This 1 influence thing is out of control
Forums › Suggestions & Feedback › This 1 influence thing is out of control-
Vendettas are pointless. People just drop their turf numbers and influence. I think this game needs this change. Do u agree Nick or do you think it's fine the way it is and am keeping it this way??? If u think it's fine I am going to have to just get used to it. Could u tell me one way or the other so I either can look forward to it being fixed soon or just suck it up and learn to play by these rules.
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1 inf can be capped and destroyed now. If you think about why vendettas were created, you will find your strategy.
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You need a lowingluence player in your vendetta to go on for the kill.
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How about once you have bought the last three upgrades on a turf The 3_7 influence the 15 influence and the 20 influence upgrades they can't be sold
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ChainsawCharlie wrote:
You need a lowingluence player in your vendetta to go on for the kill.
Yeah, because a low influence character will have the mob and weapons to defend themselves when their partner's stamina or health runs out
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💎Schulzie💎(Add 1234) wrote:
the person could still tear down turf. Why not make the 10% rule work both ways. U need to be at least 10% players influence to captureHow about once you have bought the last three upgrades on a turf The 3_7 influence the 15 influence and the 20 influence upgrades they can't be sold
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Add inflation to rebuilding on the same turf. I.e., after you buy a gambling den the next one costs 10% more and so on. That way the rebuilding process becomes more and more burdensome.
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ChainsawCharlie wrote:
The problem with having a low influence player in your V is that they will not have many turfs which limits the amount of contact they will have with the target which subsequently limits the potential damage.You need a low influence player in your vendetta to go on for the kill.
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Belial wrote:
I do like this idea but I see where the loophole is already. Low influence guy keeps all of his turfs at one until time to attack. He raises influence to 84 and then when done attacking goes right back to 1. I love the inflation idea. What I'd do is make it to where u can never lower turf influence. If u wanna lower influence u have to tear down. That's my idea.💎Schulzie💎(Add 1234) wrote:
the person could still tear down turf. Why not make the 10% rule work both ways. U need to be at least 10% players influence to captureHow about once you have bought the last three upgrades on a turf The 3_7 influence the 15 influence and the 20 influence upgrades they can't be sold
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Turf Warrior wrote:
I vote for making turf upgrades permanent.Belial wrote:
I do like this idea but I see where the loophole is already. Low influence guy keeps all of his turfs at one until time to attack. He raises influence to 84 and then when done attacking goes right back to 1. I love the inflation idea. What I'd do is make it to where u can never lower turf influence. If u wanna lower influence u have to tear down. That's my idea.
💎Schulzie💎(Add 1234) wrote:
the person could still tear down turf. Why not make the 10% rule work both ways. U need to be at least 10% players influence to capture
How about once you have bought the last three upgrades on a turf The 3_7 influence the 15 influence and the 20 influence upgrades they can't be sold
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I second this👆👆👆👆👆👆👆
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😒 Great idea, but like we'll see a change in less than 3 months
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Good effort everyone. However I was forced to drop 280+ turfs and drop the rest to 1 just to defend myself. It seems silly how a player can infact drop everything down and be uncapturable. However the 10% dosent go both ways. Said player can still cap of anyone. Regardless if they are above 10%.
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What if influence was permanent? It could show like turf limit. For example, say you built to 10,000 inf.
So your inf would read 10,000/10,000.
You could still reduce inf on turf, and this would protect the turf from capture based on the turf influence rules, but player inf would remain the same.
You reduce your turfs to half inf-now your inf shows as 5,000/10,000
So now, for capturing, turf vs turf numbers would apply, but the player would still have 10,000inf. The fractional display is really just a guide to let the player know where he is.
There would need to be a downside to this though. Utilizing this tactic, you will pay police protection based on your total income at anytime you are below total influence. And there is no payoff to stop the police protection The only way to remove the police protection is to go full influence.
Probably still a lot of flaws in this plan, so lets work it out.
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ChainsawCharlie wrote:
Understandable...and others have explained the issues with this above. My gripe is that I don't feel you should HAVE to grab a lower level player to take care of someone in the game. Otherwise, currently the only option is lower all of your turfs as well...as some of us have done already.1 inf can be capped and destroyed now. If you think about why vendettas were created, you will find your strategy.
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💎Schulzie💎(Add 1234) wrote:
nah nick intentionallywants smaller players to have a chance to get away from bigger ones and this idea could prevent thus. System is fine as it is there are more important things that need changingHow about once you have bought the last three upgrades on a turf The 3_7 influence the 15 influence and the 20 influence upgrades they can't be sold
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The Rhino wrote:
the system is fine as it is? We have big players lowering their influnce to the point where they cam capture from anyone but can't get captured from and you think there are more important thing? Lol💎Schulzie💎(Add 1234) wrote:
nah nick intentionallywants smaller players to have a chance to get away from bigger ones and this idea could prevent thus. System is fine as it is there are more important things that need changingHow about once you have bought the last three upgrades on a turf The 3_7 influence the 15 influence and the 20 influence upgrades they can't be sold
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I still think something needs to be done to fix this possibility from occurring...but how it should be handled, I don't know exactly.
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The Rhino wrote:
that is why I said the higher upgrades which the lower level players wouldn't of unlocked💎Schulzie💎(Add 1234) wrote:
nah nick intentionallywants smaller players to have a chance to get away from bigger ones and this idea could prevent thus. System is fine as it is there are more important things that need changingHow about once you have bought the last three upgrades on a turf The 3_7 influence the 15 influence and the 20 influence upgrades they can't be sold
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