Minimum Defensive Range
Forums โบ Suggestions & Feedback โบ Minimum Defensive Range-
You cannot physically get close enough to a small mob 1inf turf to cap it. There are alliance players who adopt this small mob stratagem to jump in out out of v's to cap their opponents. IMO once a player is over level 50 they should not be uncappable. If you plant as close as allowed you ought to be in range even of a 1 inf turf. This still gives them huge advantage but removes temptation of having 2nd account (not necessarily a breach of ToS) or taking advantage of game system. I invite comment and a minimum defensive range distance to be implemented.
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Ps. I may possibly have a conflict of interest since a player that had a 3k mob reduced down to 3 (although he has been mobbing up and is now 4 lol). He has renamed himself - making direct reference to being my (odysseus's) killer and has planted in several turfs next to me. I am out off range even though right next to him.
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Easy counter strategy here. When he jumps in the ve an starts capping cap back. I would flood the area bad to give yourself the oppertunity
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รelial wrote:
No one could commit enough time to this game to successfully defend in this manner. Why should he be uncappable? You can give them advantages but making them uncappable unless you can catch in a v is ridiculous. They have 50 levels protection as well!Easy counter strategy here. When he jumps in the ve an starts capping cap back. I would flood the area bad to give yourself the oppertunity
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In my instance the player is not inexperienced, he knows exactly what he is doing. I am sure no one anticipated the game being played in this way. The codes sites, their advertisers etc are unlikely to be happy since it rewards not mobbing up!
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Odysseus wrote:
I know. And I anticipated this right when the range system chamged. Bloke and I even had a strategic convo involving a prediction that exactly this exploit would occur.In my instance the player is not inexperienced, he knows exactly what he is doing. I am sure no one anticipated the game being played in this way. The codes sites, their advertisers etc are unlikely to be happy since it rewards not mobbing up!
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Maybe a minimum mob count requirement before you can join a vendetta, say 1k mob. It doesn't take long to reach 1k mob
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Are you saying that the player is over level 50 but you can't cap his 1 inf turfs due to the capture checklist distance bug? Didn't nick post that he is working on fixing this or am I not understanding you correctly?
@Hardcore, little people under 1k V each other all the time, often as soon as they reach level 25. I don't think that's a good overall requirement. If something like that were implemented, it would need to be something like you must have x% of the target's mob to join a vendetta. However, that would get complicated with multiple targets & changing mob sizes.
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If you are talking about the capture check list distance bug, that has been fixed.
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Mystery wrote:
Nope. The cap checklist has definately been fixed. He's talking about people who were 3000 mob shedding mob down to 4 and peppering an area with turf that you can't cap due to the cap distance being proportional to mob size. So he has to wait until the guy jumps into a v before he can do anything.If you are talking about the capture check list distance bug, that has been fixed.
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Personally I think there SHOULD be a minimum cap distance after level 50 regardless of mb size. It should be small but no player should be uncappable in a v or not regardless of whether being in a vendetta or not.
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Correct. The recent fix allows for this player to be capped, but only when in a v. Before the fix he was banned because the same issue was still present even in a v. I'm not saying don't give small players extra range just that if you have planted as close as the game allows he should be in range. The only effective counter strategy is to make sure that wherever you plant turf there is a small mob to protect the larger mob from other small mob players. Sounds ridiculous and tempts people into having 2nd accounts again!
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Odysseus wrote:
A small mob wouldn't help. They would jut both be impossible to cap.Correct. The recent fix allows for this player to be capped, but only when in a v. Before the fix he was banned because the same issue was still present even in a v. I'm not saying don't give small players extra range just that if you have planted as close as the game allows he should be in range. The only effective counter strategy is to make sure that wherever you plant turf there is a small mob to protect the larger mob from other small mob players. Sounds ridiculous and tempts people into having 2nd accounts again!
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@Mystery, I understand small players like to get involved in vendettas early on. But it shouldn't be to much hassle for a player to reach 1k mob before they reach level 25. It could probably be done within 24 hours these days and maybe increase the range of the invite local mobsters feature.
In a war no one should be untouchable. -
Maybe it's worth looking at the mechanics of this. Large mob invest time, effort and money if obtaining large mob. You then offend a much smaller mob affiliated to an opposing alliance. He reduces his mob from 3k plus to 3 making himself uncappable. He then spreads through you areas of concentration like a cancer. A v is set up and 24hrs later at an time when you are unable to gain access to TW's he goes to limit on you. He then jumps from v making self uncappable. He then hops into 2nd and 3rd v doing exactly the same. It makes a mockery of all the effort you put into game. Even if you catch him in v, he leaves as soon as you hit him. Seriously in this scenario it is pointless purchasing DP's. IMO there has to be a way of capping all players even if you are handicapped in doing so. If not I predict a lot of medium / large mobs (the people who spend money) leaving. Nick and developers simply need to ask themselves do they wanna make money from this app or simply be altruistic and poor!
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I'm trying to figure out where the breakover is. For example, right now I am close enough to cap a level 17 player with 48 mob. (I can't because of the 10% inf rule, but distance is not a problem.) Neither of us are in V's; he's inactive. So perhaps a level 25, 50 mob requirement to join a V?
Sorry, I'm still confused - is this 3 mob player level 50 or over?
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He is level 59!
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I think the cutoff is roughly 10 mob.
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Mystery wrote:
I'm confused too as I'm close enough to a 1 mob player, but can't cap as their level 38. But there still seems to be a glitch when it comes to 3 mob players, that aren't in a v against me.I'm trying to figure out where the breakover is. For example, right now I am close enough to cap a level 17 player with 48 mob. (I can't because of the 10% inf rule, but distance is not a problem.) Neither of us are in V's; he's inactive. So perhaps a level 25, 50 mob requirement to join a V?
Sorry, I'm still confused - is this 3 mob player level 50 or over?
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I think I figured out the best solution. A free gift from the don. At level 50 everyone is given 50 free henchmen. Who would be mad at getting free mob?
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รelial wrote:
Someone who'd drop 3k of mob so he was uncappable. Novel solution that may just work. 25 or even 10 may work dependent on what the crossover is. Be nice to hear Nick's view to this issue.I think I figured out the best solution. A free gift from the don. At level 50 everyone is given 50 free henchmen. Who would be mad at getting free mob?
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รelial wrote:
I kind of like that idea.I think I figured out the best solution. A free gift from the don. At level 50 everyone is given 50 free henchmen. Who would be mad at getting free mob?
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รelial wrote:
That is a great idea but what will happen is people will reset their accounts at level 50, start over and have the 10% protection again. Rinse and repeat. I appreciate that 'exploiters' of the current state of affairs will be banned but how many times will this go on before an account is actually banned? And will working in conjunction with said account to soften up the target turfs before hand by a third party be an offence leading to a ban too?I think I figured out the best solution. A free gift from the don. At level 50 everyone is given 50 free henchmen. Who would be mad at getting free mob?
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randombloke wrote:
We cam set the mob reward at level 25 then. The same level vendettas become possible. There. Exploit overรelial wrote:
That is a great idea but what will happen is people will reset their accounts at level 50, start over and have the 10% protection again. Rinse and repeat. I appreciate that 'exploiters' of the current state of affairs will be banned but how many times will this go on before an account is actually banned? And will working in conjunction with said account to soften up the target turfs before hand by a third party be an offence leading to a ban too?I think I figured out the best solution. A free gift from the don. At level 50 everyone is given 50 free henchmen. Who would be mad at getting free mob?
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รelial wrote:
That sounds like a good solution. ๐๐randombloke wrote:
We cam set the mob reward at level 25 then. The same level vendettas become possible. There. Exploit overรelial wrote:
That is a great idea but what will happen is people will reset their accounts at level 50, start over and have the 10% protection again. Rinse and repeat. I appreciate that 'exploiters' of the current state of affairs will be banned but how many times will this go on before an account is actually banned? And will working in conjunction with said account to soften up the target turfs before hand by a third party be an offence leading to a ban too?I think I figured out the best solution. A free gift from the don. At level 50 everyone is given 50 free henchmen. Who would be mad at getting free mob?
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Easy to implement, so come on Nick, 25 free hench to everyone over level 25. Solves this issue, good PR and I am sure you could do a tax write off for it and save self signifigant amount in tax!
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Yep. The idea is it's a less complicated to code solution. Instead fo changing the system nick can work within it
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รelial wrote:
๐๐๐randombloke wrote:
We cam set the mob reward at level 25 then. The same level vendettas become possible. There. Exploit overรelial wrote:
That is a great idea but what will happen is people will reset their accounts at level 50, start over and have the 10% protection again. Rinse and repeat. I appreciate that 'exploiters' of the current state of affairs will be banned but how many times will this go on before an account is actually banned? And will working in conjunction with said account to soften up the target turfs before hand by a third party be an offence leading to a ban too?I think I figured out the best solution. A free gift from the don. At level 50 everyone is given 50 free henchmen. Who would be mad at getting free mob?
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Odysseus wrote:
He'd need to make it so they automatically got them right when they hit level 25.Easy to implement, so come on Nick, 25 free hench to everyone over level 25. Solves this issue, good PR and I am sure you could do a tax write off for it and save self signifigant amount in tax!
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Mystery wrote:
Yes, you can't sell hench so could be no manipulation. Small mob still has range but is not uncappable. Well done Belial for idea.๐Odysseus wrote:
He'd need to make it so they automatically got them right when they hit level 25.Easy to implement, so come on Nick, 25 free hench to everyone over level 25. Solves this issue, good PR and I am sure you could do a tax write off for it and save self signifigant amount in tax!
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Why not 1 hench at every level up, up to level 25.
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