New Player Advantages/Disadvantages
Forums › Help & Strategy › New Player Advantages/Disadvantages-
Discuss.
Disadvantage: Mob. only in the beginning. mob. I'm not goin to go into it here. I just started a Mob Gap thread in Help.
Advantage: Turfwhen I started, all I could do wad place turf and take forever to build, expand and arm because all my turf maxed out at $9500 at 84 inf.
Now, any new player that comes along can plop down a turf in any of several locatons here and start making 31-35k right off the bat.
It took months, literally, to get 20 turfs to 84. And all I could afford mob wise wasaybe 400 grenades and Kevlar. Now, because of all the time and effort I put in, anew player came along and in just three short weeks went from four turf to 60 and has a 600 mob outfitted with minis and body armour.
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Advantage: Capturing.
Bigger players cannot capture turf from someone with less than 10% of their total inf. (should be 25 IMO).
But that small player can cap turf off the bigger player. He just needs themib to get the job done. It's happened to me. I lost turf and could not cap it back because of this rule.
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Advantage: help and support. How many of you had to figure this game out on you own, and with no forum?
There is a huge knowledge base here now and many, many players are all too willing to help and share strategy.
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Hey Charlie, I'm coming for Hawaii, see you soon :-)
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$$ is a major disadvantage for new players IMO. You can mob up quick but if you can't afford mini/armor/rpg for all mob then you're going to be growing slow and won't be able to compete for awhile. It's self-defeating to because you're going to aquire a big upkeep, which means more turfs needed, which means increase chance of having that 10% influence of the nearby Heavy. I remember when I was coming up in the first months of TW being live and it was all about grenades/Kevlar and adding as many codes to boost att/def. Then folks started building ak armies lol
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naughtyjames wrote:
Hey Charlie, I'm coming for Hawaii, see you soon :-)
Advantage: Charlie.
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O came in during the end of the AK armies phase.
Money is there for new players if they are near poulated areas. But that comes withits own disadvantages.
I would suggest building in area away from capture in the beginning. Get a few turfs down, add some mob. When you get the warehouse unlock level, maybe look for some populated areas to build a turf or two. Stay small and er the radar. Talk to the heavies in the area, see if you can get someone too look out for you. They'll certainly appreciate the income boost of another player, but you don't want to entice them with a load of new turf. Build in pairs. One for you that they will hopefully not lean on and one to pay protection. Maybe cut a deal to
let them cap every so often as tribute. -
But keep a majority of you turf isolated in the beginning. Advantage: less susceptible to capture. Disadvantage: low income.
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