Capping Capture Range
Forums › Suggestions & Feedback › Capping Capture Range-
Hey everyone,
We've recently received some good feedback on the size of turfs' capture ranges for the larger-mobbed players, who've mentioned their turfs' capture range is getting too large as mob numbers increase.A little background: the current formula for active players was deployed 2 years ago in response to large-mobbed players (at the time) exploiting the old formula, which used players' turf count in the calculation. Basically they could tear down all their turf and capture other players' turf by using tiny turf that couldn't be captured.
A lot has changed in 2 years, and we're considering a blanked range cap of 1.0km for all turf – i.e. a player's turfs' capture radius will never exceed more that 1.0km. Under the current range formula, this corresponds to a mob # of 10,000. Since devs aren't directly involved in wars (sorry to disappoint all the conspiracy theorists!), we'd like to hear your thoughts on this change before it goes live.
-
If you have any feedback on this change, please let us know, and include a few words detailing your reasoning. Thanks!
-
Capping range should determined by the radius of the turf you own. If you are using a 86 inf turf to cap, then the cap distance should be # times the radius. That's my take on it, mob influence level and turf count shouldn't mater. It should be determined by influence
-
qweeter1997 wrote:
# of turf was what the formula was partially based on 2 years ago, and it was changed because it was exploited.Capping range should determined by the radius of the turf you own. If you are using a 86 inf turf to cap, then the cap distance should be # times the radius. That's my take on it, mob influence level and turf count shouldn't mater. It should be determined by influence
-
It's perfect the way it is. Mega mob players are just pissed bc the way it is now helps level the playing field.
If it changes as proposed,it take a lot of the strategy out of war and turn it into biggest mob wins. -
Too big a change... This will negatively impact the game that all are used to and radically augment existing strategy in a very bad way.
-
Have to think about that...I like sniping, but can adjust. However it would also be nice to fix the uncappable situation as well where someone with minimum range (ie can't hit them even while sitting on them) can join a v and then cap pretty much anyone in the game. 1km max would at least soften the impact of that technique anyway.
-
I see the change as interesting and am ready to test it out.
-
I think there still needs to be a formula. Not just anyone over 10k have 1mile radius. While I would love to have a much smaller cap distance, this would almost eliminate "sniping" which I understand I kind of deserve to be sniped since I have amassed all these turf. Idk what the fix is but a happy medium needs to be found.
-
I like it the way it is
-
That change would swing the advantage way into the big mobs court. Ranging/Sniping would basically be obsolete, taking that entire game strategy with it. It would be a flat map with the only strategy being "spend more time mobbing and more money on brens and you can rule". Makes solid business sense for MFP but ruins the game strategy for all the clans that actually do war. And creates more digital tw crack addicts. Not a good place to be in RL.
-
The range of a 10k mob is too extreme of a change. Maybe cap it at like 40k, 50k, or 60k mob would be ok tho?
-
I say leave the formula as is when you are not in a vendetta. If you join a vendetta, the cap range should be equal between all members and targets. Members lose in range, but usually have more total mob. Targets would still have to break the vendetta before they can cap members, still giving the vendetta the upper hand and targets a chance to counter.
-
★COVΛH★ wrote:
Thats absurd. There are always new tactics to explore and it def would not eliminate all strategy from the game. The old system is outdated and needs adjustment to the sized mobs that have come into existance. You sound like belial with that doomsday speech. Lets give it a go and see how it works.👍That change would swing the advantage way into the big mobs court. Ranging/Sniping would basically be obsolete, taking that entire game strategy with it. It would be a flat map with the only strategy being "spend more time mobbing and more money on brens and you can rule". Makes solid business sense for MFP but ruins the game strategy for all the clans that actually do war. And creates more digital tw crack addicts. Not a good place to be in RL.
-
Or as another option, just lower the amount the capture range is increased for each mob you have. Lower the multiplier after 30k or something maybe? That way range still matters but its not as extreme of an increase on the huge mobs as they grow. And while we're on the subject of updates can you space my profile out so it doesn't look like I have 202,00045600.... Influence/mob? That's another thing that we outgrew in the last couple years! Thanks nick!
-
Cro-mag wrote:
★COVΛH★ wrote:
Thats absurd. There are always new tactics to explore and it def would not eliminate all strategy from the game. The old system is outdated and needs adjustment to the sized mobs that have come into existance. You sound like belial with that doomsday speech. Lets give it a go and see how it works.👍That change would swing the advantage way into the big mobs court. Ranging/Sniping would basically be obsolete, taking that entire game strategy with it. It would be a flat map with the only strategy being "spend more time mobbing and more money on brens and you can rule". Makes solid business sense for MFP but ruins the game strategy for all the clans that actually do war. And creates more digital tw crack addicts. Not a good place to be in RL.
Sounds like you are getting sniped.
-
My problem is that while I would enjoy seeing a fix for this since i woul ld like to be a larger player eventually I don't want to see sniping get eliminated. Till me and other players get large enough that is our advantage.
-
〓 CRͣAͩCͩKA 〓 wrote:
I agree with thisOr as another option, just lower the amount the capture range is increased for each mob you have. Lower the multiplier after 30k or something maybe? That way range still matters but its not as extreme of an increase on the huge mobs as they grow. And while we're on the subject of updates can you space my profile out so it doesn't look like I have 202,00045600.... Influence/mob? That's another thing that we outgrew in the last couple years! Thanks nick!
-
I think it should stay the way it is. Sure larger players don't like getting sniped but it helps smaller players who join Vs. I don't like being sniped either but I think it's fair.
-
Leave it the way it is. Sniping is a major asset in turf wars.
-
Beim Saufen👊🔨💀 wrote:
I like this. I think the cap range is something that needs to be done when in a V not overall. And Aubergine had a point, changing the minimum cap range for the V members would help. I think that there should be a change but it shouldn't be so drastic. Thanks for keeping up with the times and ill go to lurking now and let the exp. players have their say.I say leave the formula as is when you are not in a vendetta. If you join a vendetta, the cap range should be equal between all members and targets. Members lose in range, but usually have more total mob. Targets would still have to break the vendetta before they can cap members, still giving the vendetta the upper hand and targets a chance to counter.
-
I couldn't stand this. Anyone who's been holding back mobbing for range could've just had their game strategy ruined. Ranging is a big strategic part to this game, and without it, a lot is lost. I don't like this idea at all
-
😡ҝعყʂعཞ😈Տȫƶ़ع😡 wrote:
Beim Saufen👊🔨💀 wrote:
This!!!I say leave the formula as is when you are not in a vendetta. If you join a vendetta, the cap range should be equal between all members and targets. Members lose in range, but usually have more total mob. Targets would still have to break the vendetta before they can cap members, still giving the vendetta the upper hand and targets a chance to counter.
-
Personally I think if sniping is removed I could no longer enjoy the game.
-
⌖🔥ωⅇɢṡɪⅇṣ🔥⌖ wrote:
👍 Agree!I couldn't stand this. Anyone who's been holding back mobbing for range could've just had their game strategy ruined. Ranging is a big strategic part to this game, and without it, a lot is lost. I don't like this idea at all
-
★DIЯTY BΛLLS★ wrote:
It's perfect the way it is. Mega mob players are just pissed bc the way it is now helps level the playing field.
If it changes as proposed,it take a lot of the strategy out of war and turn it into biggest mob wins. -
⌖🔥Ꮹ༙ᏌƝ༙Ꮋ༙ᏫᏩ༙🔥⌖ wrote:
👆👆👆👆👆👆👆👆Leave it the way it is. Sniping is a major asset in turf wars.
-
⌖🔥Foogazy🔥⌖ wrote:
Agree with this.I think it should stay the way it is. Sure larger players don't like getting sniped but it helps smaller players who join Vs. I don't like being sniped either but I think it's fair.
-
Think it is fine the way it is...Sniping is a small part of the game and the big dudes with money will just spam the crap out of you anyway... Leave it alone.
-
Hi!!! IT's perfect like this!!! Don't change any face in range size!!!
-
👆I agree that sniping is a major asset in the strategy of the game. Most smaller mobs will never attain the mob size of the biggest mobs (unless the big mobs go inactive for like a year) and without the sniping technique there is no way to stop them or hinder their taking over. The game would become big mob always wins. This effect would make the game uninteresting and frustrating for the smaller mobs(which is most players) and basically makes small mobs a hinderance to warring and they become obsolete. With that said, I say keep it as is or as close as possible to the way it is.
![[][]](https://turfwarsapp.com/img/app/ajax-forbutton.gif)
Purchase Respect Points NEW! · Support · Turf Map · Terms · Privacy
©2021 MeanFreePath LLC