Capping Attack = total attack/turfs
Forums › Suggestions & Feedback › Capping Attack = total attack/turfs-
And equally when being capped your defence should be measured by total defence divided by turfs. Reasons:
1) it reduces the insane gap between larger players and smaller players who would be more likely to hold onto turf
2) turf have more worth than just moneymakers and trophies, it would actually be an achievement to have a large turf amount
3) further encourages mobbing up
4) adds realism and strategy. You can't have your mob all in
1 place at the same time. Anyone play risk? -
4) your mob everywhere all the time *
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So players that bought turf limit are screwed? May as well quit because all that cash you sent just made you a turf farm? You realize it won't work right? Here's why. The average new player gets 500 mob easily. 10 turf is a realistic #. Ok that gives him an attack and defense of 50 mob. Now take me. I have a tur limit of over 1100. So I have an attack and defense of 18 mob roughly. Hardly fair. New players become invincible and stron players become wide open.
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So you just took every large player completely out of the game. Good job you made having turf a bad thing
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Someone starting their first day shouldn't be able to completely destroy a top player
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Belial wrote:
I do agree with this...Someone starting their first day shouldn't be able to completely destroy a top player
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NO!
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So someone with 1000 mob and 2 turfs (500 mob per turf) could cap someone with 15000 mob and 1500 turfs (10 mob per turf)?
Is that what you are suggesting?
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Belial wrote:
So players that bought turf limit are screwed? May as well quit because all that cash you sent just made you a turf farm? You realize it won't work right? Here's why. The average new player gets 500 mob easily. 10 turf is a realistic #. Ok that gives him an attack and defense of 50 mob. Now take me. I have a tur limit of over 1100. So I have an attack and defense of 18 mob roughly. Hardly fair. New players become invincible and stron players become wide open.
The more turf the noob caps, the more diluted his mob gets. He caps 10 turf, now he has A&D of 25 mob.
As a noob, what weapons are his 25 going to have against you 18?
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But then, all the noob has to do is just cap and tear.
And even if he did that, cap limit will come into play.
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ChainsawCharlie wrote:
Its still a punishment to us who bought limit of nothing else. IMO this game doesn't need a drastic equalization factor. This would just make things boring I think. No varietyBut then, all the noob has to do is just cap and tear.
And even if he did that, cap limit will come into play.
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I doubt it would equalize. It's still a bad idea though.
And I don't see how it's punishment. You're not losing anything. You still have limit. Capping is capping.
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Well actually it accentuates the importance of mobbing up which is what the game is all about anyway. It adds realism as you couldn't have all tour mob everywhere at the same time. Why is it always about defending the old players Belial. Your incredibly reactionary. Not a criticism just stating opinion.
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ChainsawCharlie wrote:
You would still have limit but you wouldn't be able to use it. Youd have to minimize the ammount of turf you had to be able to fight. Wars would become who could dump the most turf.I doubt it would equalize. It's still a bad idea though.
And I don't see how it's punishment. You're not losing anything. You still have limit. Capping is capping.
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Think the answer to this is allocating mob to areas rather than individual turfs. It adds an element of stratergy for all. I know people bought turf. I to, and I'm only a week in (and only 3 ;). But it mustn't be an effecting factor on the development on the game. That's short sited IMO. If you are an extreme case and the developers care about the game, it's continued growth and development. They should refund the points.
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It would be cool if turf created mob.
Everyday you have the turf it gives you 1 mob member. Turf has to be there for 24 hours before mob starts being created.
mobs could only be used within a 1000mile radius of the turf that created them.Although this would probably have to be a different game
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Kozy wrote:
I think the games biggest issue is the gap between vet players and new players. That would only widen that gap.It would be cool if turf created mob.
Everyday you have the turf it gives you 1 mob member. Turf has to be there for 24 hours before mob starts being created.
mobs could only be used within a 1000mile radius of the turf that created them.Although this would probably have to be a different game
And to Belial, yeh it would change the game, and initially people would probably have to limit their turfs, but surely can you not see how in the long run it would add a strategy factor which this game IS lacking?
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juggle0 wrote:
Only strategy it would make is who could dump the most turf. It'd be likely the 10% rule only worseKozy wrote:
I think the games biggest issue is the gap between vet players and new players. That would only widen that gap.It would be cool if turf created mob.
Everyday you have the turf it gives you 1 mob member. Turf has to be there for 24 hours before mob starts being created.
mobs could only be used within a 1000mile radius of the turf that created them.Although this would probably have to be a different game
And to Belial, yeh it would change the game, and initially people would probably have to limit their turfs, but surely can you not see how in the long run it would add a strategy factor which this game IS lacking?
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No it wouldn't lol. That would probably be the case for the 1st day it was implemented. In the long run, like the attack and defence points thread, it would benefit the game.
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juggle0 wrote:
How would dropping turf only be the first day? It would be the only way to fight a war.No it wouldn't lol. That would probably be the case for the 1st day it was implemented. In the long run, like the attack and defence points thread, it would benefit the game.
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The idea is you don't spread yourself too thin. So you look at your neighbours and work out if your vulnerable, and eventually you will find a level of turf amount that is defendable. Then when you've mobbed up enough you can branch out a bit more.
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juggle0 wrote:
Problem is it's too late. People have bought limit and/or expanded to the point that mob will never catch up. If it was like this from the beginning it would've been one thing but I don't see this change being a benafit so late in the game.The idea is you don't spread yourself too thin. So you look at your neighbours and work out if your vulnerable, and eventually you will find a level of turf amount that is defendable. Then when you've mobbed up enough you can branch out a bit more.
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Plus it'd be very hard for players in multiple areas to maintain it all. You'd be pretty much forced to fight local battles which is seriously boring and pointless.
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