Loot suggestions
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Arch Stanton wrote:
Definitely agree with the distance limit on this. I would think maybe like 5 miles of a turf. It isn't that far. A lot of people could run that in RL so why wouldn't a "spy" be able to cover the distance, ya know? I think the notification of a spy should be subtle to make you have to work to find it. If it is too easy, they wont work. It would give the smaller player a better weapon against the larger players.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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Bugsy Seigel wrote:
Maybe every notification should have an investigate button, and the spy notifies the player that the spies owner attacked them, if investigated, revealing the spy?Arch Stanton wrote:
Definitely agree with the distance limit on this. I would think maybe like 5 miles of a turf. It isn't that far. A lot of people could run that in RL so why wouldn't a "spy" be able to cover the distance, ya know? I think the notification of a spy should be subtle to make you have to work to find it. If it is too easy, they wont work. It would give the smaller player a better weapon against the larger players.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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That might be too easy. The notification would find the spy for the person being attacked.
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Doc Xray wrote:
Definitely like this idea of the geographical notification. That and the turf's influence changing could keep it general enough that it isn't a breeze to find the spy but keeps people on their toes.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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Bugsy Seigel wrote:
Lol, funny how other people manage to complete your idea 😋Doc Xray wrote:
Definitely like this idea of the geographical notification. That and the turf's influence changing could keep it general enough that it isn't a breeze to find the spy but keeps people on their toes.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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But there is nothing stopping the person who has just been capped from just taking it straight back and then capping more of your turf. It would probably hurt smaller players more than help them.
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Don Dennis wrote:
Yes there is. Read it again. If you find the spy before certain time, "spy" doesn't complete mission.But there is nothing stopping the person who has just been capped from just taking it straight back and then capping more of your turf. It would probably hurt smaller players more than help them.
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Bugsy Seigel wrote:
No what I mean is, if i put a spy on your turf and cap it, u will get a notification that if capped it, at which point you will just cap the turf back and probably cap a load more of my turf to teach me a lessonDon Dennis wrote:
Yes there is. Read it again. If you find the spy before certain time, "spy" doesn't complete mission.But there is nothing stopping the person who has just been capped from just taking it straight back and then capping more of your turf. It would probably hurt smaller players more than help them.
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My apologies for the misunderstanding. Maybe when you get a turf in this fashion, you could have the option of changing the name and it would show the turf as created by you. And since the turf was stolen, the player who lost the turf could just have a generic notice that doesnt name the turf that was stolen or who stole it.
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Bugsy Seigel wrote:
Lol, it's basically your idea now.My apologies for the misunderstanding. Maybe when you get a turf in this fashion, you could have the option of changing the name and it would show the turf as created by you. And since the turf was stolen, the player who lost the turf could just have a generic notice that doesnt name the turf that was stolen or who stole it.
I claim assist! -
El Borges wrote:
I only came up with what I did bc you said the original idea.Bugsy Seigel wrote:
Lol, it's basically your idea now.My apologies for the misunderstanding. Maybe when you get a turf in this fashion, you could have the option of changing the name and it would show the turf as created by you. And since the turf was stolen, the player who lost the turf could just have a generic notice that doesnt name the turf that was stolen or who stole it.
I claim assist! -
The option to be able to plop or cap another turf. Also, this option could be combined with the police map.
Also, why don't police maps allow a player to cap turf farther away?
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Mr. Ikslopot wrote:
This has nothing to do with the current thread.The option to be able to plop or cap another turf. Also, this option could be combined with the police map.
Also, why don't police maps allow a player to cap turf farther away?
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This is interesting concept and I still like it a lot.
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