Two suggestions for Nick...
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Turf Wars is great. Congrats on turning 2, and thanks for double loot last. Here are two ideas...1. Ability to protect 1 turf per 100 miles or so. A loot item would provide opportunity to protect 1 prized property in a certain location so that it an never be capped. Say you had a business trip in Moscow and you wanted to make sure you hold onto property at your favorite vodka bar, etc., but if you protect a property in one location you can't protect another right next to it or in the same city. 2. What if there was a loot item which would allow you to equip your
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Second idea-you can equip yourself with a loot item that will allow you to attack a player once no matter how much bigger the player's mob is than yours and if that person is carrying any money from $1 to millions you rob player of that money. If the player has not banked money they he/she is susceptible to getting robbed, even by a much smaller player (mob).
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Are you saying that when you use this robbing loot that the attacking player gets ALL unbanked cash? Definetly the thumbs down for me then.
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1)Turf should never be uncappable.
2) Then everyone would bank their money & people would rarely make any $ from attacking someone else. This would make the loot & attacks rather pointless. 👎👎 -
I love the second idea!
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Superyan wrote:
Of course you do cause you have a small mob.I love the second idea!
👎👎👎 on both the suggestions. -
Mystery wrote:
Unless there was a requirement that the cash be withdrawn from the bank at least 24 hours before you could spend it.2) Then everyone would bank their money & people would rarely make any $ from attacking someone else. This would make the loot & attacks rather pointless. 👎👎
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atla wrote:
That wouldn't work either. Small players wouldn't be able to grow quickly at allMystery wrote:
Unless there was a requirement that the cash be withdrawn from the bank at least 24 hours before you could spend it.2) Then everyone would bank their money & people would rarely make any $ from attacking someone else. This would make the loot & attacks rather pointless. 👎👎
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I'm no to both suggestions. However, I do think it's time the bigger the player the higher the cash payout. In-game cash is just stockpiling now nobody can go low inf.
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No to both.
But the robbery one would be better if it took a percentage of banked cash, not cash on hand. -
I agree with Vadan's. If it costs more money to heal then you can possibly win for attacking, then I think something is off.
@Kozy, are you talking about the Robbery mission? If so, a percentage of what banked cash?
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Mystery wrote:
No sorry, I was saying the OPs second idea. The loot that robs the player of whatever cash they have unbanked. I was saying it would be a better idea if it was a loot that robbed the player of a percentage of their banked cash not cash on hand. That way it's somewhat of a gamble. They may have nothing banked.I agree with Vadan's. If it costs more money to heal then you can possibly win for attacking, then I think something is off.
@Kozy, are you talking about the Robbery mission? If so, a percentage of what banked cash?
But I'm not for it. Was just saying it would probably be better that way then OPs suggestion. -
for number one, rather than not being able to cap it, you could double the health of the turf, so it would take twice as many attacks! therefore not fully preventing capping, but making it harder? and only
for a week or something? -
👾₩✪ℤℤⅬΣ-ɰøʑʑɬɘ👾 wrote:
No. It's hard enough to get turf as it isfor number one, rather than not being able to cap it, you could double the health of the turf, so it would take twice as many attacks! therefore not fully preventing capping, but making it harder? and only
for a week or something? -
sUP3r N00b wrote:
ah fair enough😋👾₩✪ℤℤⅬΣ-ɰøʑʑɬɘ👾 wrote:
No. It's hard enough to get turf as it isfor number one, rather than not being able to cap it, you could double the health of the turf, so it would take twice as many attacks! therefore not fully preventing capping, but making it harder? and only
for a week or something? -
👾₩✪ℤℤⅬΣ-ɰøʑʑɬɘ👾 wrote:
Not to mention the money already spent on stamina refills.sUP3r N00b wrote:
ah fair enough😋👾₩✪ℤℤⅬΣ-ɰøʑʑɬɘ👾 wrote:
No. It's hard enough to get turf as it isfor number one, rather than not being able to cap it, you could double the health of the turf, so it would take twice as many attacks! therefore not fully preventing capping, but making it harder? and only
for a week or something? -
Darth Vadan™ wrote:
surely though, if you were only allowed one in every 100 miles, and it was extremely rare then it wouldn't cause much of an impact. Possibly even make more money for the devs?👾₩✪ℤℤⅬΣ-ɰøʑʑɬɘ👾 wrote:
Not to mention the money already spent on stamina refills.sUP3r N00b wrote:
ah fair enough😋👾₩✪ℤℤⅬΣ-ɰøʑʑɬɘ👾 wrote:
No. It's hard enough to get turf as it isfor number one, rather than not being able to cap it, you could double the health of the turf, so it would take twice as many attacks! therefore not fully preventing capping, but making it harder? and only
for a week or something? -
👾₩✪ℤℤⅬΣ-ɰøʑʑɬɘ👾 wrote:
Increasing turf health has already been discussed. 👎👎Darth Vadan™ wrote:
surely though, if you were only allowed one in every 100 miles, and it was extremely rare then it wouldn't cause much of an impact. Possibly even make more money for the devs?👾₩✪ℤℤⅬΣ-ɰøʑʑɬɘ👾 wrote:
Not to mention the money already spent on stamina refills.sUP3r N00b wrote:
ah fair enough😋👾₩✪ℤℤⅬΣ-ɰøʑʑɬɘ👾 wrote:
No. It's hard enough to get turf as it isfor number one, rather than not being able to cap it, you could double the health of the turf, so it would take twice as many attacks! therefore not fully preventing capping, but making it harder? and only
for a week or something? -
Mystery wrote:
I'm guessing the conlcusion was against it then?😜👾₩✪ℤℤⅬΣ-ɰøʑʑɬɘ👾 wrote:
Increasing turf health has already been discussed. 👎👎Darth Vadan™ wrote:
surely though, if you were only allowed one in every 100 miles, and it was extremely rare then it wouldn't cause much of an impact. Possibly even make more money for the devs?👾₩✪ℤℤⅬΣ-ɰøʑʑɬɘ👾 wrote:
Not to mention the money already spent on stamina refills.sUP3r N00b wrote:
👾₩✪ℤℤⅬΣ-ɰøʑʑɬɘ👾 wrote:
for number one, rather than not being able to cap it, you could double the health of the turf, so it would take twice as many attacks! therefore not fully preventing capping, but making it harder? and only
for a week or som -
Is it me or does it seem like it's always big players who say no to ideas about items that allow smaller players advantage over them !!!
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JonnyB83 wrote:
Yes! 1. Because ultimately it's the bigger players that mainly fund this game. 2. Every feature/enhancement is created to be fair and balanced for all players regardless of size. 3. A lot of us in SF have been here long enough to immediately know what would/wouldn't work.Is it me or does it seem like it's always big players who say no to ideas about items that allow smaller players advantage over them !!!
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Darth Vadan™ wrote:
Not to mention having seen the same suggestions & arguments for & against them repeatedly. We need a dang summary thread in here, not that people would read it.JonnyB83 wrote:
Yes! 1. Because ultimately it's the bigger players that mainly fund this game. 2. Every feature/enhancement is created to be fair and balanced for all players regardless of size. 3. A lot of us in SF have been here long enough to immediately know what would/wouldn't work.Is it me or does it seem like it's always big players who say no to ideas about items that allow smaller players advantage over them !!!
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