Stricter hench limit.
Forums › Suggestions & Feedback › Stricter hench limit.-
Henchmen should be limited to only a 10% increase.
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I agree a change should be made but I dunno what the limit should be. 75% hench still leaves a large gap but nick needs to make bank so idk where a good balance would be.
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Maybe 50%. But not like it's going to stop some players who already HAVE 2000-6000 henchmen.
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~|LINE|~ wrote:
well yeah but Thats actually not that many. I was here when the first limit was created. There's only one player left who passed that one. I think 50% at least for now would be fairMaybe 50%. But not like it's going to stop some players who already HAVE 2000-6000 henchmen.
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I'd say just allow henchmen prices to inflate as they are purchased (like with other don point purchases). Instead of staying at 15 points cost, have the cost increase by 2 for every 5 bought.
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whitey bulger wrote:
They don't? Wow yeh i agree they should increase as well. Should go up one every one purchased like stamina.I'd say just allow henchmen prices to inflate as they are purchased (like with other don point purchases). Instead of staying at 15 points cost, have the cost increase by 2 for every 5 bought.
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Spectre wrote:
wow. One would make it impossible to ever get an ammount. Even 5. By that point just don't allow it. A price hike would stop mid level players who can barely afford hench from being able to compete at all with the super richwhitey bulger wrote:
They don't? Wow yeh i agree they should increase as well. Should go up one every one purchased like stamina.I'd say just allow henchmen prices to inflate as they are purchased (like with other don point purchases). Instead of staying at 15 points cost, have the cost increase by 2 for every 5 bought.
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Belial👿👊🐒 wrote:
Dirty, Rotten, Filthy, Stinkin Rich!!!Spectre wrote:
wow. One would make it impossible to ever get an ammount. Even 5. By that point just don't allow it. A price hike would stop mid level players who can barely afford hench from being able to compete at all with the super rich
whitey bulger wrote:
They don't? Wow yeh i agree they should increase as well. Should go up one every one purchased like stamina.
I'd say just allow henchmen prices to inflate as they are purchased (like with other don point purchases). Instead of staying at 15 points cost, have the cost increase by 2 for every 5 bought.
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Nope. I disagree with this. It would be disadvantageous to lower players.
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Corrupted1 wrote:
huh? That makes no sense.Nope. I disagree with this. It would be disadvantageous to lower players.
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Im a lower player and i hold my ground
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Make henchmen a temporary boost. Those players that have bought some already (instead of typing in codes) have already benefitted from an "extra long contract" and need to mob up to keep ahead - keeps "real" mob members valuable. Henchmen should be hired for a temporary boost to "do a job" and once the contract is done, disappear.
If you've lost the urge to type in new codes to keep up in the game, you shouldn't be resting on your laurels and buying your mob. It would stop a RL millionaire player buying thousands of henchmen and dominating the game without ever having bothered to type in a single invite code.
Those who spend effort & energy punching codes should naturally rise by merit of their dedication, effort and commitment. You can buy a game in the series, but not the whole tournament.
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Fluke wrote:
problem is players like me. I've typed in most every code. Henchmen are all I have to rise up. There's nothing else left.Make henchmen a temporary boost. Those players that have bought some already (instead of typing in codes) have already benefitted from an "extra long contract" and need to mob up to keep ahead - keeps "real" mob members valuable. Henchmen should be hired for a temporary boost to "do a job" and once the contract is done, disappear.
If you've lost the urge to type in new codes to keep up in the game, you shouldn't be resting on your laurels and buying your mob. It would stop a RL millionaire player buying thousands of henchmen and dominating the game without ever having bothered to type in a single invite code.
Those who spend effort & energy punching codes should naturally rise by merit of their dedication, effort and commitment. You can buy a game in the series, but not the whole tournament.
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Then you've hit the natural limit of the game. Henchmen should now be bought as a tactical move by yourself to overcome a deadlock situation strategically rather than just engage in sone kind of arms race that just saps your hard earned money. If you make the right moves, you will get more fun from beating someone by deploying your mob and temp henchmen. Isn't that more fun than just continually spending money to keep ahead?
This game isn't a year old yet and needs more variety in gameplay than just having a high mob count. We need to introduce multiple ways of achieving an objective to extend the gameplay. Otherwise you're effectively supporting an OCD habit. :-)
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I say 5% of your real mob is your henchmen limit. So if you have 2000 real you can have 100 henchmen, 500 real 25 henchmen etc... At the end of the day everyone should put effort in to punching codes it's only fair.
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Actually this might be an unfair advantage cos every 1 real mob u add ur hench limit increases. Maybe then it should be by lvl and real limit
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vadan wrote:
5% is too low. We need a way to break through the high level stalemate and as of now henchmen are the only wayI say 5% of your real mob is your henchmen limit. So if you have 2000 real you can have 100 henchmen, 500 real 25 henchmen etc... At the end of the day everyone should put effort in to punching codes it's only fair.
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If you change this, how do you deal with people who spent craploads of points to get 1000 henchmen? Aren t you punishing new players and not old ones who already maxed out what they needed?
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Eurocircle wrote:
the old players keep what they have. The new players will adjust and be fine. Every thing worked out with the first hench limit I don't think another one would have that deep of an impactIf you change this, how do you deal with people who spent craploads of points to get 1000 henchmen? Aren t you punishing new players and not old ones who already maxed out what they needed?
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Eurocircle wrote:
If you change this, how do you deal with people who spent craploads of points to get 1000 henchmen? Aren t you punishing new players and not old ones who already maxed out what they needed?
You apply the same rule to everyone. Those that have already invested in henchmen have benefitted from the extensive use they have had to-date.
Henchmen should be a temporary boost, maybe even with specialist skills to apply to specific tasks in turf attacks, e.g. Negating specific defences or adding a unique attack skill unavailable elsewhere. This would require an update to the defensive upgrades available to us today to make them more useful.
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We need to have more than just mob count be the single, major determining factor of success in combat. You end up with a stalemate situation after a period of time, as we are in today, where the top players can only overcome each other through an arms race based on spending money to hire henchmen. That loses its appeal after a time.
We need more variety in gameplay and multiple options and pathways to success, to engender competing game strategies that will infuse the game with a richer gameplay experience.
:-)
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Is there already a limit? I think a viable option would be.....
30 points will give your mob a temporary 3 day boost of 10 henchmen. And the limit is 1 per turf you own. So instead of us dealing with 10% of our mob etc were using a different part of the game to an advantage. The more turf you have the more temp henchmen you can buy. This would dramatically change the way wars end up playing out. If someone has a lot of rl money and 200 turfs...imagine the extra damage they could do in a war. That's an extra 2k mob for....6000 points. I think. My math could be way off. Which could potentially make nick a lot of money and keep the game unpredictable. Thoughts?
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Answer. Yes ther is a henchmen limit of 75% of your mobsize.
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So again you give benefits to old players but penalize new ones
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YOU wrote:
Meaning newer players won't have the same advantages as what you have, who must be at the limit whatever it is at the moment.Nope. I disagree with this. It would be disadvantageous to lower players.
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Corrupted1 wrote:
yeah but when the limit changes that'll force anyone over limit to wait until they're under limit to buy more. This happened before with momo Ty and prez nothing bad ever came from it.YOU wrote:
Meaning newer players won't have the same advantages as what you have, who must be at the limit whatever it is at the moment.Nope. I disagree with this. It would be disadvantageous to lower players.
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