10% rule based on turf count not influence
Forums › Suggestions & Feedback › 10% rule based on turf count not influence-
A lot has been said about the 10% rule. The way I see it is that it is to protect the new players from being hammered by older players. Unfortunately, it is also exploited by larger players, who in turn end up taking smaller players turf while being malarial.
People have also asked for this rule to be scrapped. I don't propose to have this rule scrapped, just modified.
If the 10% is based on turf count as opposed to influence, I think this would help smaller players more and for those larger players who do wish to go low influence they would literraly have to pay a heavy price.
E.g. a noob who first starts may have like 3 turfs at varying degrees of influence, they would then be safe from anyone who has 31 or more turfs. Likewise if someone really had the urge to cap them, they would have to tear down turf to be able to get into their 10%. The sheer downsides of this tactic would deter bigger players from picking on noobs, and they would still be capable from larger players.
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I agree this is the only thing I dislike about turfwars. I don't think the 10% rule should go as the new players need protecting. Turf count is a good suggestion mate, but that won't stop someone from tearing down loads of turf to go under the magic 10% and then reek havoc.
I'm thinking the rule should be as simple as if someones under my 10% they can't attack me and I can't attack them. Hopefully there will be a solution soon as the game is getting stupid now. -
Turf count is good enough. There's nothing wrong with such a strategy being there. The price just has to be high enough.
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A players inf should not be able to fall below his mobcount, solution is simple make every mob member count as 1inf
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BananaMachete wrote:
I dont like that because it could potentially cause mre limitations in those of us who are all around big but never lower. I already have so few players to cap from.A players inf should not be able to fall below his mobcount, solution is simple make every mob member count as 1inf
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lame idea random u only want the 10% rule changed cos your having your ie twfc's strategy of going malarial used against u guys
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No fannu. Get a grip. Did that genital cuff come loose? Everyone in the UK is pretty much malarial at the moment and it's gone too far IMO. It should be used as a temporary tactic but we've been going at it for months. At least this way I think it will be fairer on the smaller player.
Come back when you actually have an understanding of how this game works and can actually provide a valid argument for or against this suggestion not just a lame ass statement.
I've been knocking this idea about for weeks I was just waiting on feedback from other players. You can stay malarial for all I care.
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BananaMachete wrote:
That wouldn't work anyway. Say a player had a lot of their turf attacked or capped, suddenly their turf would stop losing inf if it was going to fall below their mob count? That doesn't make any sense.A players inf should not be able to fall below his mobcount, solution is simple make every mob member count as 1inf
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Look at it this way a15k mobster would have a 15k inf before turfs, at the moment we have 15k mobsters with loads of turf but with less than a 1000inf, everything in sight gets raped
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Good idea, random. However, for a player like me with many turfs and a low turf limit, itd hit us hard; it wouldn't make much difference for a player who has bought a high turf limit because they can just rebuild.
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What about +1 influence for every member in your mob - this wouldnt allow the big guys to hit the little guys without sacking half their mob - AND is more like real, i.e life influence can be achieved by having lots of followers.
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Undercover wrote:
NopeWhat about +1 influence for every member in your mob - this wouldnt allow the big guys to hit the little guys without sacking half their mob - AND is more like real, i.e life influence can be achieved by having lots of followers.
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Undercover wrote:
However in real life there isn't any such thing as a 10% rule. Big mobsters would take care of smaller mobsters ailment time. My main problem is using my mob as influence would leave me very few players I could cap. With this rule the game would be over for many big playersWhat about +1 influence for every member in your mob - this wouldnt allow the big guys to hit the little guys without sacking half their mob - AND is more like real, i.e life influence can be achieved by having lots of followers.
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BellaItaliana wrote:
I hope I haven't missed the point you're trying to make 😼. But wouldn't this protect players who haven't purchased a high turf limit more. Sure, I appreciate that you wouldn't be able to get out of being malarial quite so quickly but would that not be balanced by the fact that you would be under someone's (turf count 10%).Good idea, random. However, for a player like me with many turfs and a low turf limit, itd hit us hard; it wouldn't make much difference for a player who has bought a high turf limit because they can just rebuild.
Besides, if 10% is measured in this way you would probably have enough turf left over to start rebuilding and capping again. Anyone who wanted to keep capping you would have to tear down a lot of turf to keep at it. That is what I'm trying to say... the penalties would help new players from high turf count older players more as the risks for the more experienced hand would be more.
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I understand what Bella is trying to say. She's had to lower slightly several times in order to make captures and expand her empire. Your plan would not allow her to do so amd would slow down expansion if not bring it to a screeching halt. This is am issue I hadn't considered yet amd she's right in that it would make it harder for free players to expand at the higher end turf levels.
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The more I think about it the more this is a bad idea. The rule should stay as it is.
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Trust bella to sink my idea 😞. Lol. Still the whole point of this is to get feedback from other players. So thanks bella 👍. Do you have any tweaks to add or anything? Or just nails in my coffin? 😋
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I like the idea simply because it addresses the 10% roundabout used now. Levels should play a part in determining whether the 10% rule is enforced. There is plenty of protection under lvl 25. And part of the fun is if low lvl players can camouflage, etc. Making friends help tons & no player big or small can deny that.
Bella, you've done extremely well with a lower turf limit but still are able to maintain it with yr social skills & that's part of this game. (I believe Viper brought this up). So, it isn't any worse for you.
As in RL, people who financially spent more have an added advantage(so to speak) over people who don't want to spend any $$ or are limited to. And they can still have good fun in this game.
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風火貌 wrote:
It's not so much the maintenance for her as being able to acquire more still.I like the idea simply because it addresses the 10% roundabout used now. Levels should play a part in determining whether the 10% rule is enforced. There is plenty of protection under lvl 25. And part of the fun is if low lvl players can camouflage, etc. Making friends help tons & no player big or small can deny that.
Bella, you've done extremely well with a lower turf limit but still are able to maintain it with yr social skills & that's part of this game. (I believe Viper brought this up). So, it isn't any worse for you.
As in RL, people who financially spent more have an added advantage(so to speak) over people who don't want to spend any $$ or are limited to. And they can still have good fun in this game.
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BellaItaliana wrote:
It still would hurt a high limit player on reflection, and that's the point. Currently going malarial (or rabid as I call it) is not that much of a problem, tearing down turf and potentially losing a foothold in an area is. That's why it would protect a newer player more. I think...Good idea, random. However, for a player like me with many turfs and a low turf limit, itd hit us hard; it wouldn't make much difference for a player who has bought a high turf limit because they can just rebuild.
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Just have the Don protect the smaller players as he does now, but have a threshold where all such limits and protection go away. Also incorperate a "protected by" function where the noobie gets protection and the protector gets a cash bonus but keeps others from knocking them down.
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