Put the GPS back into the game
Forums › Suggestions & Feedback › Put the GPS back into the game-
I understand that a certain boredom sets in once you get to the top, but I guess I have a hard time believing that in practice, this is going to help. It would just as easily be less boring if all the top players weren't so friendly. I guess I feel like the best way to cure boredom is get involved in or start a massive war. Everyone enjoys gas day, well not everyone, but it just seems counterproductive to fight boredom by making it more difficult to expand and conquer new areas.
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Allying/friendship does slow the game for some people.
I tired to avoid getting too friendly with the players here, but it's an island. Totally isolated. So what am I to do?
I put the time in to mobbing and building, and now if I cap just a single turf, there are a couple here who cry about it. And it's just one or two turf.
And due to the 10% rule, there are very few players I actually can cap.
IMO, this game should be like no other game you play with and against friends.
Especially when you consider you can't lose anything in this game. Stam, health...refill. Bought turf can be rebuilt. Capped turf can be replaced with more capping (aka playing the game).
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So why make it harder to attack and cap since those things are so central to the game? The game already protects itself against a hitler or napoleon unless they are willing to drop a mil on don points. I think we need to have ways to make it easier for distant/rural players to engage people, not put them at a disadvantage.
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bee ryan wrote:
So instead you are suggesting that we limit don points? The devs would never go for that. It's their income. In fact, this change would encourage more don points because if you are a ttpw that buys your power, you'd have to buy more to compensate.So why make it harder to attack and cap since those things are so central to the game? The game already protects itself against a hitler or napoleon unless they are willing to drop a mil on don points. I think we need to have ways to make it easier for distant/rural players to engage people, not put them at a disadvantage.
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bee ryan wrote:
So why make it harder to attack and cap since those things are so central to the game? The game already protects itself against a hitler or napoleon unless they are willing to drop a mil on don points. I think we need to have ways to make it easier for distant/rural players to engage people, not put them at a disadvantage.
You're only looking at one side of it.
Making it harder to cap also means giving the smaller players a better chance to defend themselves.
For ex. i have turf in Phoenix. I'm at the point I can't cap anyone anymore, because my inf excedds the 10% rule. Of the players left with high enough inf for me to cap, there turf is too few to take w/o hosing income.
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Now, my only choice is to invade the next town over. And there are less mobs my size there than in Phoenix. but TONS of turf and players high enough inf for me to go crazy on. And I can do it unimpeded due to our respective mob sizes.
I would have more of a challenge, and they have a better chance at keeping their stuff.
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As to points, I have only ever bought turf. I have a hench-free mob, and my stats are all natural (except for 15 stam I did buy).
With my mob size, there are very few places I can't go Hitler or Napolean on.
Take away my turf...all i need is one to take over a town or city. Deplete that city of it's resources, tear down and move on.
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This idea intrigues me simply because of it's basis in reality. An attacker is naturally stronger on his/her home turf--for lots of reasons--and should be. Especially smaller players given that they naturally have to start somewhere. And that's usually where they live, work, or frequent. Frankly, in distant locations I tend to be a bit more...merciless?...I guess. There's no additional difficulty for me there unless there's an increased number of higher mobbed players. That drops off rapidly after 11k...the challenge would be appetizing.
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Moving from town to town and "going Hitler or Napoleon" (I really LOL'd on that last one...I'm kinda little) loses it's taste after a while. The thing about the evolution of games is that when you pass from level to level, the challenge should escalate somewhat. Admittedly, with TW, you have get creative to do that on occasion. Some alterations would make life interesting around here, well, more interesting.
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I mean, it's not like your character ever dies in this game...so I don't see the fuss.
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The hitler comment was about actually conquering the entire world. Or a continent. And I have no problem with don points. Spend your paycheck how you will. I just don't know that there needs to be a hometown advantage. It's a legitimate evolution to be considered, don't get me wrong, but I'm not convinced that it's necessary or even particularly useful or beneficial to overall game play.
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What's stopping you from moving on from Phoenix? The sheer size of the us with the smallness of our build radii makes long turf hops that much more significant and applaudable. There are challenges out there that are only conceivable to do if you are at the top. Set up an east/west showdown in Kansas city or Lincoln, wherever is halfway. Start hopping south and see how far you can get. Idk be creative.
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Hopping is tough in the west. Need lots of maps. Took me a week to get 30 miles.
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ChainsawCharlie wrote:
Yeah Nevada really sucks for hopping.Hopping is tough in the west. Need lots of maps. Took me a week to get 30 miles.
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I like this idea. It gives not only realism, but another depth of strategy in the gameplay.
One suggestion though: say it kicks in after 200 miles. From then on, your weakness increase every 200 miles at a random bracket.
So, example,
200-500: 1-3% drop
501-1000: 4-8% drop
1001-2000: 8-12% drop
Bad numbers I know, but just a suggestion -
Σмקεгφг ќ wrote:
So the random factor is randomized per attack/defense? I like it.I like this idea. It gives not only realism, but another depth of strategy in the gameplay.
One suggestion though: say it kicks in after 200 miles. From then on, your weakness increase every 200 miles at a random bracket.
So, example,
200-500: 1-3% drop
501-1000: 4-8% drop
1001-2000: 8-12% drop
Bad numbers I know, but just a suggestion -
To support something like this, you need to introduce the concept of turf types: some turf must be strategic to control long distance turf and position. As doc mentioned earlier, to project power over distance should tax you. This is why warring nations have localized HQ and logistical support bases.
Having turf that acts as a local command post would negate the penalty, but would be a high value strategic target in any offensive action.
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This idea is starting to grow on me jim
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Jim Dirt (Add A1) wrote:
Exactly.Σмקεгφг ќ wrote:
So the random factor is randomized per attack/defense? I like it.I like this idea. It gives not only realism, but another depth of strategy in the gameplay.
One suggestion though: say it kicks in after 200 miles. From then on, your weakness increase every 200 miles at a random bracket.
So, example,
200-500: 1-3% drop
501-1000: 4-8% drop
1001-2000: 8-12% drop
Bad numbers I know, but just a suggestion
I mean, irl, you don't know what advantages a homefield have, and when you slowly go away from the homeland, you lose supplies. But sometimes it's able to compensate.
Thus the randomized factor every atk/def move.
I can already see the code for this... -
In light of the recent plane ticket announcement, I think that this idea needs serious reconsideration.
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I missed this post.
But I am 👍 for it! -
Good one Jim! It's a great idea to be playing around with & have more variance in attk & def. Which really is stale when a 20k vs a 3k mob is still 19-20 damage while receiving 8 and is so darn linear.
Maybe even having the ability to grow in strength over time as your ability to stay longer proves yr localization so to speak.
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I like it, but I think it should only be for atk, not def. Totally selfish reason, as I'm basically thousands of miles from any place even remotely interesting. Plus it would still serve the purpose of stopping larger players from going nuts. Imagine if I had an aggresive playstyle with all my current turf locations? I have entire countries and dozens of cities where I'm the largest (current) mob, once the plane tickets go live this will become a lot more problematic, good idea Jim.
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Thanks guys. I think that something like this will have to be adopted once larger players are able to break out and run amok over the entire globe. People will tire of playing if there is no way to fight us. I like the idea of letting full strength come back the longer you have turf in an area. Locals have to get you out quick o at least attack your oldest turf...
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I think it's genius. Small and mid sized players will love the idea but you'll never convince the big players.
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Crimekiller wrote:
I think it's genius. Small and mid sized players will love the idea but you'll never convince the big players.
Not sure what you must consider a big player as the last four people to think this is a good idea have over 16k, three of em over 20k mobs. 😳
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Crimekiller wrote:
I'm sorry my mob's is only mini. I'll go 👊more codes, pleeeasse give me a chance.I think it's genius. Small and mid sized players will love the idea but you'll never convince the big players.
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And don't forget the flip side of this: if you go off on vacation and log in from there, suddenly you are weaker at home cause no one is there minding the store. Think of the strategic possibilities that opens up...
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YOU wrote:
I still think my random bracket idea could work.Jim Dirt (Add A1) wrote:
Exactly.Σмקεгφг ќ wrote:
So the random factor is randomized per attack/defense? I like it.I like this idea. It gives not only realism, but another depth of strategy in the gameplay.
One suggestion though: say it kicks in after 200 miles. From then on, your weakness increase every 200 miles at a random bracket.
So, example,
200-500: 1-3% drop
501-1000: 4-8% drop
1001-2000: 8-12% drop
Bad numbers I know, but just a suggestion
I mean, irl, you don't know what advantages a homefield have, and when you slowly go away from the homeland, you lose supplies. But sometimes it's able to compensate.
Thus the randomized factor every atk/def move.
I can already see the code for this...
I would say cap the limit off %loss at 30% or lower, however. -
I suggested this once as well. But I said you get the choice of where you want home field advantage. So you can set a city or town as your base. Also off of your gps location. So there are 2 points where you would be at full strength.
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