Mobster stronghold loot
Forums › Suggestions & Feedback › Mobster stronghold loot-
Unless loot gets spread over more missions this one will just end up being useless like most of the loot once you get enough.
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Good idea 👍
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Kozy wrote:
That I definitely agree on. It makes so much sense yet they do nothing. Small things like this would greatly increase gameplay.Unless loot gets spread over more missions this one will just end up being useless like most of the loot once you get enough.
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Ya I think this is a really good idea. Quick thought, what if it just gave you the option as soon as you became capo, but it changes it's size depending on level. Level 50 capo would get 50 inf and therefore covering less area. At level 100 you get 100 inf. It increases in size as you level up.
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Kozy wrote:
Hmm interesting. I can see a benefit in that at lvl 50 stronghold that collects say 400k would be less appealing to cap than a lvl 100 making 1m. Saying that, it wouldn't stop those idiots who survive on capping small players regardless. I forgot to mention stronghold can only unlock at lvl 20.Ya I think this is a really good idea. Quick thought, what if it just gave you the option as soon as you became capo, but it changes it's size depending on level. Level 50 capo would get 50 inf and therefore covering less area. At level 100 you get 100 inf. It increases in size as you level up.
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I'm all out of suggestions for this now. What u read is pretty much it, now, Nick any chance of a small response to this??
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Seems to me this would only benefit the capos and not the majority of players.
Capos are usually the strongest player in that area, why make them stronger/richer?
This should be a loot that benefits everybody no? -
Captain Satan wrote:
Ur very wrong. Most of the big players couldn't care less for capos, especially those who play war orientated. Up until now I maintained keeping all my capos, now I'm happy with a select few. The reason they don't care is cos there's no benefit. If u look deeper 100s of smaller players have capos. This would make having a capo an advantage and maintaining it a competition. In addition, those who don't engage in alliance wars would now have something to fight. There's a benefit for everyone in this.Seems to me this would only benefit the capos and not the majority of players.
Capos are usually the strongest player in that area, why make them stronger/richer?
This should be a loot that benefits everybody no? -
But wouldn't this prompt the bigger players to want capo?
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Captain Satan wrote:
So? It's not meant to be a walk in the park. If it holds a value worth fighting for.. Large or small.. You will fight.But wouldn't this prompt the bigger players to want capo?
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Questions/Comments:
1) You said it has a radius of 3 miles. What happens if you are in a small town that isn't 3 miles, or you put in on the edge of your capo area that doesn't have 3 miles on that side?
2) On the map would it just look like a giant turf?
3) Due to the geocoder changes, some areas have capos within other capos. How does this loot work then, especially if one is placed on top of another?
4) UB's don't even unlock until level 30, so I think this shouldn't unlock until level 30. -
Kozy wrote:
All my loot is useful. Even the looted weapons I don't use can be sold for $. Maybe you should pm nick & ask for him to make it so you stop receiving all loot.Unless loot gets spread over more missions this one will just end up being useless like most of the loot once you get enough.
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Good questions mys.
1. Good point. May have to rethink how the stronghold income is calculated.
2. With a tour being 624 with it attached it'd be too big, 5x as much. So maybe that turf could stay the size of a 124inf but have a special mark to determine it. Like a gold ring turf...?
3. That would go back to 1. I'll have a think about it.
4. That's fair. -
And thanks mys, ur the main person to be giving a workable response, exactly what I've been after.
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/support
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I have a suggestion about the def value of stronghold; stronghold has 500 mob with max combo, not requiring the user to pay the additional upkeep, and can be used for offense, only when actually attackin from that turf.
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darkfeather wrote:
You could say the equivalent of 500 mob maxed, but idk think it should actually have mob. (I haven't run the #'s to see what that would be, so idk if I agree with that # yet.I have a suggestion about the def value of stronghold; stronghold has 500 mob with max combo, not requiring the user to pay the additional upkeep, and can be used for offense, only when actually attackin from that turf.
It has so many advantages already, I do NOT think it should give an advantage for attacking.
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@ dark, the loot would already have a defensive number, just like other loot has. I'm not sure about assigning mob either. What would happen in an attack? Would the mob stay with the stronghold? What happens if the player and the stronghold are attacked together? The only advantage here is to provide an income source large enough for players to consider going after capo status. I can guarantee if tomorrow I have a stronghold on say London capo most big mob would come after it purely for the huge income it'd provide.
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@ mystery, I'm a bit lost after the points you made. Lol. But I'm not gonna give up on this idea, withthe right balance it just makes sense to have it.
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VADAN wrote:
I don't think you should give up; if I did, I wouldn't have bothered posting. I happened to think of some more issues, but I'm confident you can come up with some solutions. :)@ mystery, I'm a bit lost after the points you made. Lol. But I'm not gonna give up on this idea, withthe right balance it just makes sense to have it.
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Ok, I think without any help from devs on the limitations and issues that mystery pointed out, this version of loot may not work well. There's a lot of variable data to consider. So why not stick to the current system that calculates incomes in an area.. Density. All know an area which has lots of turf from different players is where you will get max income. So what about this:
Loot. Stronghold (rare).
Influence. 76.
Defence. 38.
1 per capo, max 4 per player.With all lot upgraded the turf would sit at 200 influence. It works exactly the same as the other loots in that every turf it covers will pay protection. However, whilst the stronghold is active under the capo that player gets a 100% bonus on the total amount of income that 200 influence turf is making. So if it's collecting 200k you get a 200k bonus, your total income for that 1 stronghold turf is 400k.
The same rules would apply in that the stronghold loot cannot be used to hold (it would not increase te turf radius).
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The stronghold influence could be higher, say 126 or even 176. Obviously, the higher it is the more turf it will collect protection from. It can be destroyed but cannot be capped. If the player loses capo the stronghold stops collecting and that turf influence is 124. In addition, I think we need a capo leaderboard and capo history, it needs more attention. PT, whilst I like it, seems to have taken even more focus on the core idea of this game an cap should play a bigger active role in strategy and decision making.
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What about a benefit for your own turf within the build radius of your stronghold. Great idea😄😻😺👍👏🙏
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ЖФMiniФЖ wrote:
What do you mean? Pay yourself protection with a bonus? LolWhat about a benefit for your own turf within the build radius of your stronghold. Great idea😄😻😺👍👏🙏
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I like the idea in theory but it's going to have some unintended consequences. Or maybe they are intended. All the larger mobs will take capos and the smaller mobs will be left out of the fight. No sense in v ing a guy just to have another 20k+ guy come along and take it from you tomorrow. Other problem is this it makes it easier for large mobs to exploit the 10% rule as they can regain income faster. Not against the 10% rule but I'm not for anything that makes going low inf easier.
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An example: city has 5 players right around 19k mob. Capo is at 11k. He holds the capo with 120 turf most of it not at max income. Either he gets whipped around to lower the turf count or the bigger mobs let him keep it. Say he's a cool guy.
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But he ain't cool enough to take my money so every time he puts out a stronghold one of the other five cap it. Now that's not going to be an issue in NYC, LA or London but there's a lot of towns in this game with that scenario. The turf to hold capo might be lower in places.
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Point is I can't see where a small mob ever truly gets the opportunity to benefit. And I'm not talking about noob, lazy small. I'm talking 8-14k.
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Hmm I see your point Jake. However, those who go low quite often have enough cash reserve to do so and rebuild quickly. There are also individuals who stay low for weeks on end and cap any mob size in sight to survive. no amount of limitation would stop this happening unless the rule is recreated. I guess the question is how do we give smaller mob an advantage for using a stronghold on their capo. And I'm not entirely convinced that big mobs would go after capo even if it does offer a chunk of extra income, I speak from a London based pov, we are far to focused on alliance wars and it would seem a waste of my resources to chase a capo for an extra 500k boost. If a 5k has 50 turf in 1 area along with 10 others who have far less the 5k is obv capo, now if 1 of those 10 decide they want his capo capping him out would decrease that areas overall income, so it does have it's disadvantages.
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Like a defense bonus or automatically changes them to 100 influence. This is for my commet before.
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