Another 10% fix!?
Forums โบ Suggestions & Feedback โบ Another 10% fix!?-
Yep I know.
In my opinion the 10% rule should be defensive only. So if you decide to use it as an offensive strategy you should become open to attacks from the player you poke in the ribs. I propose a lift on the rule of an hour per turf captured stacking up to say 10.
So jimmy is using the 10% rule to his advantage and caps 3 of bobs turf, bob is now able to strike back for 3 hours after the first capture has taken place. After three hours jimmy is protected by 10% again
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+1.
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The Rhino wrote:
๐น๐น๐น๐น๐นYep I know.
In my opinion the 10% rule should be defensive only. So if you decide to use it as an offensive strategy you should become open to attacks from the player you poke in the ribs. I propose a lift on the rule of an hour per turf captured stacking up to say 10.
So jimmy is using the 10% rule to his advantage and caps 3 of bobs turf, bob is now able to strike back for 3 hours after the first capture has taken place. After three hours jimmy is protected by 10% again
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The Rhino wrote:
Yep I know.
In my opinion the 10% rule should be defensive only. So if you decide to use it as an offensive strategy you should become open to attacks from the player you poke in the ribs. I propose a lift on the rule of an hour per turf captured stacking up to say 10.
So jimmy is using the 10% rule to his advantage and caps 3 of bobs turf, bob is now able to strike back for 3 hours after the first capture has taken place. After three hours jimmy is protected by 10% again
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Or make it so that if you are below someone's 10% you can't cap them either. Make it a two way defence.
I still think total influence should = mob + turf influence, then apply 10% defence rule.
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Fluke wrote:
I still dont like that because then you're taking top mobs out of the game.Or make it so that if you are below someone's 10% you can't cap them either. Make it a two way defence.
I still think total influence should = mob + turf influence, then apply 10% defence rule.
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I'm not clear on what you are saying about the rule. What I think is wrong is that someone that is below the 10%rule leaches on your property and profits from it. I think that if they are below the 10% that they should not be able to collect protection. Kwh
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Mob + turf Inf is best way forward. Does not put big players at major disadvantage. 20k mob plus for eg only 10k influence will give total 30k. They can still cap 3k Inf player. Though will protect smaller players.
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Fluke wrote:
๐๐๐Or make it so that if you are below someone's 10% you can't cap them either. Make it a two way defence.
I still think total influence should = mob + turf influence, then apply 10% defence rule.
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dottore wrote:
Fluke wrote:
๐๐๐Or make it so that if you are below someone's 10% you can't cap them either. Make it a two way defence.
I still think total influence should = mob + turf influence, then apply 10% defence rule.
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