Loot suggestions
Forums › Suggestions & Feedback › Loot suggestions-
I know it's been done before but I'm no necromancer so... I think everyone should post ideas for loot they've come up with incase nick wants to go choosing.
My suggestion:
Undercover agent- you use this item on a turf. What happens is that the turf changes colour for a day and if the owner fails to notice and 'search' the turf for spies the turf is given to the owner of the spy. It would be just like capping, distance wise, but a bit more tactual and means that strategy would become a bit more pronounced in the game and people would put a bit more time to make good relations with their area.
I hope if this was implemented that it should the same rarity as a union boss. -
I forgot to mention, if a 'search' is successful then the searcher gets the spy.
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So you place an "agent on another players turf no matter the distance. If they notice the keep the "agent" if they don't after 24 hrs you get their turf?
If I'm reading correctly I like this idea...I think there would need to be a better way than changing turf color. I mean I have alot of turf I can't look at every one every day.
There would need to be some kind of warning so that you could at least have a chance to catch them.
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cupcake wrote:
How about some kind of change to the name (temporarily) like say turf X has agent planted on it, it becomes Turf X-Agent Risk?So you place an "agent on another players turf no matter the distance. If they notice the keep the "agent" if they don't after 24 hrs you get their turf?
If I'm reading correctly I like this idea...I think there would need to be a better way than changing turf color. I mean I have alot of turf I can't look at every one every day.
There would need to be some kind of warning so that you could at least have a chance to catch them.
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cool idea, hope this actually gets made :)
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That's not a bad idea El B but still I mean 2600 turfs is alot to scroll through. But on the right track
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cupcake wrote:
surely that's the point of this; to give smaller players a chance to get turf off bigger players.That's not a bad idea El B but still I mean 2600 turfs is alot to scroll through. But on the right track
I like -
If this loot gets released I'm watching my turf more carefully from now on....
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I was thinking along the lines of having security cameras and guards placed on your turf and if someone tries to hit you with an agent it will pick up in it. I mean basically nobody buys the guards and cameras cause soneones gunna take your turf if they want to.
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For instance your allowed 10 gaurds and 4 cameras. If you have both at max you will get notified that one if your turfs has been compromised instantly. If you have all cameras and no guards you get notice 1 hr before the 24 hrs is up. If you have all gaurds no cameras you get notification half hour before. So on so forth.
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cupcake wrote:
Intresting concept, i like it but 1hr or 30 mins os a bit short should be closer to:For instance your allowed 10 gaurds and 4 cameras. If you have both at max you will get notified that one if your turfs has been compromised instantly. If you have all cameras and no guards you get notice 1 hr before the 24 hrs is up. If you have all gaurds no cameras you get notification half hour before. So on so forth.
Every cam takes 30 min off wait time and every guard takes 1hr off time, but I still prefer the name thing because it will increase awareness in players and make them play more. -
Anyone else think it's good?
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I think this is a good idea but what about people that go inactive for a bit, wouldn't that make it too easy to take their turf? Especialy if they're powerful, you won't even have to attack therefore not losing any money, hp, stamina
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punisher02 wrote:
Yea that's wat I was thinkingI think this is a good idea but what about people that go inactive for a bit, wouldn't that make it too easy to take their turf? Especialy if they're powerful, you won't even have to attack therefore not losing any money, hp, stamina
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I quite like the suggestion 👍
how about if a spy is planted, then TW sends out a badge alert to every player in that geo-locale that "a spy is in the area" & then it's up to each the players in that area to track it down before time runs out. Maybe an applied spy could shift the turfs influence by +/-1. That would be subtle, but still easily detectable by just scrolling down your turfs list...
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Another thought: the spy shouldn't cause the turf to be simply handed over. It should just cause the turf to be 20% more vulnerable to attack...
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Doc Xray wrote:
I like this very useful and smart way of going about it. But I still think the purpose of a spy should be to get the turf handed over. Just my 2cents thoughI quite like the suggestion 👍
how about if a spy is planted, then TW sends out a badge alert to every player in that geo-locale that "a spy is in the area" & then it's up to each the players in that area to track it down before time runs out. Maybe an applied spy could shift the turfs influence by +/-1. That would be subtle, but still easily detectable by just scrolling down your turfs list...
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Love the concept...
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Humboldtmoog wrote:
Love the concept...
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Howard wrote:
Thanks, I'll try and keep this on the first page with lots of revenant comments 😄Humboldtmoog wrote:
Love the concept...
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YOU wrote:
Everyones view is welcome
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I like the 20% vunrability, but make it stackable.
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I like the idea about the spy. Don't know about if it should be handed over.
A variation of this could be that there are different types of spies. Just off the top of my head one could be a financial spy (you embezzle money from the other player (I would say this would last until the other player found it)), a destructive spy (if not found in the time limit the turf is destroyed or all upgrades are destroyed), a snatch and grab spy (used to kidnap UBs and maybe steal maps &/or cannolis (can't think of what could be used to counter this except the idea cupcake had about the guards and cameras)) and a corporate espionage spy (able to give you info on the player you are using it against like income, att & def points, weapons owned including car bombs and UBs). Each one would be, in my opinion, multiple use like a Union boss. They would require a time limit placed before you could get the benefit from them and if during that time they were caught the other player would keep them. -
For the snatch and grab spy, if you had more than one maybe they could be sent as a team to increase the difficulty detecting them. For the Corp Espionage spy, stacking them would decrease the time needed before reaping the benefits. The destructive spy would need a little additional time to reap full benefits. So I suggest if he is found say between 12-24 hrs after deployment, some of the turf is destroyed and the spy is lost. If found after 24 hrs all of the turf is destroyed and neither player gets spy. after 26 hrs complete success and the player deploying the spy gets him back (kinda like an escape and evasion time period).
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Meh
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Bugsy Seigel wrote:
Liking it, how bout differanr spies are rarer and rarer? Say the percentage for getting the original spy (my idea) would 0.001 or something, also it would have to be a top end mission, not one that could just be farmed by 250 energy.For the snatch and grab spy, if you had more than one maybe they could be sent as a team to increase the difficulty detecting them. For the Corp Espionage spy, stacking them would decrease the time needed before reaping the benefits. The destructive spy would need a little additional time to reap full benefits. So I suggest if he is found say between 12-24 hrs after deployment, some of the turf is destroyed and the spy is lost. If found after 24 hrs all of the turf is destroyed and neither player gets spy. after 26 hrs complete success and the player deploying the spy gets him back (kinda like an escape and evasion time period).
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I was thinking that the more powerful ones like the financial and snatch and grab spies would be pretty rare (UB or map rare). The other two could be about the same as ARs. Just put them on a more energy expensive mission.
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Sounds interesting enough to have different spies... 😋
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Good idea(s)!
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I like the concept - needs some refining - like the idea of a notification of spy in the area - but good idea - would shake the game up a bit. Only be able to place spies within certain distance of your turfs though or things would go crazy
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Good concept. Nick should take a look at this.
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