Fat Penalty.
Forums › Suggestions & Feedback › Fat Penalty.-
I’ve often seen suggestions about inactives having their defense and cap requirements lowered. I’m thinking this would be good for fatties also. Just like joining a v. If you chose to go over limit your defense takes a substantial hit. That would provide incentive and help some of these smaller players get into the game more.
-
★DΞICIDΞ★ wrote:
Would be cool. In addition they should implement this for players who have been inactive for 3+ years. Would spruce it up loot wiseI’ve often seen suggestions about inactives having their defense and cap requirements lowered. I’m thinking this would be good for fatties also. Just like joining a v. If you chose to go over limit your defense takes a substantial hit. That would provide incentive and but dhelp some of these smaller players get into the game more.
-
I agree. Inactives penalty could increase over time. Start at three months and increase the penalty every month or so after that. More spending on stam refills is a good thing right?
-
★DΞICIDΞ★ wrote:
Indeed. I think it would also keep new players interested. Most get bored because they cant cap. would help them loads.I agree. Inactives penalty could increase over time. Start at three months and increase the penalty every month or so after that. More spending on stam refills is a good thing right?
-
Instead of penalizing players why not reward ACTIVE players? Give them all 1000 henchman. Newbs could then cap all those little inactive turfs of people who started, played a month, then quit.
1000 mob won't make any difference to big players but would be quite a boost to newbies.
Could even add a henchman a day for every day logged in.
-
Ojibwe wrote:
I like this ideaInstead of penalizing players why not reward ACTIVE players? Give them all 1000 henchman. Newbs could then cap all those little inactive turfs of people who started, played a month, then quit.
1000 mob won't make any difference to big players but would be quite a boost to newbies.
Could even add a henchman a day for every day logged in.
-
💔ᏩᎡᏌ☰💔 wrote:
But do you really think nick would provide a henchman a day? I mean that’s virtually nothing even if someone logs in for a year straight. But that’s 15 less don points being spent...Ojibwe wrote:
I like this ideaInstead of penalizing players why not reward ACTIVE players? Give them all 1000 henchman. Newbs could then cap all those little inactive turfs of people who started, played a month, then quit.
1000 mob won't make any difference to big players but would be quite a boost to newbies.
Could even add a henchman a day for every day logged in.
The henchmen button would become as useless as the quick cash -
Blue_Jay wrote:
It could be benchmarked against something like levels reached with a minimum of turf not capped; ie the player shows a minimum investment over the course of leveling up.💔ᏩᎡᏌ☰💔 wrote:
But do you really think nick would provide a henchman a day? I mean that’s virtually nothing even if someone logs in for a year straight. But that’s 15 less don points being spent...Ojibwe wrote:
I like this ideaInstead of penalizing players why not reward ACTIVE players? Give them all 1000 henchman...
Could even add a henchman a day for every day logged in.
The henchmen button would become as useless as the quick cashLvl 50 plus 50 turf- 500 free HM
Lvl 100 & 100 turf- 1,000 free HM.
Lvl 150 & 150 turf- 1,500 free HM.
Lvl 200 & 200 turf- 2,000 free HM.Thats 5k hench for playing for a decade.
-
Most people who play that long will invest in their accounts, whether its turf limit, henchmen, brens or whatever, it provides some sort of reward system for dedication.
-
It could be tied to mob members. One henchman for each mob gained, up to 1000. That way new players would get a 2-for-1 deal when they are starting out. It would also get some older players punching codes again.
-
I'm not sure it would lower the number of henchman sold. Everyone gets the same gain so to stay ahead you'd still have to continue buying addition henchman.
-
tbh im surprised cap limit isnt already tied to influence. theres no reason someone with 50,000 turf should only be able to lose the same amount as someone with 2,000.
a def penalty seems excessive as the inability to hop is already a big limitation.
another reasonable penalty would be not earning income for any turf above your limit. but at this point money is nothing for most active players.
-
yomama1064 wrote:
Even for new guys money comes easy.tbh im surprised cap limit isnt already tied to influence. theres no reason someone with 50,000 turf should only be able to lose the same amount as someone with 2,000.
a def penalty seems excessive as the inability to hop is already a big limitation.
another reasonable penalty would be not earning income for any turf above your limit. but at this point money is nothing for most active players.
-
yomama1064 wrote:
I completely forgot what the cap limit is 😂tbh im surprised cap limit isnt already tied to influence. theres no reason someone with 50,000 turf should only be able to lose the same amount as someone with 2,000.
a def penalty seems excessive as the inability to hop is already a big limitation.
another reasonable penalty would be not earning income for any turf above your limit. but at this point money is nothing for most active players.
Is it still just 10? Back when it first got introduced it was like 10 a day or some shit like that. -
Dumb idea and you sound like you have downs
![[][]](https://turfwarsapp.com/img/app/ajax-forbutton.gif)
Purchase Respect Points NEW! · Support · Turf Map · Terms · Privacy
©2021 MeanFreePath LLC