Way too dependent on mob
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I think Turf Wars has grown way too dependent on mob and mob size. I think we need a new attack system in place that would not depend on how much free time you have to punch codes but more on your actual skill in the game and strategy. I don't have an exact idea of how this would be accomplished, but the ideas I've had were some kind of system where you can buy different kinds of mob members with in game money. Each type of mob member would have different stats and the cost would vary depending on your income. (To balance it out between strong and weak players) But the mob members you buy could die in battle. I don't know if my idea is good but I do know that too many people look at your mob as how good you are at the game and that's not true. Half of a game should not be punching codes. In fact any game with a code system period reminds me of the crappy storm8 games. What do you think?
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I agree with the general idea. Huge mob == invincible, which is obnoxious. Tapping codes definitely isn't fun. Requiring people to endure a painful process just to compete takes a lot away from the game. I'd love to see mob members die in battles Or even capturing the mob members themselves.
The core problem is that big players are invincible unless you do a vendetta...however, after that is over, they're still invincible because their mob ismthe same size.
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Boat Anchor wrote:
But if mob members were to die in battles or get captured (Which is a great idea by the way) they would have to be mob member you bought with in game money. Otherwise it's wasting your time to punch codes. Also if this was implemented people should get rewards based on their old mob size so all of that time punching codes wasnt for nothing. I think it would gererally balance out the game because code systems in my opinion are not a good attack system.I agree with the general idea. Huge mob == invincible, which is obnoxious. Tapping codes definitely isn't fun. Requiring people to endure a painful process just to compete takes a lot away from the game. I'd love to see mob members die in battles Or even capturing the mob members themselves.
The core problem is that big players are invincible unless you do a vendetta...however, after that is over, they're still invincible because their mob ismthe same size.
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Better than the ingame cash mobsystem. Igangsters tried that it failed. That game is basically dead. What you want to implement would take away the social aspect which is why we have this fight system
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Besides should cupcake really be the strongest just because he went the route to secure more cash?
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Worst idea ever. There's no other good system besides the current one. I've played games with every other possible system. It just doesn't work and it's too late in the game to change anyways.
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And I know for me there isn't any reward that would keep me here when losing my mob amd being thrown into a game that wouldn't allow me the ability of competition whatsoever.
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It wouldn't balance the game. The top 3 wealth players would become unstoppable. Switching now would also punnish the bigger mobs as they've made far less Money because of upkeep. It would also make players that bought limit unstoppable meaning that free players have officially become a thing of the past
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Typical Belial defending a bad system because any change would cause him to be vulnerable.
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And mob isn't a bad system. It rewards hard work and dedication. Unlike this system. This system rewards only big players. The small players would suffer the most. Now they wouldn't just lose turf. They'd lose mob. Now they have a crap income and don't even have the cash to buy enough mob to defend themselves.
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LittleSwags wrote:
How is the mob system bad? It requires work. Plus I could care less about being vulnerable but a cash run only system would make it impossible for me to even come close to being competitive.Typical Belial defending a bad system because any change would cause him to be vulnerable.
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It all just comes down to some players being lazy. Theyll do anything to get out of codes. Even making it impossible for themselves to ever compete
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Amd it is not more fair and balanced to have certain players with 1000+ turf and 1k mob suddenly become super powerful
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Belial wrote:
I am now about 3/4 the way through turfwarsdb.It all just comes down to some players being lazy. Theyll do anything to get out of codes. Even making it impossible for themselves to ever compete
My mob is just over 6000. The current system has not fairly rewarded the fact I have punched 20000+ codes (god only knows how many times I have seen "you have already invited this person")
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I agree the game is too dependent on mob, essentially making the game at the top level an arms race. However, mob is the best system going if a little one dimensional. Perhaps in future a combat system like paper rock scissors could be implemented that would mean different weapons/armour would have weaknesses to certain types of weapons/armour and you would need to select which weapons/armour you would use in combat/defence against a particular player.
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LittleSwags wrote:
Typical Belial defending a bad system because any change would cause him to be vulnerable.
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Perhaps something where the larger your mob size the harder it gets to control them. You still have them but they don't function as efficiently as a smaller mob...
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YOU wrote:
Not that that is a bad thing. Belial bought his mob with real money. Why would you expect him not to defend it?LittleSwags wrote:
Typical Belial defending a bad system because any change would cause him to be vulnerable.
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The in game cah idea was just an idea. It doesnt have to be implemented. The main problem that I was addressing was that the game is ways too dependent on mob.
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LittleSwags wrote:
Typical Belial defending a bad system because any change would cause him to be vulnerable.
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Lion dis you see my idea on handicapping attack/defense based on gps distance? See thread on Put the GPS back into the game.
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Jim Dirt (Add A1) wrote:
Why is that relevant to this? This thread is opposing the mob system.Lion dis you see my idea on handicapping attack/defense based on gps distance? See thread on Put the GPS back into the game.
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Belial wrote:
But if your a person who has no free time to punch codes pu cant compete.LittleSwags wrote:
How is the mob system bad? It requires work. Plus I could care less about being vulnerable but a cash run only system would make it impossible for me to even come close to being competitive.Typical Belial defending a bad system because any change would cause him to be vulnerable.
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Belial wrote:
And I would like to know how a mob is social.Better than the ingame cash mobsystem. Igangsters tried that it failed. That game is basically dead. What you want to implement would take away the social aspect which is why we have this fight system
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Belial wrote:
I honestly don't even think you read the original post. It addressed this issue. The cost for a mob would be a percentage of your income. Say if the cost was 10 percent. A player making 200k an hour would have to spend 20k on a member. But a player making 10m an hour would have to spend 1m.And mob isn't a bad system. It rewards hard work and dedication. Unlike this system. This system rewards only big players. The small players would suffer the most. Now they wouldn't just lose turf. They'd lose mob. Now they have a crap income and don't even have the cash to buy enough mob to defend themselves.
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You don't they talk to each other to coordinate? Or for peace talks?
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LIONFURY wrote:
Howmuch time do spend chatting online?Belial wrote:
But if your a person who has no free time to punch codes pu cant compete.LittleSwags wrote:
How is the mob system bad? It requires work. Plus I could care less about being vulnerable but a cash run only system would make it impossible for me to even come close to being competitive.Typical Belial defending a bad system because any change would cause him to be vulnerable.
It only takes about ten minutes to punch 100 codes.
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Jim Dirt (Add A1) wrote:
I bought less than 10% of my mob. This isnt about an advantage either. I could care less about that. I've been playing for over a year. Punching codes daily for 10 months. Somehow survived constant boredom that isn't going to go away for the last 6. Do I not deserve my advantages so I can at least be valuable to my friends in war?YOU wrote:
Not that that is a bad thing. Belial bought his mob with real money. Why would you expect him not to defend it?LittleSwags wrote:
Typical Belial defending a bad system because any change would cause him to be vulnerable.
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Belial wrote:
Ditto last 2 months (probably more due to playing catch up), don't I deserve something for my efforts?Jim Dirt (Add A1) wrote:
I bought less than 10% of my mob. This isnt about an advantage either. I could care less about that. I've been playing for over a year. Punching codes daily for 10 months. Somehow survived constant boredom that isn't going to go away for the last 6. Do I not deserve my advantages so I can at least be valuable to my friends in war?YOU wrote:
Not that that is a bad thing. Belial bought his mob with real money. Why would you expect him not to defend it?LittleSwags wrote:
Typical Belial defending a bad system because any change would cause him to be vulnerable.
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ChainsawCharlie wrote:
And possibly get 15 mob members.LIONFURY wrote:
Howmuch time do spend chatting online?Belial wrote:
But if your a person who has no free time to punch codes pu cant compete.LittleSwags wrote:
How is the mob system bad? It requires work. Plus I could care less about being vulnerable but a cash run only system would make it impossible for me to even come close to being competitive.Typical Belial defending a bad system because any change would cause him to be vulnerable.
It only takes about ten minutes to punch 100 codes.
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I punched 430 codes less than 12 hours ago. So far I've increased by 170 mob.
Typical rate of return is around 40-60% if you keep up.
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