Introduce temporary mob injuries
Forums › Suggestions & Feedback › Introduce temporary mob injuries-
The way mobs are used today limits the strategy aspect of the game. How about each time you have a fight, some of your men get damaged, temporarily reducing your active mob count. Essentially, this means your guys are in the hospital healing. After a period of time your mob regenerates back to full strength.
This would introduce the possibility of well timed attacks to take into account a player's currently lower active mob, meaning that even players with very large mobs could be beaten if they were continually engaged in fighting with no regard to their defensive capacity.
Potentially, a hospital could be introduced to increase the rate of recovery, but that would have to be limited somehow, so as to stop players with huge turf numbers from mass producing hospitals and regenerating instantly.
Introducing this would allow players with smaller mobs to take on players with larger mobs IF they timed the attack well.
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There is already a system for smaller players to take on larger players. It's called vendetta. The system you are proposing would needlessly complicate things and be hell to code. Also it's a deterant to fighting which is something that would be harmfull to the game
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Please keep an open mind and consider it for a moment longer. I don't think it's he'll to code mob regeneration, we already have that in the energy, stamina and other counters that regen over time.
This isn't just for smaller players, it's mainly for larger players taking on others when there is a stalemate situation due to the mobs being so large .. When there isn't enough of an numerical advantage offensively.
I think it would introduce more strategy to combat, as it is no longer a game of just numbers .. Timing is important too. Go read Sun Tzu :-)
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Offering multiple options and strategies in-game allows for different playing styles and evolutionary gameplay .. Stops games from becoming stagnant and repetitive.
More options = more variety = more interest = more fun
I'm greedy.. I want Vendettas, mob injuries AND some other elements introduced... I want them all :-)
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Stalemate between larger players is a myth Ive capped from players with only 200 more mob than myself. Like I said the main problem is it's a deterrant to fighting. Large wars wouldn't be able to happen anymore because you would leave yourself too open. In that essence it would just cause more stagnation.
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I don't like this idea because you could get some small mob pain in the ass attacking you hundreds of times a day just to fuck you over and it would make a difference rather than just hitting your income !
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mr joble wrote:
Perhaps just when attacking?I don't like this idea because you could get some small mob pain in the ass attacking you hundreds of times a day just to fuck you over and it would make a difference rather than just hitting your income !
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Mr Joble - this is a self limiting mechanism, a smaller player would quickly run out of "active" mob members and not be able to attack and they would have no defense either, meaning other players could easily attack them without major loss.
This is a mechanism which will hopefully introduce more thought and strategy about who and when you attack. The loss ratio in mob numbers should be weighted in favor of the defender, so even if a player with a big mob gets attacked repeatedly, they stand a better chance of getting through in better shape than the attacker .. but if enough attacks occur, by a number of players, it should be possible to beat anyone, no matter how big.
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Ok now you're getting even worse by weighting it to the defenders you're acyally strengthening any stalemates. Think about it. I've got 400 more mob than you. I take a few turf lowering my mob so then you attack back capping back everything I took. This is just a bad plan all around.
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The weighting works, if applied correctly. I'm not suggesting a loaded deal in favor of the defender. It is a matter of balance.
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Sounds like a good acorn for an idea. Needs a bit more tho. It would introduce a lot more strategy and stop the turf rapists out there. It beats a vendetta because the bigger players get the lions share of the spoils and you can't capture turf only destroy it. At least this way you still have the possibilty of capping turf
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I reckon it should be after you attack a few times, your mob decreases slightly when attacking so it gets harder. This recharges over a short time. That way, bigger players can't decimate a noob instantly and the other player has a chance to retaliate before getting destroyed.
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YOU wrote:
Note that this is only for when attacking. Defense still runs as normal.I reckon it should be after you attack a few times, your mob decreases slightly when attacking so it gets harder. This recharges over a short time. That way, bigger players can't decimate a noob instantly and the other player has a chance to retaliate before getting destroyed.
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Should it only affect attack? I'm not sure. I can see arguments for both sides. If it did affect defence it would make you vulnerable to OTHER players also not the user you targeted = turf rapists think twice or run the risk of losing turf to other people. If it didn't it would mean you could hold turf consolidate and move on after a while. If you're the defender your defence stats should not be affected. It would mean you're able to defend yourself better against the aggressor over time.
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