Make a lower influence to attack level.
Forums › Suggestions & Feedback › Make a lower influence to attack level.-
These cheats who are huge but lower they're influence to zero to attack little people. Well when u attack u can't attack lower than 10 % your level. It should also be 10 % upper level !
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Or perhaps make the 10% rule look at # of turf instead of influenc?
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Boat Anchor wrote:
So what happens on the instance of a 2k with 400 turf and a 20k with 75 turf...no.Or perhaps make the 10% rule look at # of turf instead of influenc?
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VADAN wrote:
Boat Anchor wrote:
So what happens on the instance of a 2k with 400 turf and a 20k with 75 turf...no.Or perhaps make the 10% rule look at # of turf instead of influenc?
The same thing that would happen today. It's currently based off of influence right? Please explain the different you are trying to point out.
Am I missing something?
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Also note that I didn't say mob #, I said # of turf. Unless I'm missing something here, for a typical 86 inf turfs, my suggestion would result in the exact same manner that it does today. For example, 10x 86 inf turfs = 860. 1x 86 inf turf = 86 inf, which is 10 percent. 10 turfs vs 1 turf is also 10 percent.
The difference is that people wont be able to "hide by inf dropping any more....instead they'd need to tear down turf, which is far more painful.
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No. It's simple to fix. Make the capture objectives include 10 % influence both ways. Ie cannot capture someone that less than 10 % Or more than 10%
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TheSmokinGun🚬🔫 wrote:
I understand what your saying and I like it.No. It's simple to fix. Make the capture objectives include 10 % influence both ways. Ie cannot capture someone that less than 10 % Or more than 10%
Theres a player with 800 turfs all on 1 inf, he can cap me but I can't cap him back, very annoying
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Boat Anchor wrote:
U missed my point. The 2k would not be able to defend against the 20k because the #turf count is less than 10%. The example u gave is exactly how it is now so what r u suggesting really? Bigger mobs have far greater reserves of cash, they can destroy most of their turf n stay very low having veryone in range, others tho, unlike influence dropping now, may not want to destroy 100s of their turfs or even afford to do so. It makes the rule even worse in my opinion.VADAN wrote:
Boat Anchor wrote:
So what happens on the instance of a 2k with 400 turf and a 20k with 75 turf...no.Or perhaps make the 10% rule look at # of turf instead of influenc?
The same thing that would happen today. It's currently based off of influence right? Please explain the different you are trying to point out.
Am I missing something?
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Can't believe it's not been done already. These guys exploiting a loophole. My fix closes the loophole!
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TheSmokinGun🚬🔫 wrote:
It's not a loop hole. It's part od the current rulesCan't believe it's not been done already. These guys exploiting a loophole. My fix closes the loophole!
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BeliaI wrote:
The rule needs changing!TheSmokinGun🚬🔫 wrote:
It's not a loop hole. It's part od the current rulesCan't believe it's not been done already. These guys exploiting a loophole. My fix closes the loophole!
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I have never heard of an acceptable alternative. At least 10% can be countered tactically. Id rather have that than something that can't be countered
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And your fix wouldst help.the smaller players it'd mainly help the bigger players that can stand to take losses anyways
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I don't want to name people. They will destroy me. Huge mob tiny inf. Maybe others will name them
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TheSmokinGun🚬🔫 wrote:
Bas and ickle, theres 2 to get you started.I don't want to name people. They will destroy me. Huge mob tiny inf. Maybe others will name them
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TheSmokinGun🚬🔫 wrote:
Level is practically irrelevant after level 30. Please read one of the many other threads where it has already been discussed in length why this would not work.These cheats who are huge but lower they're influence to zero to attack little people. Well when u attack u can't attack lower than 10 % your level. It should also be 10 % upper level !
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