Make henchmen a temporary boost to mob numbers
Forums › Suggestions & Feedback › Make henchmen a temporary boost to mob numbers-
How about making adding henchmen cheaper, but temporary, i.e. They are available for a week before they leave, something like mercenaries for hire. You can then use them as temporary defense while mobbing up or as offensive forces to help capture a turf you couldn't normally take over... Thoughts?
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Nah. For one it'd screw the player who've already dought them. Also it either wouldn't be cheap enough and no one woild buy them or they'd be too cheap and everyone would buy them all the time including the players that already buy henchmen and any enemies you have making them worthless. I don't see how you could hit a decent balance with that one
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I disagree. Players that have already bought them will have had them for longer than the new system would allow, so there is a built-in benefit for investing early .. You've got a head start by having them early and longer. Making them limited duration or a one time use, and choosing when to use them, just like temporary mercenary thugs means you get a boost when you need it most.
This ensures that typing codes is more valuable (as you've mentioned before in other posts) than just buying in the extra muscle. It also means Nick has recurring revenue streams from the henchmen ...
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Typing codes already is valuble tho. What is it. 40$ for the 1000 point pack. 15 points a henchy. That's about 60-70 henchmen for 40$. I'd rather spend 10 min punching 100 codes and save 40$. And like belial said. Either no one will get them. Or everyone will.
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Henchmen add up to $60 for 100.
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Fluke wrote:
players are not going to pay $60 for 100 of something they can't keepI disagree. Players that have already bought them will have had them for longer than the new system would allow, so there is a built-in benefit for investing early .. You've got a head start by having them early and longer. Making them limited duration or a one time use, and choosing when to use them, just like temporary mercenary thugs means you get a boost when you need it most.
This ensures that typing codes is more valuable (as you've mentioned before in other posts) than just buying in the extra muscle. It also means Nick has recurring revenue streams from the henchmen ...
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Agreed! Primary source of mob should be code punching, with henchmen a tactical boost when you need to achieve something like break a deadlock, a temporary defense boost or something else more fluid and strategic.
If henchmen are temporary, they will be around for a short duration to "do a job" after which they are removed. Everyone should be using them! :-)
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Fluke wrote:
the problem is it takes hundreds to make even the smallest difference.Agreed! Primary source of mob should be code punching, with henchmen a tactical boost when you need to achieve something like break a deadlock, a temporary defense boost or something else more fluid and strategic.
If henchmen are temporary, they will be around for a short duration to "do a job" after which they are removed. Everyone should be using them! :-)
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Then they can be tweaked to make them more useful. At the moment they are a blunt and basic instrument. We need to change them into something useful, but temporary. Maybe different types of henchmen to achieve different strategic goals. They become more effective in certain combinations against certain defensive situations. It may even be an opportunity to revise the defensive turf options to also make them more useful and utilized. As it stands, they don't do much and are of little value.
This needs some brainstorming to kickstart the creative juices.
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Rather than henchmen, you could introduce temporary boosts. Similar to police protection. For example: 50 points - 10% defense increase for 5 days, 50 points 10% damage increase for 5 days. But they are only used when your not in a V. 100 points - 1 temporary turf anywhere you want for 14 days (you have to increase influence same way however it does not provide income and you can not expand from it). It could work in an instance where you wana attack someone out of ur scope.
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It would be unfair to the players who have already wasted soo much money
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No. They have already benefitted from an "extended contract" and having had the henchmen for more than any new limitation would allow.
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Fluke wrote:
yes but they payed money with the expectation of getting something that mattered not something temporary. You can't just change things in the middle when players have spent thousands on somethingNo. They have already benefitted from an "extended contract" and having had the henchmen for more than any new limitation would allow.
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Why don't you make it so that 25-30 points gives you around 1,000 extra mob members, but only for 12 hours so that you're not overpowered for too long, and up the amount by 10-20 points after two purchases.
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Fluke wrote:
That's like buying foxtel and then halfway through the year they said everyone can now only watch 10 channels. You get what you paid for, they can't change it nowNo. They have already benefitted from an "extended contract" and having had the henchmen for more than any new limitation would allow.
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CannabalCatfish wrote:
No. I think he's saying that previously purchased henchmen would STILL count as normal mob. Any NEW henchman would fall into the mercenary mouldFluke wrote:
That's like buying foxtel and then halfway through the year they said everyone can now only watch 10 channels. You get what you paid for, they can't change it nowNo. They have already benefitted from an "extended contract" and having had the henchmen for more than any new limitation would allow.
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Keep henchmen. They are entrenched into the fabric of the game. Create "buttonmen". These can be hired for jobs as you need them. There would need to be limits as to what they could do, how long you can keep them and whatever else. Purchase them with cash via a contract for such and such a job or for a time period
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randombloke wrote:
That's not what he meansCannabalCatfish wrote:
No. I think he's saying that previously purchased henchmen would STILL count as normal mob. Any NEW henchman would fall into the mercenary mouldFluke wrote:
That's like buying foxtel and then halfway through the year they said everyone can now only watch 10 channels. You get what you paid for, they can't change it nowNo. They have already benefitted from an "extended contract" and having had the henchmen for more than any new limitation would allow.
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Fluke wrote:
Dude what do you mean? Do prev henchman count as hench OR would they become mercs?Would you be willing to agree that all people with hence would keep them?No. They have already benefitted from an "extended contract" and having had the henchmen for more than any new limitation would allow.
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I mean remove them. Completely. The money spent is spent. If the usage of henchmen is detrimental to the game, it needs to be changed. This is within the terms of the license granted (see section B, para 2). As long as there is a reasonable change to improve the game for everyone involved, I don't see what the problem is. The players that have spent money on henchmen have already benefitted extensively by having and keeping them longer than any short term period that may be imposed. They have in effect got a bonus already, but once the rules of play change, they are back in line with everyone else. You cannot take back the additional time benefit they have enjoyed, so in effect, all is squared off.
Nick has every right to change the game mechanics to hopefully make a better game for everyone and break any deadlock or arms race based on henchmen or other game asset. If he chooses to allow henchmen bought previously, then that would be unfair to new players to the game. A level playing field benefits everyone.
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👿βΣŁĮÅŁ wrote:
60 bucks for an hour punching.Henchmen add up to $60 for 100.
you would have to be one sad sod to buy hench on a regular basis.
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Btw .. I have also bought henchmen. Not to the degree as others, but I have none the less. They should be a temporary strategic boost. Time based or usage based. We need more options on gameplay tactics than simply a large mob and the perseverance to punch codes or money to buy henchmen.
Examples: in Starcraft, the different races have different strengths and players adopt different competing playstyles. In WoW, you have different classes, each with their own style of play.
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Fluke wrote:
well this is even more open ended than that. The beauty in this game comes from it's simplicity. Me and my friends have formed pretty complex strategies. It's not all about mob.Btw .. I have also bought henchmen. Not to the degree as others, but I have none the less. They should be a temporary strategic boost. Time based or usage based. We need more options on gameplay tactics than simply a large mob and the perseverance to punch codes or money to buy henchmen.
Examples: in Starcraft, the different races have different strengths and players adopt different competing playstyles. In WoW, you have different classes, each with their own style of play.
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