Add Mob size to influence level
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By adding mob size to influence level this will control the 1 influence pin drop from larger players. I have seen a few large players drop influence level in order to capture must smaller players. By adding mob size to influence larger players can help protect small players. A person with 3000k mob and running at 1500 influence would end up at 4500 influence.
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Johnny O wrote:
way to work the system man! I like it. I'm tired of being attacked by the big boys.By adding mob size to influence level this will control the 1 influence pin drop from larger players. I have seen a few large players drop influence level in order to capture must smaller players. By adding mob size to influence larger players can help protect small players. A person with 3000k mob and running at 1500 influence would end up at 4500 influence.
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This will help protect the game in the long run. As people increase mob size 3k,5k,10k influence levels will continue to rise which will protect smaller players from getting captured.
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Also local Capos will be able to protect smaller players trying to grow in the area from an outsider with 2k 3k mob 200-400 turfs but only 1500 influence.
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I am bumping this because I still like this idea
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Johnny O wrote:
that is a very well thought out ideaBy adding mob size to influence level this will control the 1 influence pin drop from larger players. I have seen a few large players drop influence level in order to capture must smaller players. By adding mob size to influence larger players can help protect small players. A person with 3000k mob and running at 1500 influence would end up at 4500 influence.
well done 👏👏👏 nick can u plz think bout this? -
NICK!!!! Where the fuck are you!!!
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Bravo 👏👏👏
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Good thread johnny! Stay gold pony boy!
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That is the best idea I've ever heard. That would completely balance the combat. I'm tired of loseing territories to nerds with 2500 mob when I have 500.
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Sir, you win win infinity internets.
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I like it. A very good idea.
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Mob + influence = recipe for a truly unbeatable machine.
Take "you know who" for example. If this was implemented, his 3200+ mob and 400+ turfs taken to 84 influence could wipe out anyone that is even close to stopping him now.
Sure, there are a lot of 2500+ mobs out there, but how many people have 300 or more turf?
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Love it just love it one of the best ideas ever😺
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ChainsawCharlie wrote:
ya I think your math adds up better! Good concept thoughMob + influence = recipe for a truly unbeatable machine.
Take "you know who" for example. If this was implemented, his 3200+ mob and 400+ turfs taken to 84 influence could wipe out anyone that is even close to stopping him now.
Sure, there are a lot of 2500+ mobs out there, but how many people have 300 or more turf?
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This is a great idea
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ChainsawCharlie wrote:
I do. And so do others. Look at the top mob list. Bump good thread.Mob + influence = recipe for a truly unbeatable machine.
Take "you know who" for example. If this was implemented, his 3200+ mob and 400+ turfs taken to 84 influence could wipe out anyone that is even close to stopping him now.
Sure, there are a lot of 2500+ mobs out there, but how many people have 300 or more turf?
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This is a great idea.
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davey boy wrote:
ChainsawCharlie wrote:
I do. And so do others. Look at the top mob list. Bump good thread.Mob + influence = recipe for a truly unbeatable machine.
Take "you know who" for example. If this was implemented, his 3200+ mob and 400+ turfs taken to 84 influence could wipe out anyone that is even close to stopping him now.
Sure, there are a lot of 2500+ mobs out there, but how many people have 300 or more turf?
I did. JR Ewing would have over 40,000 influence under this method.
President Nixon would have around 20,000.
And if everybody's favorite thug took all his turf to 84, his influence right now would be over 50,000. And that is WITHOUT his 3200 mob.
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Mama tel and Blox would both be right around 41,000 and y'all would have to pitch in and buy Schulzie (64,000) a plane ticket. And the hope he doesn't get seduced by the darll side.
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Hey Chainsaw, I'm confused over what you're saying here & what I think Johnny O's intent was...I think he's saying that each mob member would equal 1 influence point. The reasoning behind this is it would permanently boost a player's influence level, thus reducing the number of players they can cap from due to the 10% influence factor.
Example: I spent 3 weeks positioning turfs across SoCal next to inactive players. I then reduced nearly all of my turfs to 1 inf. Then I went on a capping spree of inactives. I was able to take over 50 turfs & was capping inactives al the way down to 180 influence.
If my mob size were added to my total influence, then I wouldn't have been able to do that.
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I just don't see what adding up to 3.8k onto a player's total influence has with them becoming unstoppable...if anything this would be a growth limiting factor; the bigger you grew your mob & the more turfs you took, consequently would add more separation between you & the average TW player.
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My mob's at 2850 something; I have 152 turfs; under the reasoning of adding mob size to influence level, if I dropped all my turfs to 1 inf...then I would still have 3,000 influence and would be unable to cap anyone < 300 inf.
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You're right. I was reading it backwards. Adding inf. to mob.
But don't you think this could also result in the further lowering of turfs to cap smaller players?
It does sound like a good idea though, now that I am properly understanding it.
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I think it would absolutely increase the lowering of turfs to try & stay within 10% of your targets inf.
There was a point in my little recent operation where I had 136 1-inf turfs out of 152; I was still positive after upkeep on 2700 (no RPGs tho).
After going through that, I can clearly see that there needs to be some form of penalty on lower inf turfs to encourage building them up or discourage selling them down. Or at least make 1 inf turfs cappable.
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Looking at the situation with that 'one player'...he doesn't need the money, he doesn't want the influence & 1inf turfs can't be capped.
How do you combat that, that's the question.
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Regarding "that" player, see my suggestion in "his" thread in General.
And in the case of the player you describe, adding his mob to his influence really won't help. If he doesn't care about those things, he starts tearing down all the 1's tocap the smaller players.
Eventually, finance WILL become an issue and he'll have to rebuild at some point somewhere.
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ChainsawCharlie wrote:
buying me a plane ticket sounds like a great ideaMama tel and Blox would both be right around 41,000 and y'all would have to pitch in and buy Schulzie (64,000) a plane ticket. And the hope he doesn't get seduced by the darll side.
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