weapon, turf, & gameplay suggestions
Forums › Suggestions & Feedback › weapon, turf, & gameplay suggestions-
maybe these have already been suggested but:
1) more "modular" weapons. upgrades to weapons like our already armor pierceing bullets, that affect weapon attack/defense/upkeep. things like scopes, bigger ammo clips, belts for carrying more than one weapon, etc.
2) camoflauge. the ability to hide a turf until you attack another turf within it that hidden turf's attack range, then becomes visible.
3) expertise missions / training. after an expertise mission is complete, it would give you higher attack / defense strength for X weapon.
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wangberg wrote:
First one might be a little complicated. the third one does that in a way.maybe these have already been suggested but:
1) more "modular" weapons. upgrades to weapons like our already armor pierceing bullets, that affect weapon attack/defense/upkeep. things like scopes, bigger ammo clips, belts for carrying more than one weapon, etc.
2) camoflauge. the ability to hide a turf until you attack another turf within it that hidden turf's attack range, then becomes visible.
3) expertise missions / training. after an expertise mission is complete, it would give you higher attack / defense strength for X weapon.
second one is a light possibility, but probably not a reality.
Third one I like best. This would motivate us to do all sorts of missions. it would work.
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3. That's actually not a bad idea. Could give smaller players an eary chance to get high stat weapons that increase in power and upkeep on par with the associated mission.
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2 has already been discussed & is a bad idea.
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2 wouldn't work. People would camo their Turf and never attack anyone in the attack range of the Turf. You wouldnt be able to cap people out of areas.
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