Change to the attack and mob system
Forums › Suggestions & Feedback › Change to the attack and mob system-
This idea is only in it's infancy. First off put a cap on mob growth. Maybe just above the current top mobster total. Then to settle the resultin stalemate change the way weapons work.
Have attack bonuses and maybe even minuses when one weapon faces another. Just to give an example a Tommy could have a 20% bonus when fighting a lapua. A rpg could have a 20% bonus when fighting a Tommy and so on. It would add complexity and more strategy to game dynamics -
Would definitely add a new concept, but I think it would fail in the end.. For the superpowers with enough turfs to pay full upkeep, they could keep 20000 of any good weapon with no issue. So they could have 20k lap, 20k, Tommy, 30k rpg. And it would be a stalemate
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bones73 wrote:
The solution to this is to make you equip weapons. One offensive one defensive and one armor.Would definitely add a new concept, but I think it would fail in the end.. For the superpowers with enough turfs to pay full upkeep, they could keep 20000 of any good weapon with no issue. So they could have 20k lap, 20k, Tommy, 30k rpg. And it would be a stalemate
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It's an interesting idea... Would make strategizing for wars a lil bit more complicated, but fun at the same time. However, would the weapons system be te same where you can see your enemies weapons first (like it is now)? With defense being overpowered as it is, it could give a lil more power to the attacker.
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bones73 wrote:
The weapons your opponent has Wpuld have to become hidden.It's an interesting idea... Would make strategizing for wars a lil bit more complicated, but fun at the same time. However, would the weapons system be te same where you can see your enemies weapons first (like it is now)? With defense being overpowered as it is, it could give a lil more power to the attacker.
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Just throwing ideas on top, a spy that can view enemy's weapons once.
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bones73 wrote:
Perhaps. Not a bad idea. Weapons would have to also be hidden on the actual attack results creating a trial and error aspectJust throwing ideas on top, a spy that can view enemy's weapons once.
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True, would be extremely frustrating at first, but given enough time, could become very strategic. Equip 1/4 laps, 1/4 Tommy, 1/4 RPGs and 1/4 miniguns or something like that.
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If there were a cap on mob, and two people were to have identical weapons, then it would actually come down to your skill points in attack and defense, thus making them useful.
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bones73 wrote:
Instead of a spy cam, how about you pay off a snitch to see all the enemys stats?Just throwing ideas on top, a spy that can view enemy's weapons once.
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Aren't the "weapons bonuses" already there? That's essentially what the different stats represent.
The best way to fix the combat system is to weight fights and have a rating system such as used in chess.
If a 16k mob attacks a 4k mob, the 16k mob fight rating can actually go down becuase there is no challenge. A rating systeem would serve far better than the ratios now in place. Beating on inactives and significantly smaller should not benefit the attacker.
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Belial wrote:
bones73 wrote:
The solution to this is to make you equip weapons. One offensive one defensive and one armor.Would definitely add a new concept, but I think it would fail in the end.. For the superpowers with enough turfs to pay full upkeep, they could keep 20000 of any good weapon with no issue. So they could have 20k lap, 20k, Tommy, 30k rpg. And it would be a stalemate
Most do that already.
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ChainsawCharlie wrote:
Doesnt work too well if you're top dog though. Then again we've had this discussion before ;)Aren't the "weapons bonuses" already there? That's essentially what the different stats represent.
The best way to fix the combat system is to weight fights and have a rating system such as used in chess.
If a 16k mob attacks a 4k mob, the 16k mob fight rating can actually go down becuase there is no challenge. A rating systeem would serve far better than the ratios now in place. Beating on inactives and significantly smaller should not benefit the attacker.
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Sure it does. The top dog would have to fight other top dogs or his fight experience would weaken.
It would keep players fighting in their own class. More mob, more guns doesn't always make for a better fighter in the real world.
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This might be stupid, but what about adding range to each weapon and making each attack turn based? I don't mean you attack then wait for a defense. But it does it for you everytime you click attack.
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So your mob with shorter range weapons that do higher damage have to make it close enough. Some will be dead before making it close enough to do damage.
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Kozy wrote:
So we could just punch the attack button 80-8,000 times and just walk away?This might be stupid, but what about adding range to each weapon and making each attack turn based? I don't mean you attack then wait for a defense. But it does it for you everytime you click attack.
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ChainsawCharlie wrote:
How about adding a "Mobility" category to each weapon? For instance, a tommy gun is a pretty mobile weapon where as a .338 is a sniper rifle and isn't going to be a extremely mobile weapon. Same for a minion. So now each weapon has a Attack, Defense, and Mobility. The mobility would help improve the attack if the defender had low mobility weapons and vice versa. It would be another thing that would have to be considered when arming your mob and could potentially help smaller mobs against larger mobs if done right.Sure it does. The top dog would have to fight other top dogs or his fight experience would weaken.
It would keep players fighting in their own class. More mob, more guns doesn't always make for a better fighter in the real world.
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How about if weapons can et damaged based on defenders strength. We take damage on everything else...
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I like the concept, then when in a V you would need to make sure each player has a different weapon to balance an make a solid V
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Bugsy Seigel wrote:
How about adding a "Mobility" category to each weapon? For instance, a tommy gun is a pretty mobile weapon where as a .338 is a sniper rifle and isn't going to be a extremely mobile weapon. Same for a minion. So now each weapon has a Attack, Defense, and Mobility. The mobility would help improve the attack if the defender had low mobility weapons and vice versa. It would be another thing that would have to be considered when arming your mob and could potentially help smaller mobs against larger mobs if done right.Like the mobility idea. What about adding something about range too? Say you attack from 50 miles away. Your sniper would do a good amount of damage compared to what a Tommy gun or minigun would do at longer range but if you where cap radius of the person. Tommy's would have say 1.5 times effectiveness then a sniper. But I don't know about defense. Just another idea figured I'd throw out there.
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