Nearest Eligible Turf for Cap
Forums › Suggestions & Feedback › Nearest Eligible Turf for Cap- 
  
  First, some rhetorical questions... When I cap turf that are right next to each other, why does the default eligible turf for capture become the one you just obtained? Shouldn't I be able to cap anything within my initial plant's radius whether or not I cap something 20ft away..? In this instance I checked multiple turf around my own and saw six in my immediate vicinity, all of which I would be eligible to cap after waiting the mandatory 24hr period.. But because I capped a certain two of those, now I have to wait another 24hrs to probably be capped myself.. My suggestion would be to either have an option to -choose- which "eligible turf" to cap with, or to simply default to the actual "eligible turf" that you started with. I want to keep the turf I cap, not destroy it. 
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  You're right. It seems to be an occasional glitch. I've found if you cap the furthest ones initially, you should be able to complete you're romp in one series of attacks. 
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  Gah.. So much planning. I left GoW and came to turf wars for what I thought was 'simplicity'. I'm quickly learning that TW is anything but. Also, now that I really think about it and set my greediness aside, I see now why this system is in place: To keep people with my virus-like mindset from spreading out turf in huge sections at a time.. I will abide. ✌🏼😎 
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