The coming mobocalypse
Forums › General Discussion › The coming mobocalypse-
A fully armed mob costs $950,000 per 1,000 mob in upkeep. So to support a mob of 10,000 it would cost $9.5 million dollars in upkeep. To do that you'll have to have around 350 turf.
As mob sizes increase so will the need to begin taking over every turf you can. Eventually, even in the larger areas, this will drive out all but the earliest of the large players, creating a turf shortage very quickly. We should start seeing it once mobs start getting into the 6,000 range ($5,700,000 in upkeep requiring 170 - 200 turfs). So we're looking at maybe a couple of months until the mobocalypse.
Note that the turf numbers are favoring high income areas. In reality you may need 100 or more turfs then my estimates. And as the turf shortages begin to devalue turf you'll need more and more.
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What's your point? What do you think should be done about this
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My point is that if left unchecked mob numbers will eventually necessitate behavior that will lock the game out for new players. I thought of this after reading Tom Hagen's post in the suggestion forum on capping the mobs. The mobs do have to be capped to prevent this.
Nick has talked about an alliance system, so even with capped mobs there is an opportunity to grow in power with something like that. An actual mob rather then a number based on invites you've sent out. The issue, I'm sure, is just how to get away from invites as a base line for determining a players strength.
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YOU 1 nanosecond ago
Players with turfs captured will just place new ones and as big players move up lower players will be under the 10% influences protection this balancing everything in the end...Invite codes are the only way for new players to compete with older ones...
Example: me VS nixon and tom hagen... You had like 3 month head start but still I managed to reach you...
I think you and tom hagen are affraid to loose that top spot...
I aint...
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Maybe if thr mob decay came into effect... If a player inactive for over 6mnth they taken off mob
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The problem can be solved more turf upgrades....
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Maybe there should be a maximum number of turfs you can purchase with don points...this seems to be the problem and what is causing such a big issue.
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BENNEY *ADD BOOB* wrote:
but the ones on top will complain!Maybe if thr mob decay came into effect... If a player inactive for over 6mnth they taken off mob
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let's just put a cap on mob size. That way everyone will be able to get to the same level. Vendetta and diplomacy would then become the most crucial element of the game.
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MR ZONK wrote:
If it a choice between that or the end f the game what you think they guna doBENNEY *ADD BOOB* wrote:
but the ones on top will complain!Maybe if thr mob decay came into effect... If a player inactive for over 6mnth they taken off mob
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Other games haves limit on how many mob invit a player is allowed to send daily. This might help to prolong the life of the game for many.
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Meeshka wrote:
And then the newer players will never have a chance to catch up.Other games haves limit on how many mob invit a player is allowed to send daily. This might help to prolong the life of the game for many.
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I really don't think the situation is quite that dire. Once the top players begin reaching the 5k-6k mob level (assuming they don't get bored & quit before then) they will have to cap or buy quite a few turfs to support upkeep to remain competitive with other top players...but once they're at that point their influence level will be so high that new players will begin to thrive because of the 10% influence rule. Most likely the top players will be immobile because they'll be hundreds of turfs over their turf limit.
I think that arguably, the top players are essentially taking themselves OUT of the game by outgrowing everyone else. Smaller players won't build next to them & eventually they won't be able to afford the upkeep unless they buy more Don Points to increase their turf limit & become mobile again.
Perhaps an additional stipulation could be added to the turf cap rules such as the mob you're attacking must be within 50% or more of your own mob size; that would protect new players.
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@Matt
That's a good point, for some reason I forgot to consider the 10% rule. With that in consideration this effects larger mobs more, you're right.
There's an analogy in nature, the cockroach. They have no known life span and they never stop growing. If a cockroach can survive long enough the thing that will kill it is it's size, as it will end up crushing it's self under it's own weight. When his happens the other roaches happily dine on it's carcass.
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Basically it will end up as life under the Obama administration-two classes: the extreme haves and thecextreme have nots. The middle class/middle ground will be wiped out.
It will be interesting to watch it unfold.
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thuglife wrote:
Players with turfs captured will just place new ones and as big players move up lower players will be under the 10% influences protection this balancing everything in the end...
That doesn't balance anything, obviously. The 10% rule only shifts who's affected.
thuglife wrote:
Example: me VS nixon and tom hagen... You had like 3 month head start but still I managed to reach you...
I think you and tom hagen are affraid to loose that top spot...
I aint...
There is no me vs. you. You're just some snitch too far away for me to do anything about. Any respect I had for you went out when you cried to feedback about some guy spamming your comments. Before that you were possibly a little interesting but after that you become a joke to me.
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AND...the ten percent rule is a one way rule. Simply put, the little guy can cap the big guy.
As the mobocalypse scenario unfolds, it will make it easier to send a heavy hitter into negative income, thereby forcing a selloff of costly weaponry and armor, which in turn will empower the little guy over the big guy. Throw in a vendetta or two, and watch the big boys ride a snowball decent into the ghetto.
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president nixon wrote:
Thanks Nixon & well stated! I love the cockroach analogy; fits perfectly.@Matt
That's a good point, for some reason I forgot to consider the 10% rule. With that in consideration this effects larger mobs more, you're right.
There's an analogy in nature, the cockroach. They have no known life span and they never stop growing. If a cockroach can survive long enough the thing that will kill it is it's size, as it will end up crushing it's self under it's own weight. When his happens the other roaches happily dine on it's carcass.
I predict there will be some heavy-weight fights brewing as the top mobs have no choice but to battle other top mobs they may be allied with.
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It's going to be a vicious cycle. Definitely something to look forward to.
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But if this happens, wouldn't top mobsters stop buying RPGs, miniguns and body armor and only buy kelvier vests and grenedes. I think the mobocalyspe will only happen if one player forced himself to do so.
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Also with that amount of mob the attack and defense will be very high.
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lew1995 wrote:
But if this happens, wouldn't top mobsters stop buying RPGs, miniguns and body armor and only buy kelvier vests and grenedes. I think the mobocalyspe will only happen if one player forced himself to do so.
Maybe. But that would make them vulnerable to their counterparts who will need their turf.
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ChainsawCharlie wrote:
Maybe, but if your forced to buy grenedes and stuff like that, and let's say your pres Nixon, probably going the first one to reach a mob of those sizes, nobody would be able to beat him.lew1995 wrote:
But if this happens, wouldn't top mobsters stop buying RPGs, miniguns and body armor and only buy kelvier vests and grenedes. I think the mobocalyspe will only happen if one player forced himself to do so.
Maybe. But that would make them vulnerable to their counterparts who will need their turf.
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The way to take a player out of the game is to put them into debt. So to be safe you need to make 50% above upkeep at minimum. With that as a guideline I'll need 25% more turf after 4,000 mob, and it gets worse from there.
So part of this is as mob sizes increase the gap actually decrease in a way too, because supporting a large mob becomes so much harder. If I get to 5,000 mob I might be uncapturable but I run a greater and greater risk that I can be put into a negative income through attacking my turf even if my opponent loses all those fights.
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lew1995 wrote:
ChainsawCharlie wrote:
Maybe, but if your forced to buy grenedes and stuff like that, and let's say your pres Nixon, probably going the first one to reach a mob of those sizes, nobody would be able to beat him.
lew1995 wrote:
But if this happens, wouldn't top mobsters stop buying RPGs, miniguns and body armor and only buy kelvier vests and grenedes. I think the mobocalyspe will only happen if one player forced himself to do so.
Maybe. But that would make them vulnerable to their counterparts who will need their turf.
I wouldn't say nobody... All it would take is a mob less than 10% of his influence level with a decent amount of turfs in proximity to his & a vendetta with a couple of 2-2.5k mobs as Chainsaw above & you should be able to bulldoze as many turfs as you can reach.
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As Chainsaw said* above.
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president nixon wrote:
The way to take a player out of the game is to put them into debt. So to be safe you need to make 50% above upkeep at minimum. With that as a guideline I'll need 25% more turf after 4,000 mob, and it gets worse from there.
So part of this is as mob sizes increase the gap actually decrease in a way too, because supporting a large mob becomes so much harder. If I get to 5,000 mob I might be uncapturable but I run a greater and greater risk that I can be put into a negative income through attacking my turf even if my opponent loses all those fights.
Depends on the gap between your mob size and your rivals. If you have 2k more than your nearest competition, then you could probably get by with grenades and Body Armor instead of miniguns.
Don't think that we'll actually let you get that far ahead though! lol
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I forgot about vendettas but still I think it could happen.
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That's something not talked about but feel needs tweaking. Someone attacking your turf and losing 100% of the time, with thier money banked.
They lose practically nothing while your income suffers. You don't even need weapons to do damage. As the damage done/recieved is static, just different if you won or lost.
I'd propose to do damage one have some symbolance of attack close to yours and/or have cash not banked to "fund" the attack. Mind you not to pay for attacking, but rather to be exposed to the risk of losing something when the described sceniero takes place.
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That's all part of the strategy, Tom. And checks and balances. Early on I had someone with an insurmountable mob gobbling up my turfs. I did the only thing I could do to defend myself. I hit his turfs. Repeatedly. I watched as he sold off weapons, but when I finally got big enough to reclaim turf, he tore everything down and retreated. Game, set and match-ChainsawCharlie.
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Tom Hagen wrote:
That's something not talked about but feel needs tweaking. Someone attacking your turf and losing 100% of the time, with thier money banked.
They lose practically nothing while your income suffers. You don't even need weapons to do damage. As the damage done/recieved is static, just different if you won or lost.
I'd propose to do damage one have some symbolance of attack close to yours and/or have cash not banked to "fund" the attack. Mind you not to pay for attacking, but rather to be exposed to the risk of losing something when the described sceniero takes place.
I'm with you on this one Tom, anyone can attack your turf & cause damage; if you have a large cluster of turfs in a crowded area, not only is your income reduced from your turf being damaged (& you can only heal 80%) but you also get hit with paying protection for all those hours it takes for your turf to heal. Would be better if we could heal to 100%
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