Capping range.......
Forums › Suggestions & Feedback › Capping range.......-
A few ideas regarding capping range:
1) a minimum capping range should be implemented of say 150/200 metres regardless of mob size this should then start increasing beyond a certain size say 2-3k.
2) The maximum capping range should be 2m-2.5m (bigger players to comment)
3) The capping range should then be adjusted periodically based on the largest mob in the game so the largest mob has the max capping range and everyone else falls between the 200m - 2.5m or whichever range is set.
This range can then be biased towards small mob so as you get bigger the range id exponential or distributed evenly so a mob in between sits exactly between a 2-3k mob and 75k mob in terms of range 👍
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Are you generally wanting to increase the capping range for players?
My concern with this is the extra damage to a local area where 2 alliances are at war. By increasing the cap radius you increase the size of the dead mans zone between the 2 opposing armies.
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YOU wrote:
Oh and it will make it harder to hop through hostile territory, where currently I can hop and place a turf such that I have a 24 hour window to move on before I can be capped.Are you generally wanting to increase the capping range for players?
My concern with this is the extra damage to a local area where 2 alliances are at war. By increasing the cap radius you increase the size of the dead mans zone between the 2 opposing armies.
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Why do you have 24 hour window before you can be capped?
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ad_BL6 wrote:
Because I plant out of their range, that means they have to hop closer, and I get 24 hours from when they are in range to move out of range again. It's why I prefer to hop the back roads as less players to avoid (although more deadspots to work around).Why do you have 24 hour window before you can be capped?
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i like it. would help cap micromobs and still give large players somewhat of a chance to fight back
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yomama1064 wrote:
So this will be a big vs small mob scenario. All big mobs would like their capping radius increased and all smaller mobs would like it to stay how it is.i like it. would help cap micromobs and still give large players somewhat of a chance to fight back
As there are more smaller mobs than bigger mobs I guess this one won't be changed.
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Hyena wrote:
Are you generally wanting to increase the capping range for players?
No.
Essentially this change would increase the cap range of small mobs so that no mob is "un-capable". New players under level 50 would be protected by the inf rule which gives them time to mob up if required.
It would also reduce the cap range of small vs large players so that ranging becomes a little harder than it currently is.
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For example let's say a 3k mob is given a minimum cap range of 200m vs a 75k mob and a 75k mob is given a max of 2.5m vs a 3k mob (I know there are various influences on cap range).
A 37.5k mob would have an approximate cap range of half the 75k mob vs a 3k mob so 1.25mIles and can cap from twice the distance approx 400m.
Then for a 37.5k mob vs a 75k mob the cap range is again 1.25miles and I would suggest the cap-able range is then a percentage based on mob difference in the above it's half so 0.625m.
Basically cap ranges would be slightly better for huge players and no player is un-capable 😁
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Nah, the little guys like me need an advantage to be able to be involved, there are many advantages of a big mob and people will still work hard to get one but they need to be able to play while they grow, otherwise new players would quit even more. I do think micro mobs should be able to be capped when your as close as can be, and don protection should have a time limit.
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☣ՏɧʀɪɲʉϮ☣₅ͣ₅ͩ₂ͩ wrote:
Nah, the little guys like me need an advantage to be able to be involved, there are many advantages of a big mob and people will still work hard to get one but they need to be able to play while they grow, otherwise new players would quit even more. I do think micro mobs should be able to be capped when your as close as can be, and don protection should have a time limit.
You would have a cap range of approx 2m on a 75k mob essentially nothing would change it would just limit the range on large mobs to an extent and make micro mobs capable if you plant on them.
Iv planted turfs on another and still can't cap my turf has been less than 100m away!
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I agree with this but it's not going to change. A brand new player who starts the game and looks at the top mobs mob (lets call them Sticky Bunn - any similarity to any player is purely coincidental) and realises that they will probably never get there ever.
However, they diligently mob up and get to a decent mob size anyway and start fighting all the players that they can. They join one of the alliances and realise they can range Mr Bunn and there is nothing he can do about it. With one turf they can reach many of his, yet he can never plant a turf close enough to his enemies that survives long enough to mount any sort of defence.
The Devs realise that new blood is what makes and keeps this game fresh. So alienating the newer/smaller mobs is not conducive to expanding this game and by extension revenue, profits, player ratings, etc etc.
Cont...
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It won't get changed because the Devs realise what side their bread is buttered on and the number of players with 'smaller' mobs is a lot more than those with 'bigger' mobs (qualitative terms here only I'm afraid). For ever player like Sticky Bunn, there are probably hundreds of 'small' mobs.
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☣ՏɧʀɪɲʉϮ☣₅ͣ₅ͩ₂ͩ wrote:
and what are the advantages of being a big player exactly? u have all this muscle, but u cant reach anyone hahaNah, the little guys like me need an advantage to be able to be involved, there are many advantages of a big mob and people will still work hard to get one but they need to be able to play while they grow, otherwise new players would quit even more. I do think micro mobs should be able to be capped when your as close as can be, and don protection should have a time limit.
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what if cap radius changed with the age of a turf? like a new turf had a bigger radius from which they can be capped, then as time goes by, maybe a few hours, the radius decreased to the normal cap radius of the player. that way bigger players still have a chance to fight back and small players would still be able to range after the turf goes live. also it would make defensive v's more crucile to winning wars instead of always staying out of range
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yomama1064 wrote:
That makes sense. That would be good. But it'll never happen as explain above. Nice try tho!what if cap radius changed with the age of a turf? like a new turf had a bigger radius from which they can be capped, then as time goes by, maybe a few hours, the radius decreased to the normal cap radius of the player. that way bigger players still have a chance to fight back and small players would still be able to range after the turf goes live. also it would make defensive v's more crucile to winning wars instead of always staying out of range
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Limiting cap range to a certain extent would make wars more tactical as ground wouldn't be won/lost as quickly. This would also prevent micro mobs from being un-capable when they spam your zone.
Either way I thought this should be raised and any players who are constantly in battle could add there bit 👍
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