Mobster stronghold loot
Forums › Suggestions & Feedback › Mobster stronghold loot-
New direction to my stronghold idea. I think this would work far better as it goes with the current system. The stronghold is acquired as a turf upgrade loot. When you become a capo you choose 1 turf within the capo area and upgrade it to a stronghold. The stronghold is 100 influence and collects 5% protection money from every turf in range. The max inf for that turf would be 210. Only 1 is allowed per capo area with a maximum of 4 per player. So 4 strongholds = 4 different capos. The stronghold can be destroyed but not capped (like normal loot).
If a stronghold turf is acquired the stronghold is destroyed.
If the player of an active stronghold loses capo the loot disables providing no income.
The stronghold influence does not add to build radius.
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OR, it does not collect 5% protection. It collects the amount of protection a 100 influence turf would normally. But this limits the protection paid a bit too much to make it worth fighting for in my opinion.
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I like the idea. Say you lose capo statis but later regain it, would the stronghold go back into effect?
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Fast Freddy wrote:
Yup, provided the loot is sill attached to a turf in the capo area.I like the idea. Say you lose capo statis but later regain it, would the stronghold go back into effect?
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I like that idea
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Great idea
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1) 5% of what? Turfs earn different amounts so 5% depending on how much each turf makes? 5% of 53,600 is 2,680. I make more than that just getting good coverage on a turf.
2) What do you mean "in range?"
3) 210 influence is a bit of a random number & doesn't work well with the other upgrades. I'd say the max should be 208 (equipping everything but a UB).I have some other thoughts but I don't completely understand your idea yet.
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Mystery wrote:
This is work in progress. He's getting on the right track.1) 5% of what? Turfs earn different amounts so 5% depending on how much each turf makes? 5% of 53,600 is 2,680. I make more than that just getting good coverage on a turf.
2) What do you mean "in range?"
3) 210 influence is a bit of a random number & doesn't work well with the other upgrades. I'd say the max should be 208 (equipping everything but a UB).I have some other thoughts but I don't completely understand your idea yet.
1) 5% of all turfs wiithin build range of the stronghold. So you can earn additional income beyond the ones you overlap.
2) In range- could be build range like I mentioned above or a 5,10 mile radius.
3) 208 or 210 I would make it 666 total influence (stronghold of the 👿)
I like the fact you thought of only one stronghold per area/capo. If the capo title is lost so is the stronghold.
Keep working this idea Vadan👍 -
I know he's still working on it, that's why I'm trying to understand what he's got so far. I'm still confused about #1.
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It's deffo a work in progress. Mys u've actually brough a flaw to light. It's meant to be that 5% protection is paid by every turf within the stronghold influence range, however, if most of the turfs in range drop to 1 inf ur protection paid drops to 100s, you wouldn't make much, this bit needs more thought. If you have 20 turf in range all at 50k u'd earn 50k combined, maybe 10% instead to make it worthwhile. I mis-calculated the influence, it would be 224.
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Mystery wrote:
The idea is that the stronghold turf at max upgrade would be 224 influence, which means the influence is just under double a normal turf. Any turf within that influence range would pay the capo of that turf the said amount. If ur turf is already overlapping that's a bonus. If we say 10% protection and a good area of London with over 40 86 inf turfs crowded together and in range of m stronghold..that would earn my stronghold 200k an hour. If I have 4 that's 800k. Guys, by all means keep dropping me suggestions, I'll put everything down on paper and brainstorm. I think there's huge potential in this idea.I know he's still working on it, that's why I'm trying to understand what he's got so far. I'm still confused about #1.
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Ive not had any further ideas on this.. Anyone else got suggestions?
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VADAN wrote:
Ive not had any further ideas on this.. Anyone else got suggestions?
There hasent been much input at all from the comunity come on guys! 🙏
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I'm still confused how you are defining range. Does it have to overlap at least 50% of another turf, like normal, to receive protection?
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VADAN wrote:
53,600 x 20 turf x 10% = 107,200. That number is still too low, IMO, because I can get that now using far less influence. I think you'd have to go with at least 20-25%. You need to find out what people can earn now with 124 inf turfs, because it obviously needs to be higher than that.It's deffo a work in progress. Mys u've actually brough a flaw to light. It's meant to be that 5% protection is paid by every turf within the stronghold influence range, however, if most of the turfs in range drop to 1 inf ur protection paid drops to 100s, you wouldn't make much, this bit needs more thought. If you have 20 turf in range all at 50k u'd earn 50k combined, maybe 10% instead to make it worthwhile. I mis-calculated the influence, it would be 224.
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Ive got a 124inf turf collecting 182.9k = total turfs income.
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First off great idea 👏👍
So the total inf would be 224 that also means a bigger radius for your turf to collekt protection this would be a great boost.
Now for the 5-10% is that on top off what this turf is allready erning or in total? -
So you'd be allowed to build just 1 or are you saying you would be able to build up to 4 strongholds per area/capo?
It fits in well. I like it.
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BlackMagicBaby wrote:
1 per capo with max 4 per player. I'll write up a better explanation with some more ideas. Keep suggestions coming please.So you'd be allowed to build just 1 or are you saying you would be able to build up to 4 strongholds per area/capo?
It fits in well. I like it.
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VADAN wrote:
This is a good idea guys plz add your input. I need this idea to work lol 😻BlackMagicBaby wrote:
1 per capo with max 4 per player. I'll write up a better explanation with some more ideas. Keep suggestions coming please.So you'd be allowed to build just 1 or are you saying you would be able to build up to 4 strongholds per area/capo?
It fits in well. I like it.
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A🅾P™ G🅾DzZ wrote:
VADAN wrote:
This is a good idea guys plz add your input. I need this idea to work lol 😻BlackMagicBaby wrote:
1 per capo with max 4 per player. I'll write up a better explanation with some more ideas. Keep suggestions coming please.So you'd be allowed to build just 1 or are you saying you would be able to build up to 4 strongholds per area/capo?
It fits in well. I like it.
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Great idea ! But maybe strongholds give special defense upgrade and extra loot but also it collects money from all the city only a smaller percentage
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giordiono wrote:
That wouldn't be possible. Cities vary in size. A fixed coverage of the stronghold is the best way.Great idea ! But maybe strongholds give special defense upgrade and extra loot but also it collects money from all the city only a smaller percentage
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Wut if someone captures that stronghold turf an he's not capo of the city, does he still get to keep the stronghold?
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Every player can hold a maximum of 4 strongholds with 1 in each of their 4 chosen capo cities.
The stronghold is acquired as a rare loot through missions and can be upgraded to any 1 turf within their capo city.
The current influence you can upgrade a turf to is 124. I propose making the stronghold loot a 500 influence upgrade. This means the total potential influence is 624 for the turf it is upgraded to. The factor that determines which turfs pay protection is based on the overlapping turf and it's influence, in this scenario your chosen turf would collect from turfs within 3 miles radius., totalling 5x that of a current maxed turf...
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However, influence also determines build radius with a 124 inf turf offering 0.6 miles radius. The stronghold loot would hold no value of benefit in this calculation (you can not use it to hop). This means a 624 inf turf would have a 3 miles radiius inky for collection protection money, the build radius would remain at 0.6 miles, unless police maps are used. It's basically reverse engineering a police maps function.
The stronghold loot would obviously offer a high defence. I'm open to suggestions on balanced values. I suggest 10x that of a machine gun nest.. 120 defence..
Just like a normal turf the stronghold turf can be capped with the stronghold preserved or destroyed if in a V. Open to suggestions on cash value but I think 10 million is reasonable...
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Now, when the turf is capped or destroyed the capo loses all the income it was collecting, if the capo has strongholds stockpiled they may add it to another of their turf. If the stronghold is acquired by the capper it adds to their stockpile.
That's what I have to date. Tried to cover all aspects but if I've missed something or figures don't make sense please reply.
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Oh also, if a stronghold is upgraded to a turf in an area not controlled by the player it will do nothing for income but it will offer the defence at the risk of capture anyway.
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Purely for example sake, I have a 124 turf collecting 85k protection from 6 turfs. In this example the stronghold would collect protection on a x5 basis meaning 430k. It's not an exact science because obviously you would aim to use this in hugely clustered areas with potentially over 60 turf maybe more! From that pov it's makes the stronghold very appealing to capos and non-capos. Would definitely make being capo a benefit and worth fighting for.
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I would say make this a godfather perk. Or just a capo perk. Cuz otherwise for most people it will end up being like police maps. You will just have to many that you will never use if it is loot
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Kozy wrote:
It will be a capo perk. If you loot it and don't want it..sell it.I would say make this a godfather perk. Or just a capo perk. Cuz otherwise for most people it will end up being like police maps. You will just have to many that you will never use if it is loot
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