10% rule.
Forums › General Discussion › 10% rule.-
Everyone thinks this should or will change. I have to disagree. The 10% rule is necessary for the survival of both smaller and bigger players. I hate it as much as anyone but it's necessary amd there are no acceptable alternatives.
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#CoSign!
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BullyMan wrote:
#CoSign!
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I think it needs to go!!
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iamcanadian 🔨🔥💀 wrote:
What alternative is there then?I think it needs to go!!
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Who really thinks this should change? It's a good rule. It does allow for a little too much protection though (reducing all your turf to 1 inf to stop people from capping you doesn't seem fair). However, I think it should stay because the only other alternative is mob size, and that determines how the fight will end anyways, and if you need protection because of mob size differences, vendettas are the solution.
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🔥GOD of WAR🔥 wrote:
I think alternative would be to link it to mob just like the cap range. Simples!iamcanadian 🔨🔥💀 wrote:
What alternative is there then?I think it needs to go!!
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BRITFURY™ wrote:
🔥GOD of WAR🔥 wrote:
I think alternative would be to link it to mob just like the cap range. Simples!iamcanadian 🔨🔥💀 wrote:
What alternative is there then?I think it needs to go!!
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BRITFURY™ wrote:
Then we become extremely limited on who we can cap and the players who don't mob become invincible. That wont work. As I've said before working for mob shouldn't become a punishment.🔥GOD of WAR🔥 wrote:
I think alternative would be to link it to mob just like the cap range. Simples!iamcanadian 🔨🔥💀 wrote:
What alternative is there then?I think it needs to go!!
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The rule works perfect,
There are ways to get at people who drop inf to not get capped, one being to drop inf and go after them, the other to V with a smaller player.As is, it means you can't build up 300 turf without mobbing up.
If you tie it to mob, then a 1 mob player can have hundreds of turf and no one can cap them
On the flip side a 10k player can only have one turf and it can be capped.With the rule, I know I can stop playing and come back in a few months and start from a couple 100 inf rather than 0, and be wiped of the continent
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Lete give you a scenario. A 1k mob links in a v with a top player or group of them. What do you do? You aren't going to lower mob and lowering influence won't make a bit of difference. Reset? That would seem to be the only strategic alternative. Another reason why basing it on mob womt work. Also what reason to mob now. Bases on this idea the more mob you get the weaker you become so wouldmt it be better to just sit at 500 mob and be fully unbeatable?
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I think it's fair, because if you lower you're inf to 1 , you're going to go negative quickly , so it works.
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Mob is definately not the answer.
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Rb's turf # suggestion is closest. Almost a full solution but comes with huge drawbacks to payed players.
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🔥GOD of WAR🔥 wrote:
I think the turf limit over number of turf owned.Rb's turf # suggestion is closest. Almost a full solution but comes with huge drawbacks to payed players.
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Bugsy✯Siegel wrote:
Turf limit would make spending cash a bad thing. Nick won't wamt that.🔥GOD of WAR🔥 wrote:
I think the turf limit over number of turf owned.Rb's turf # suggestion is closest. Almost a full solution but comes with huge drawbacks to payed players.
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Once you have raised the inf of a turf above a certain limit, then you should not be able to reduce it below that limit. The only way to reduce inf would be to tear it down, which in turn hits you in the pocket. This could prevent the larger mob players reducing all the way back to 1 inf on turfs.
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Deckard wrote:
SortedOnce you have raised the inf of a turf above a certain limit, then you should not be able to reduce it below that limit. The only way to reduce inf would be to tear it down, which in turn hits you in the pocket. This could prevent the larger mob players reducing all the way back to 1 inf on turfs.
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🔥GOD of WAR🔥 wrote:
If the turf built is the deciding factor, that gives players like flat face a distinct advantage. They can tear down to get low.Bugsy✯Siegel wrote:
Turf limit would make spending cash a bad thing. Nick won't wamt that.🔥GOD of WAR🔥 wrote:
I think the turf limit over number of turf owned.Rb's turf # suggestion is closest. Almost a full solution but comes with huge drawbacks to payed players.
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Changing the rules mid game is fuckin lame any way u cut it.
I always liked the 10% rule. There is no hiding from any one. You drop inf to avoid caps, I drop inf and continue cappin' and noobs gotta learn to mob up some how... -
How about this. Make the rule only for those with less than 1 bill to your name. That should make it harder for big mobs to exploit. Just a thought, can't see anything wrong with this one
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BRITFURY™ wrote:
Agreed. If your mob is over a certain size and you have 100's of turf you shouldn't be allowed to have them all at inf.... Have a maximum limit of 1inf turfs dependant on your mobsize/turf count🔥GOD of WAR🔥 wrote:
I think alternative would be to link it to mob just like the cap range. Simples!iamcanadian 🔨🔥💀 wrote:
What alternative is there then?I think it needs to go!!
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randombloke wrote:
Mob is definately not the answer.
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The Rhino wrote:
Not a bad idea but Its open to fully armed mobs selling off bit by bit to keep u funded just below 1 billion and still able to wage war .How about this. Make the rule only for those with less than 1 bill to your name. That should make it harder for big mobs to exploit. Just a thought, can't see anything wrong with this one
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Is there any way to base it on level ?? If it's to protect smaller guys then say up to level 40 or something u can have 1 infl then above that ur turfs start at say 20 I fl till level 50 then 30 till level 60 and so on . That way if u have a low infl guy there just to use for smashing people they would soon level uP through all the fight xp and that would increase their influence automatically . Do I have something here or is it just another rubbish idea ????
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shaggly razors wrote:
Im too drunk to fully understand your thinking. But yes, something along these lines could work. Any rule change that made you go higher inf would be a + 😺👍Is there any way to base it on level ?? If it's to protect smaller guys then say up to level 40 or something u can have 1 infl then above that ur turfs start at say 20 I fl till level 50 then 30 till level 60 and so on . That way if u have a low infl guy there just to use for smashing people they would soon level uP through all the fight xp and that would increase their influence automatically . Do I have something here or is it just another rubbish idea ????
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Ur talking crap big nose
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Sorry B, you and I couldn't disagree more. If it stays I say it needs to expire at a certain level. I've had to crater my inf more than once to have a go at certain opponents. If someone reaches level 40-50 and they haven't learned how to play the game yet then their fate is their own and the rest of us shouldn't have to be punished when we want to self-police a Godfather level player that bottoms out so he can rip some noobs apart. The rookies aren't helped by eternal protection, they are actually hurt by it. They have the Don's help until 25, give them the 10% until 50 and after that it will be up to the players skill and the relationships and rep they have built by then.
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Old adage: If it's not broken, don't fix it. The 10% rule is a core strategic element of the game, both offensively and defensively, and should not be changed in my opinion. I'd also like to add that dropping inf and bringing it back up is nontrivial and takes a LOT of time (esp if you have many turfs). That fact by itself prevents the rule from being abused. Personally, I salute all the players who have ever had to drop inf for the sake of combat. You knew what you had to do to succeed and you went for it. Kudos! 👍
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🔥GOD of WAR🔥 wrote:
No it needs to work both ways! Low inf = bitch game!Everyone thinks this should or will change. I have to disagree. The 10% rule is necessary for the survival of both smaller and bigger players. I hate it as much as anyone but it's necessary amd there are no acceptable alternatives.
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Viper ☠ wrote:
Pretty smart for a snake! I wholly agree!!!Sorry B, you and I couldn't disagree more. If it stays I say it needs to expire at a certain level. I've had to crater my inf more than once to have a go at certain opponents. If someone reaches level 40-50 and they haven't learned how to play the game yet then their fate is their own and the rest of us shouldn't have to be punished when we want to self-police a Godfather level player that bottoms out so he can rip some noobs apart. The rookies aren't helped by eternal protection, they are actually hurt by it. They have the Don's help until 25, give them the 10% until 50 and after that it will be up to the players skill and the relationships and rep they have built by then.
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