Grouped Bases
Forums › Suggestions › Grouped Bases-
Bases in close proximity should reinforce each other defensively. If a group is together then the defense should be increased by a percentage of the influence. That way small guys can protect an area and the big guys will spend a shit load of money to take over larger areas. That being said, they won't be invincible like TWs because C4 will lower the influence of the bases hence lowering the overall defense incentive.
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Great idea. I'm currently deciding whether to take control of 5-10 countie or just holding off the two I already own. If this is implemented, I'll probably just consolidate all of my influence into the two counties.
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Exactly. A lot of us spread out too far and too fast just to own a county with one turf. Now I have one turf in other people's counties. I would just assume teardown and rebuild in masses. Right now there's no incentive to do that really.
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Before I realized that this isn't a game you can play from your couch to hop, I had 19 bases all within a mile of me. All within the same fraction of a township. That is consolidation, lol.
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Never even thought of something like that. I like it, though. 👍
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I like it a lot, I hope the commissioner takes notice of this thread
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+7👍
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I submitted this same idea to turf wars but I was several years too late.
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Nice Idea :) one chuck norris thumb up
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Bump
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Treybo130 wrote:
Indeed (secret bump)Bump
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Bump
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Bump
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Stop bumping this thread. It is a stupid idea.
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Ebony Wolf wrote:
I like.Never even thought of something like that. I like it, though. 👍
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Great idea, the sooner they implement the better.
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The way I see it this would only work well if the combined bases only take up one worker. Good idea.
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Each base remains as is but bases that fall inwith a certain radius of each other will create a blast wall like defense. It would need to be a low percentage to discourage a 100 bases being built on top of each other in an invincible formation.
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Bump
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I've expanded across the country but continue to stand by this idea. I was told that Turf Wars is too "established" to implement but this game is still new and this idea will greatly aid the noobs.
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Bump. This makes gobs of sense.
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We receive perks from teammates but not ourselves?
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Not sure of precisely the best way to implement this idea but the concept is 👍👍👍, it would help little guys starting off in their own neighborhoods not get destroyed by the big national powers.
As soon as I could build warehouses my first nine 361 inf bases in my town were all capped within 5 minutes and I just about deleted the app over it.
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+1 good idea
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I would like to see this combined with a perk that protects bases dropped using actual GPS location. Both of these ideas benefit the smaller, new players.
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Holy popularnesssss
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+1 👍
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Treybo130 wrote:
I don't think this would benefit lil guys. What if some giant player dropped in on you by driving and you couldn't take his base? A good thought but...I would like to see this combined with a perk that protects bases dropped using actual GPS location. Both of these ideas benefit the smaller, new players.
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Psych wrote:
They're not going to take a "big players" base anyway. You can still C4 it, but not acquire it. Plus, big players build one or two bases and only the one GPS built base should have the perk. Any bases built off of it wouldn't benefit. My point is to add a perk to true travels and not long distance hoppers.Treybo130 wrote:
I don't think this would benefit lil guys. What if some giant player dropped in on you by driving and you couldn't take his base? A good thought but...I would like to see this combined with a perk that protects bases dropped using actual GPS location. Both of these ideas benefit the smaller, new players.
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I agree with this concept to a point. Multiple Bases within acquisition range could reinforce each other. Central bases for cash and agents and perimeter bases could be used to protect the central ones. For this to truly work something has to be done to the other useless defensive upgrades like blast walls and the like. There needs to be an incentive to take the influence hit on each base. That being said, what's the point to placing a comm center or a casino or anything else other than a distribution center to build influence. If these lower influence building upgrades had perks other than influence maybe players would actually want to have a lower influence per base if there was an overall defensive perk with the ability to protect their agent or influence heavy bases.
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Psych wrote:
Maybe the perk is only applicable to those of a lower level, for example and I believe this spot, level 35Treybo130 wrote:
I don't think this would benefit lil guys. What if some giant player dropped in on you by driving and you couldn't take his base? A good thought but...I would like to see this combined with a perk that protects bases dropped using actual GPS location. Both of these ideas benefit the smaller, new players.
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