Making defensive upgrades actually useful
Forums › Suggestions & Feedback › Making defensive upgrades actually useful-
Okay, I just came up with an awesome idea for making defensive upgrades actually worthwhile... for every Defense point added by a defensive upgrade (including Razor Wires), your turf gets 5 extra health. Thus, if you added all possible Defensive upgrades, your turf would get 700 bonus health, for a total of 800. This would make attacks have less of an impact on your turf's influence (since each attack would deduct less health as compared to the enlarged maximum), and it would also make trying to capture such an augmented turf a VERY long process - you'd probably need at least 40 Stamina, and that's if you could do 20 damage with each attack, guaranteed (and you'd also need to visit the Don/Emergency Room or use a Medkit during the process, since you'd end up losing at least 320 Health, what with a player taking 8 damage every time they win a fight.) Of course, a Car Bomb could speed up the process considerably, but what the hey.
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Granted, equipping all possible defensive upgrades on a turf would make its upkeep equal about $57.8k. The only way that wouldn't make a turf generate negative income is for the turf to be in a crowded location (for maximum income) and has several looted upgrades on it and/or is collecting a lot of protection money. Oh, yeah, and it would also be necessary to somehow get rid of cop bribes. It would probably be a lot more practical to put on a lot fewer defensive upgrades... though, 4 Razor Wires alone would give a turf 80 extra health, so that's a nice resilience bonus. This idea would probably be even better if the upkeep for the defensive upgrades was reduced and/or they got a buff to the Defense they provide. But still, it would definitely take defensive upgrades from "not worth it" to "invaluable for keeping your turf".
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You can already get rid of bribing the police by buying police protection.
While I'm all for supporting the game with rl money, IMO people are still adjusting to the amount they have to spend on stam refills because of the (fairly recent) V adjustment. Creating something that would require even more stamina might push people over the edge. The last thing we need now is something that might cause more vets to quit.
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Mystery wrote:
You can already get rid of bribing the police by buying police protection.
While I'm all for supporting the game with rl money, IMO people are still adjusting to the amount they have to spend on stam refills because of the (fairly recent) V adjustment. Creating something that would require even more stamina might push people over the edge. The last thing we need now is something that might cause more vets to quit.
I don't see how this would be a problem. Players with small mobs (like me) are currently way too vulnerable to having their turf capped. Being able to hold that off with defensive upgrades would be a big help. Though I suppose car bombs could also be made slightly more common as a way of compensating.
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You don't see how more vets quitting would be a problem (especially those that spend a fair amount of $ on the game)?
Players with small mobs will get capped; that's what happens when you have a small mob.
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Mystery wrote:
You don't see how more vets quitting would be a problem (especially those that spend a fair amount of $ on the game)?
Players with small mobs will get capped; that's what happens when you have a small mob.
No, I'm saying that I don't see how making turfs more resilient would be a problem.
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Put it this way, the recent changes made capping easier. The development team wouldn't do that if they felt the game was working well.
The balance has been deliberately moved away from defence.
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👿Swagger👿 wrote:
Put it this way, the recent changes made capping easier. The development team wouldn't do that if they felt the game was working well.
The balance has been deliberately moved away from defence.
Which is a pain in the arse for players like me who can't defend them well from aggressive mobsters yet!
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I mean, seriously, players with small mobs get curbstomped way too easily. With extra turf health, they could hang on to their turfs for a while longer, making the game a lot less frustrating.
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They shouldn't level up so quickly then. Why don't you work on mobbing up?
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Mystery wrote:
They shouldn't level up so quickly then. Why don't you work on mobbing up?
I have been working on mobbing up. But there's only 100 temp codes or so available at a time, and finding viable active mob codes is absurdly hard! I just keep coming across the same ones!
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Luigifan18 wrote:
Not it's not! There's probably 8-9k or so regular codes for 2011. That's atleast 50% acceptance.Mystery wrote:
They shouldn't level up so quickly then. Why don't you work on mobbing up?
I have been working on mobbing up. But there's only 100 temp codes or so available at a time, and finding viable active mob codes is absurdly hard! I just keep coming across the same ones!
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Luigifan18 wrote:
Then you need to use a code site like TWDB. You only punch codes once then. It's not insanely hard either. Even with my mob & being caught up on all the old codes, I gain 1k a month.Mystery wrote:
They shouldn't level up so quickly then. Why don't you work on mobbing up?
I have been working on mobbing up. But there's only 100 temp codes or so available at a time, and finding viable active mob codes is absurdly hard! I just keep coming across the same ones!
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While I like the idea of making turf improvements matter (IMO playing around with the def bonus would be a nice start) I think increasing the health would be a boon to players like me but hurt those with less bank.
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Okay... this really needs to be implemented. There's a whole bunch of big players gobbling up my turf, and I can't stand it anymore!!!
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Multiplying a turfs life by 7 tikes would male war impractical and prove bad for the game. The game isn't only about new players defending themselves. You must also take into account the effect on near equal strength players.
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Luigifan18 wrote:
Perhaps it's because you don't listen to the advice you're given. I wouldn't hold my breath on this being implemented.Okay... this really needs to be implemented. There's a whole bunch of big players gobbling up my turf, and I can't stand it anymore!!!
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🔥HELL RAZOR🔥 wrote:
Lol... Male war...Multiplying a turfs life by 7 tikes would male war impractical and prove bad for the game. The game isn't only about new players defending themselves. You must also take into account the effect on near equal strength players.
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