Discussion: Allowing 1 inf. turfs to be captured/destroyed
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Good thread. Bump.
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ChainsawCharlie wrote:
Here's another idea from Chainsaw Charlie.The smaller a turf, the smaller it's build radius.
The smaller a turf is, the harder it is to capture.
So what if a new minimum tolerance was set?
You could, for example, take the numbers from a 10 influence turf and make that the minimum standard.
So anything from 1 to 10 would have the same build radius. The same influence radius. The same capture radius.
And it doesn't have to be 10. It could be 18. It could be 5. It could be whatever is determined to work best.
This will go along away in reducing the invincibility factor, and it would benefit new players as well. Helping them to expand a little earlier in their game life and catching up to what may seem like insurmountable odds.
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Obviously there are a multitude of possible solutions to this problem. I'm guessing Nick is not going to post in here what direction he's thinking of going to get any of the community's opinions...but it was worth a try.
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Night wrote:
all you can do is try.Obviously there are a multitude of possible solutions to this problem. I'm guessing Nick is not going to post in here what direction he's thinking of going to get any of the community's opinions...but it was worth a try.
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You should be able to capture 1 inf. turfs!? What kind of bull is that?
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I think, once u make the commitment to pass a certain inf on your turf, like 49 or w/e the number may be, u have made the decision to make more income and therefore must pay a possible consequence of it being able to be captured no matter what inf it is after. If u can't hang with the big dogs, stay on the porch. It's called turf wars for a reason. There should be no reason for a turf to be completely untouchable unless u have the defense. That's not strategy, it's a cheesy way out of a battle, especially when you're big enough to fight.
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Night wrote:
ChainsawCharlie wrote:
Here's another idea from Chainsaw Charlie.....
guess I should have posted that here. Sorry. It was early and I hadn't had my coffee yet.
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Bump for good cause.
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I have seen players with just 1 inf turfs.. This is annoying and is probably a way for larger players to reserve spots using a 2nd account. What would stop this is a maximum time limit that a turf can stay inf 1- like say a week. After this it should be able to be captured or destroyed.
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ChainsawCharlie wrote:
No biggee...I fixed it. There may be other posts people have made too...I've been trying to keep up...but getting real busy lately and running in to a lack of time.Night wrote:
ChainsawCharlie wrote:
Here's another idea from Chainsaw Charlie.....
guess I should have posted that here. Sorry. It was early and I hadn't had my coffee yet.
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MISSY JANE wrote:
This is an interesting twist on the fix. I don't think starting players should have this limitation though. The only problem with this solution would be how do you force it to go back up? If it stays at too low an influence for too long, it destroys itself...that would be interesting.I have seen players with just 1 inf turfs.. This is annoying and is probably a way for larger players to reserve spots using a 2nd account. What would stop this is a maximum time limit that a turf can stay inf 1- like say a week. After this it should be able to be captured or destroyed.
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I still like my idea that once an influence upgrade has been applied to a turf it can't be removed except for tearing the turf down. The turf's influence can be damaged in an attack then heals back to it's limit over time as it currently does.
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What if downgrading was treated as a self imposed attack?
Downgrading to 1 inf reduces health to zero. (possibly) No healing allowed, turf would heal as it does after an attack. And still no cash for selling upgrades.
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Or the no cash for selling upgrades and "self imposed attack" could be limited to vendetta. This would remove the burden/setback for new players.
And impose a level/influence rule to prevent higher level abuse. Level 25 and below would be exempt as could say
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bump
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Night wrote:
Self districting 1 inf turfs after a period of time- I love itMISSY JANE wrote:
This is an interesting twist on the fix. I don't think starting players should have this limitation though. The only problem with this solution would be how do you force it to go back up? If it stays at too low an influence for too long, it destroys itself...that would be interesting.I have seen players with just 1 inf turfs.. This is annoying and is probably a way for larger players to reserve spots using a 2nd account. What would stop this is a maximum time limit that a turf can stay inf 1- like say a week. After this it should be able to be captured or destroyed.
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DON TOMASSINO wrote:
No, what ur saying is pussy bullshit. It's the equivalent of running behind a tree during a fistfight.Non sens !!! This is pussy bullshit ! Sorry to announce it that way...but if it wasn't for that option, I wouldn't be in this game anymore... You guys are not requesting this to make this game better: it's because you are on a personnal vendetta! That is also part of a game strategie and now you want to change it? Believe me guys: when your time
comes, and it will: you will ne glad to have to option of putting your turfs down to 1 . Cheers!
I agree with the suggestion that 1 infs should self-destruct after a certain amount of time. -
I've run into this problem on the game. About 4 weeks ago some player called Craig came into my town and wiped me out. He took about 20 turfs of mine and I pretty much had to start all over again. I started a vendetta against him on sat and we destroyed 7 of his turfs last night. Now however he has reduced every single turf in my town to 1 influence and will surely just sit out the remainder of the vendetta like this. There is nothing I can do right?
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Well, with Craig having $1.5 bil and u only having $5 mil, it will be hard to run him out if money. But u can hurt him a good bit if u strategize your V against him. Remember, u can invite 2 ppl to a V and when the week is up, the second person in your V can invite u and then the next week the 3rd person. Basically a 3 man V can keep the same V going for 3 weeks if played right. But in your case, he only has 19 turfs in your town that he would need to drop to 1 inf. He has 129 turfs total. So it won't hurt him at all by him dropping those 19 down. I would say he is making around $1.5-$2 mil per hour.
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What u would have to do is find his other turfs and place them nearby at 1 inf. Be sure you are in range for capture or destroy. Then u start your V and make him drop all his turfs to 1 and force him into -$ and then just wait it out with your V combos. It takes good planning with about 4-6 other ppl but consistency will make him squirm a little.
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One other thing. If u want to have a chance in this game with ppl like that and be able to attack back, unfortunately u have to spend a little money to raise your turf limit for extra income. U need to have all miniguns for good def but u don't have enough Inc. If u had this, u probably would not be loosing these battles.
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DON TOMASSINO wrote:
Non sens !!! This is pussy bullshit ! Sorry to announce it that way...but if it wasn't for that option, I wouldn't be in this game anymore... You guys are not requesting this to make this game better: it's because you are on a personnal vendetta! That is also part of a game strategie and now you want to change it? Believe me guys: when your time
comes, and it will: you will ne glad to have to option of putting your turfs down to 1 . Cheers!No, what ur saying is pussy bullshit. It's the equivalent of running behind a tree during a fistfight.
I agree with the suggestion that 1 infs should self-destruct after a certain amount of time.Blox? You still playing this game? And what the hell would you know about fist fights, you just had thug take out half of manhattan and you just sat there. Please chose better words next time ;)
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I guess the deed is done now...we'll see how it affects the game. This will definitely cause some restrategizing in some cases.
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