New idea for geocoder deadspots. The buddy hop
Forums › Suggestions & Feedback › New idea for geocoder deadspots. The buddy hop-
Ok you choose a player to invite just like a vendetta. It lasts for two weeks amd what it does is increase cap ramge between you and that player to 3.2 miles. This way you can split the responsibility of using maps. It will make it slightly easier to hope deadspots and increase player cooperation
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Sounds good to me.
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Cap range or build range?
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Too easily exploitable by mules.
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ChainsawCharlie wrote:
how. They'd both have to get maps. It'd tale alot of work to double hop. Plus we can't always hold back fame systems because of mules.Too easily exploitable by mules.
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I forgot to add you wouldn't be able to partner with the same player for 60 days
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Belial wrote:
ChainsawCharlie wrote:
how. They'd both have to get maps. It'd tale alot of work to double hop. Plus we can't always hold back fame systems because of mules.Too easily exploitable by mules.
Then why not allow money sharing? Loot trading? Turf sales?
It's a lot easier for one person with two devices to mule hop than it would be for two players to coordinate. Anything done with a mule account is going to be a lot of work, but folks have proven they are willing to put the effort in.
It would be a lot easier for me to take my ipod and team it with my iphone account to hop to texas than it would be for me to find another player wanting to make the hop.
And I don't have to worry about my mule changing his mind or burning out halfway there.
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I like 😺.
It would definitely increase player cooperation among legitimate players. At the same time it would allow Nick to clear out some of the cheaters because it would be obvious. -
Yessss
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How would it make cheaters obvious?
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ChainsawCharlie wrote:
with a 60 day limit between using the same player I think mules wouldn't be that usable. It's the same thing as vendettas just make a rule against doing it with mulesToo easily exploitable by mules.
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Belial wrote:
This is how.ChainsawCharlie wrote:
with a 60 day limit between using the same player I think mules wouldn't be that usable. It's the same thing as vendettas just make a rule against doing it with mulesToo easily exploitable by mules.
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That still wouldn't make it obvious who cheaters were. It would slow down mules, though.
But two players could already do this with building and capping.
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ChainsawCharlie wrote:
but it doesn't allow you to go over deadspots that way. The whole idea of this is to cap so you can share maps. That way players like me would have a possibility of making some of those hops that take 50+ mapsThat still wouldn't make it obvious who cheaters were. It would slow down mules, though.
But two players could already do this with building and capping.
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Is it possible that deadzones could be marked on the map?
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randombloke wrote:
I wouldn't think so. The mapIs it possible that deadzones could be marked on the map?
doesn't know the. Difference. It's just the case of the geocoder not having information that there's a road there -
Oooooorrrrrr.... The loot let's you use a turf that isn't your's build radius but just once and the person must be ok with it
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How about teleportation? But seriously, if there is a defined deadspot... how about two collaborating players place turf on either side of the deadzone & then (and only then) they can link & become eligible to plant turf within the radius of the other player. Nick would need to work out a tricky algorithm that additionally tests that there i) is no eligible location along a direct route between the two linked turfs, and ii) that there is no large body of water between the two (to prevent ocean hopping).
Thoughts? Discuss....
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Doc Xray wrote:
Teleport? This is turf wars not star wars 😝How about teleportation?
Thoughts? Discuss....
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