Show cap radius
Forums › Suggestions & Feedback › Show cap radius-
Just like we can see the collection area of a turf with a straight line around the circle, so too with cap area but it'll be indicated using a DOTTED line.
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Too complicated to code. Also would take away strategy
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That would take away a lot of strategy. Combine this suggestion, the one about having the game plant the turf for you at your max hopping radius, & the bus/train suggestion & the game will require very little on the part of the player. Maybe nick can make it completely automated with push notifications every hour of where you fall on each leader board. Then you only open the app to tell it what to do next & use the forums.
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Mystery wrote:
I don't fully understand what the original poster meant, but how would delineating cap radius take away from strategy. In rl strategy generals more or less have a sense of their attack capacities and ranges.That would take away a lot of strategy. Combine this suggestion, the one about having the game plant the turf for you at your max hopping radius, & the bus/train suggestion & the game will require very little on the part of the player. Maybe nick can make it completely automated with push notifications every hour of where you fall on each leader board. Then you only open the app to tell it what to do next & use the forums.
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🔥HELL RAZOR🔥 wrote:
Thank you TW technical expert and developer for your awesome insight to what cannot be done.Too complicated to code. Also would take away strategy
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wangberg wrote:
In rl we have gorilla warfare, not brightly colored circles announcing our positions, lol. I'm not sure the rl comparison quite translates.Mystery wrote:
I don't fully understand what the original poster meant, but how would delineating cap radius take away from strategy. In rl strategy generals more or less have a sense of their attack capacities and ranges.That would take away a lot of strategy. Combine this suggestion, the one about having the game plant the turf for you at your max hopping radius, & the bus/train suggestion & the game will require very little on the part of the player. Maybe nick can make it completely automated with push notifications every hour of where you fall on each leader board. Then you only open the app to tell it what to do next & use the forums.
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It would basically make things far too easy.
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Mystery wrote:
Point taken.wangberg wrote:
In rl we have gorilla warfare, not brightly colored circles announcing our positions, lol. I'm not sure the rl comparison quite translates.Mystery wrote:
I don't fully understand what the original poster meant, but how would delineating cap radius take away from strategy. In rl strategy generals more or less have a sense of their attack capacities and ranges.That would take away a lot of strategy. Combine this suggestion, the one about having the game plant the turf for you at your max hopping radius, & the bus/train suggestion & the game will require very little on the part of the player. Maybe nick can make it completely automated with push notifications every hour of where you fall on each leader board. Then you only open the app to tell it what to do next & use the forums.
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🔥HELL RAZOR🔥 wrote:
Why? It'd be just like the circle showing the radius of which a turf occupies and the radius showing which turf it can collect money from. I am sorry for not being clear. But I don't understand how it's too easy then? What makes a difference if there's a 3rd radius marker per each turf, the other two seem just fine, and they take away strategy.Too complicated to code. Also would take away strategy
The "Turf Occupation Radius" (TOR) helps people hop, isn't that seriously affecting strategy?
The "Turf Collection Radius" (TCR) helps players determine where to build turfs for better income, that affects strategy too?
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YOU wrote:
Tweek pm'ed the following to me. It's too funny not to share!wangberg wrote:
In rl we have gorilla warfare, not brightly colored circles announcing our positions, lol. I'm not sure the rl comparison quite translates.Mystery wrote:
I don't fully understand what the original poster meant, but how would delineating cap radius take away from strategy. In rl strategy generals more or less have a sense of their attack capacities and ranges.That would take away a lot of strategy...
"I lol'd at that [gorilla warfare]. It put an image of apes running around with rifles shooting up everything in sight. It's guerilla warfare."
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!ZAZ wrote:
It sounds like by TOR you actually mean the colored circle itself. That's not strategy; you couldn't play the game if everyone's turf were invisible.🔥HELL RAZOR🔥 wrote:
Why? It'd be just like the circle showing the radius of which a turf occupies and the radius showing which turf it can collect money from. What makes a difference if there's a 3rd radius marker per each turf, the other two seem just fine, and they take away strategy.Too complicated to code. Also would take away strategy
The "Turf Occupation Radius" (TOR) helps people hop, isn't that seriously affecting strategy?
The "Turf Collection Radius" (TCR) helps players determine where to build turfs for better income, that affects strategy too?
The build radius is required so you know where you can build your turf. You purposefully aren't shown the build radius of any other players, however.
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I don't know what you mean by the TCR. Is it something on the new map (I use the old map & can figure out where to plant to collect protection $ just fine. I just have to get my finger to cooperate, lol. IMO, whether I end up with "perfect" placement is still part of the game though. It's an accomplishment when I get it where I want it.)
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I just looked at the new map again. Is the TCR supposed to be that clear area between the edge of the turf & the pink circle? Interesting, but I think that does take away some of the strategy. I can see why people would want it for crowded areas, because it does make it easier. I won't argue about that, but capping should never be that easy. You'd also actually be helping the larger mobsters more since their cap radius is smaller.
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Showing cap radius is ridiculous and as said it would greatly affect strategy. Right now, determining your cap range with a player often takes effort. You don't always get it right first time round and that's a part of the game, trial and error. It's not even an issue that needs suggestions for change. What this comes down to is players becoming more and more lazy. Put some bloody effort in.
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The capture circle wouldn't be a circle. It would be a random shape based n the turfs surrounding your turf. Your cap distance changes depending on the player you are attacking.
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Mystery wrote:
Yes.I just looked at the new map again. Is the TCR supposed to be that clear area between the edge of the turf & the pink circle? Interesting, but I think that does take away some of the strategy. I can see why people would want it for crowded areas, because it does make it easier. I won't argue about that, but capping should never be that easy. You'd also actually be helping the larger mobsters more since their cap radius is smaller.
Well...everything helps out bigger players, but I see your point, it would make it alot easier for everyone. But Nick tries to cater to that. Airports made it easier, TCR made it easier, and the "re-assessing" of the %10 rule made it easier as well.
...for some more than others...
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Kozy wrote:
This 👆 & I agree with Vadan's comment about players becoming more lazy.The capture circle wouldn't be a circle. It would be a random shape based n the turfs surrounding your turf. Your cap distance changes depending on the player you are attacking.
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Mystery wrote:
I rescind my prior comment. Additionally, I don't think it has anything to do with laziness. I do think it would add an element of ease and increase the games "playability" as attack range is not a consistent variable. I think if you really want to play it old skool then it could be toggled off and you can work with a protractor instead...or you can waste time aimlessly checking every turf you think may be in range.Kozy wrote:
This 👆 & I agree with Vadan's comment about players becoming more lazy.The capture circle wouldn't be a circle. It would be a random shape based n the turfs surrounding your turf. Your cap distance changes depending on the player you are attacking.
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I use the build turf button. Any turf within my green build range tend to be in my cap range too.
It doesn't always work, but it's a good indicator, particularly when scrolling across the map.
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