healing myself anyway.
Besides, if you had to stop and setup a hit on someone, they'd have finished capping you before you were done, in your scenario. -
@Mystery:
To your point 1: I wasnt suggesting that they don't knw who ERed them. Here is an example. Person A puts a hit on person B. Person C accepts to carry out the hit. Person B will not know the hit is from person A. They will see person C is attacking them/cement shoeing/horse-heading them.
- this would keep person Bs focus on person C temporarily, allowing person A to move away or whatever. -
dagamer01 wrote:
My point #2 still stands in this scenario.@Mystery:
To your point 1: I wasnt suggesting that they don't knw who ERed them. Here is an example. Person A puts a hit on person B. Person C accepts to carry out the hit. Person B will not know the hit is from person A. They will see person C is attacking them/cement shoeing/horse-heading them.
- this would keep person Bs focus on person C temporarily, allowing person A to move away or whatever.
Plus, knowing that players could put hits on others, I'd be inclined to completely ignore player C until later, knowing he is just there as a distraction.
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