Reason for 1 inf turfs
Forums โบ General Discussion โบ Reason for 1 inf turfs-
I am trying to figure out why active players leave turfs at 1 inf. I'd understand it if a player is just starting out and doesn't have money to make all his/her turfs upgraded. But why do players that clearly have the ability to upgrade don't?
Can some1 tell my reasons/strategies for this? -
So they dnt get capped
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Thu don't have the patience to press the buy upgrade button again
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iCharles wrote:
But as far as I knw u CAN cap 1 inf turfs. So that doesn't make sense.So they dnt get capped
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Hopping to a new town
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If you land at a new airport it's better to stay hidden and hope no one sees your turf till you're fully established there. That's my reasoning behind it.
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If your the only person in that town you instantly know when someone else is there ๐
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Joe Jon wrote:
Hopping with 1 inf turfs? That doesn't make sense either since for hopping u'd want the max radius u can get and that is from 86 inf turfs.Hopping to a new town
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dagamer01 wrote:
Or higher with loot.Joe Jon wrote:
Hopping with 1 inf turfs? That doesn't make sense either since for hopping u'd want the max radius u can get and that is from 86 inf turfs.Hopping to a new town
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So if there is a treat in the area you can buy upgrades for your turf and then cap there turf in the area like mystery can do in Texas.
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๐....what?
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I captured 3 turfs today this has nothing to do with the topic I'm just so happy it's my first capture
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dagamer01 wrote:
Even if u could no one wastes time capping little players small inf turfs etc nothing to gain reallyiCharles wrote:
But as far as I knw u CAN cap 1 inf turfs. So that doesn't make sense.So they dnt get capped
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Quicker ROI.
Come on, man! Where'd you get your MBA?
A 1 influence turf can cost as little as like 60K, and recoup that investment in a day or two.
Dropping $3.6M on a turf in the middle of nowhere at 10K/h will take like 15 days to recoup your investment.
If you want to grow as fast as possible when you have lots of limit, but limited cash, drop pins.
...I'm so full of shit.
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The reason is that any total influence below 4 in an area does not show on your list to opponents. You can hide a turf if you get wiped out of an area you can just raise the influence and keep fighting. So you hop to a new area and leave a 1 inf turf and tear down the trail.
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These are called Safety turf
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dagamer01 wrote:
I know people who hop with less inf. TurfsJoe Jon wrote:
Hopping with 1 inf turfs? That doesn't make sense either since for hopping u'd want the max radius u can get and that is from 86 inf turfs.Hopping to a new town
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Brown๐ตNote๐ฒ wrote:
Yes... But it's good shitQuicker ROI.
Come on, man! Where'd you get your MBA?
A 1 influence turf can cost as little as like 60K, and recoup that investment in a day or two.
Dropping $3.6M on a turf in the middle of nowhere at 10K/h will take like 15 days to recoup your investment.
If you want to grow as fast as possible when you have lots of limit, but limited cash, drop pins.
...I'm so full of shit.
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Of someone has a one inf tur it's a pin it doesn't show up on the players profile and they are hidden and secret
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Waiting on B to say that hiding turf under a low influence ruling is not fair or damaging to the game......๐๐๐๐๐๐
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สโโณโคใโใ โ โโ สา wrote:
Yea, now that you mention it, I am waiting too. ๐Waiting on B to say that hiding turf under a low influence ruling is not fair or damaging to the game......๐๐๐๐๐๐
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๐แซะฒsฮนdฮนฮฑฮท๐ wrote:
You could use the 1 inf turf as a checkpoint in your hopdagamer01 wrote:
Or higher with loot.Joe Jon wrote:
Hopping with 1 inf turfs? That doesn't make sense either since for hopping u'd want the max radius u can get and that is from 86 inf turfs.Hopping to a new town
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Also spam turf where players drop hundreds
Of turf knowing they will all get capped but hope that the attackers will hit limit . And also throw backs from old low Infl days . I have hundreds of turf I can't be bothered to go and raise up .
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